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techbear

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Reply with quote  #1 
I've released 2.7.4.  I wouldn't say that it's a major release, but it's been long in coming, and you may find it's more stable than the last version.  I've been working hard on stability issues, but it's very tricky.

Speaking of tricky, I can't update the website.  More specifically, I can't edit the Downloads page in order to give you all the upgrade DL link.  I've got a problem ticket in with ionos, my host, and hopefully they'll help me figure out the problem right away.

Until then, you can download the 2.7.4 upgrade from here:
http://www.artemisspaceshipbridge.com/wp-content/uploads/2017/10/Artemis_Upgrade_v2_7_4.exe


This version of Artemis is NOT dead; I'm continuing to update it.  However, it's a giant ball of poor decisions and ancient code, that can only be built on the 2008 version of Visual C++.  So I'm eager to begin work on Artemis 3.

What I've been doing is working on Artemis 3 technology, and since starting my new game engine (called PAX) in April of 2018, I've been pushing forward in every critical aspect of technology (rendering and shaders, sound and music, networking, GUI systems, dynamic bounding trees, and everything else) that Artemis 3 will require, and I've come a long way.

So when I finally start work on Artemis 3, I won't use any code from previous Artemis versions.  BUT I won't be doing it from scratch; I'll have loads of existing tech that will be immediately usable.

And I hope you can all come to Armada 2020, cause I'll be showcasing that technology there.  You'll be able to see it and interact with it, and (of course) play Artemis 2.7 with loads of other people all weekend, play the special missions, and see the amazing bridges that everyone will bring.

Merry Christmas and Happy Holidays!


------------------------------------------------------------------

 

------- changes for V2.7.4 -------
useDebugConsoleWindow no longer works; I couldn't get an implementation I was happy with. But I'll leave it in for the future.

You can use the script command "set_object_property" to change the "canBuild" value of a station. Now there are two new flags you can set on stations, "canShoot" and "canLaunchFighters".
0 = no, 1 = yes.

------- changes for V2.7.3 -------
A new setting has been added to artemis.ini; useDebugConsoleWindow
if 1, a seperate console window will appear on your windows desktop, filled with code tracking messages.
in the event of a hard crash, the last line of the code tracking information could be useful to the developer.

enabling this console window WILL slow down the program, especially with higher-level missions.

------- changes for V2.7.2 -------

Crashes occured when a pirate player was looting a surrendered ship, but the ship was destroyed before the looting completed. I believe I found the offending code and fixed it.

added some server-only hotkeys to controls.ini
SERVER_OPTION_TOGGLE
END_RESULTS_SCREEN
TOGGLE_SIMULATION
PAUSE_SIMULATION
RESUME_SIMULATION
END_SIMULATION

VOLUME_MUSIC_UP
VOLUME_MUSIC_UP
VOLUME_MUSIC_DOWN
VOLUME_MUSIC_DOWN
VOLUME_SFX_UP
VOLUME_SFX_UP
VOLUME_SFX_DOWN
VOLUME_SFX_DOWN
VOLUME_COMMS_UP
VOLUME_COMMS_UP
VOLUME_COMMS_DOWN
VOLUME_COMMS_DOWN
VOLUME_MUTE_ALL

torpedo icons have new art and no longer blink.

increased "damageTorpHom" (in artemis.ini) from 20 to 25.

exposed some values of torgoth and skaraan drones in artemis.ini. These are:
droneSpeed=2.7
droneDamageTorgoth=1.3
droneDamageSkaraan=40.0
droneDamageSegmentCount=4

elite ships (skaraans) now have two more special powers. One is a shield frequency scrambler, that randomly changes shield bands. The other is just like the normal
teleport, but backwards instead of forwards.
I cleaned up the elite skaraan ship brain code, so (hopefully) it uses the ship's elite abilities better and more appropriately.

made code change so there's ALWAYS a replacement fighter at SOME base

added Properties for monsters to scripting. These adjustable properties are:
speed (usually 1.0)
health (usually 1-1000)
maxHealth (usually 1-1000)
turnRate (usually 0.0001-0.01)
age (1,2, or 3)
size (usually 0.5-1.5)
skaraans launch drones more quickly, from slightly farther away. Other ships with drone launchers are similarly adjusted.
doubled arvonian fighter complements.
changed code that creates friendly stations in solo missions. This should only add more stations.
now, in most solo and coop games, a second, delayed skaraan wave will join the fight.

In artemis.ini, I added back editable torpedo values
damageTorp***, speedTorp***, turnTorp***, minutesToProduceTorp***

 

neimad

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Reply with quote  #2 
Thanks Thom, it was an unexpected and not unwelcome surprise when opening Steam today [comp]
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Anonymous
Reply with quote  #3 
Fantastic! Look forward to stress testing it.
notsabbat

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Reply with quote  #4 
Sorry, the above post was from me. Didnt notice I was logged out.
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ogremasch

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Reply with quote  #5 
Happy to see this and glad to hear about the new Artemis 3.0.

Thanks for all the work you put into this.
Anonymous
Reply with quote  #6 
Greetings, I truly appreciate that Artemis is still in development, but the update came in a very bad moment for me!

Here's my situation: as every year, we set up a LAN meeting after the Christmas lunch and we play Artemis. I once bought a Steam copy and, as FAQ in this site suggested, I copied my Steam version on other computers. Well, let's say that it didn't went so smoothly[bawl]

It's hard every year to make everyone install everything, and now finally on every computer we have Artemis 2.7.1, but update came and now I'm wondering: shall we all update?

We made tests and we prepared everything for the great day, we fear that this update may mess up things... And we don't know how to update the copies on other computers since only me with the Steam client have the Steam update function.

So, do your above posted link updates from 2.7.1 to 2.7.4 any copy of Artemis?

Thanks in advance.

Niccolò
Xavier Wise

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Reply with quote  #7 
Hello!

Thank you for this update. I am really looking forward to tweaking those values for the torpedoes now that we have access to them. 

I have created a quick video guide for installing the update, based on the post from Niccolò. It is as useful to the TSN RP Community as it is to everyone else, so I though I would share it here. 



Really appreciate all the great work on this game!

Xavier

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NoseyNick

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Reply with quote  #8 
As far as I can tell, the only files changed since 2.7.2 are:
  • Artemis.exe (obviously)
  • uninst.exe (curious, but OK)
  • artemis.ini (the already-obsolete useDebugConsoleWindow=0)
  • changes.txt (changes for V2.7.4 / V2.7.3)
  • mission-file-docs.txt (canShoot, canLaunchFighters)
Come to think of it, the only changes since 2.7.0 are the above plus:
  • controls.ini (SERVER_OPTION_TOGGLE, server only hotkeys)
  • dat/torpedo.png
  • some dat/vesselData.xml tweaks (mostly <torpedo_storage type="xxx" amount="N"/> but also <carrierload>, <long_desc>, <drone_port>, possibly others)
  • a bit more in mission-file-docs.txt (GMMONSTER_JELLY, ATTRIBUTE: age, a few others)

The installer (re)installs QUITE A LOT of files under the circumstances. I assume it's trying to update, what, anything since 2.0.0?

Many thanks for the early Christmas present Thom! Have a Cool Yule and a happy and prosperous New Year! We look forward to learning more about your 2020 vision   :-)

Niccolò

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Reply with quote  #9 
Quote:
Originally Posted by Xavier Wise
Hello!

Thank you for this update. I am really looking forward to tweaking those values for the torpedoes now that we have access to them. 

I have created a quick video guide for installing the update, based on the post from Niccolò. It is as useful to the TSN RP Community as it is to everyone else, so I though I would share it here. 



Really appreciate all the great work on this game!

Xavier


Dear Xavier,

I thank you by heart for your very simple tutorial!
Yesterday we had all a great day by playing Artemis after a fine lunch.
We think to do it again on this weekend, and for it I may have a few questions, but they are proper of other forum's sections.
And I'll give a look to the great looking mod!

Thanks again!

Niccolò

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rothestar

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Reply with quote  #10 
Did the upgrade and it crashed...

Did a downgrade to 2.7.1 downloaded from the website and it runs with an notice the the copy is more the one year old but it can launch I can play the game.

If I upgrade to version 2.7.4 again it still crashes..




my specs:
Windows7 64bit.

path to the game:
D:\artemis


best regards
rothestar

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Mike Substelny

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Reply with quote  #11 
Your specs should be adequate, for now. Pretty soon Windows 7 won't do it anymore.

It should like you are missing a file. I will ask Thom tonight for his thoughts.

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rothestar

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Reply with quote  #12 
any updates??
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Mike Substelny

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Reply with quote  #13 
Quote:
Originally Posted by rothestar
any updates??


Sorry, I thought Thom responded to you. He agrees that you are missing a file but has no extra insight into what file it might be. He suggests that you need to do a fresh install from your original files and then apply the update over it.

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autohost

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Reply with quote  #14 
I got v2.7.4 to run.

I installed Artemis_full_v2_00.exe
then Artemis_Upgrade_v2_7_1.exe
then Artemis_Upgrade_v2_7_4.exe

Perhaps the upgrade 2.7.1 was not needed.  I did not try going straight from 2.0.0 to 2.7.4
DupeOfURL

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Reply with quote  #15 
autohost - odd.  One "should" be able to Install v 2.0 then directly Upgrade to v 2.7.4.  {In fact, I think I did just that....} 

Mike - Windows 7 Artemis go away?!?  When??  I specifically keep my bridge PCs off the InterNet so they do {did} spend all weekend doing Windows Updates! 


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