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techbear

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Here comes a new version, of bug fixes and maintenance.

As always, if you gt the steam version, it should auto-update.  If you bought the PC bridge license, you'll find the latest update installer on the downloads page.

I hope everyone can come to Armada 5, in Cleveland, March 26,27,28.  It's gonna be a blast!


------- changes for V2.7.5 -------
added new scripting command "get_object_property", finally making it possible to transfer the value of a property to a variable

found a wierd bug, which should have led to crashes when using the script attribute "player_slot". I think I fixed it; player_slot should be universally useable now.

Changed the theClientSim->idleTimer, and the theMainScreenDisplay->idleTimer to be slightly longer, to hopefully allieveiate the issue with clients
jumping back to the console choice screen due to network lag.

I added a client-side heartbeat. This message helps the server figure out of a client has crashed or otherwise stopped, so it can forget it and let a new client
connect and control helm, weapons, or science stations.

Hitting an asteroid with a tag torpedo (or any type of torpedo) should no longer crash the server.

The script command <if_damcon_members> wasn't properly documented; the player ship had to be identified. That documention is fixed.

Dave Thaler pointed out a thread in the forums which reported several errors in controls.ini. It helpfully offered a fixed version of the file. Used. Thanks!

Three of the newer elite special abilities weren't documented properly. I added them to mission_file_docs.txt.
const int SPCL_VAMP_SHIELD = 2048 --- Doesn't just suck energy from player ship shields, but adds that energy to the elite's shields.
const int SPCL_TELEPORT_BACKWARDS = 4096 --- Just like the 5km teleport forwards, but backwards.
const int SPCL_SHLD_SCRAMBLE = 8192 --- This resets the frequencies of the elite's shields occasionally. This does "cure" shield damage done by EMP blasts.

There was a secret testing AI mode, toggled by pressing E while the server was playing. That's been changed to CTRL-ALT-A.

On the client screen, you can get a button on the right side of the screen, which sez "Connect to XXXX", where XXXX is the name of a running server on your local network.
The name of this server used to be the username of that server, but now you can give the server a custom name in its Artemis.ini file. The setting is "ServerNetworkName".

changed the random target height for whale pods to a more limited range; from -500to500, to -50to50 Similarly restricted initial jelly position

restricted dragon Y position.

"if_not_exists" was not working right with player_slot. That has been fixed.

Added "target_slot" as an attribute to the "if_player_is_targeting" condition.

"set_relative_position" was poorly written, and didn't work with player_slot1 and player_slot2. This has been fixed.

When the client code loads the HKEY_CURRENT_USER\Software\ArtemisSBS\IPAddress value into the text box, I've added more error checking, in case
the value is corrupted.

Thanks to Darren B., who pointed out several places where the mission-file-docs.txt file gave innacurate information about the player_slot attribute.

"warning_popup_message" uses the "player_slot" attribute correctly, but if that ship wasn't in the game, the message went to all player ships.
This is correct behavior; if you want to send a message to all ships, just don't use a "name" or "player_slot" attribute.
BUT, if you expressly use the "player_slot" attribute, the behavior is now changed to NOT broadcast to all ships.

The hot-keys for CYCLE_TORP_TUBE_* weren't working. Fixed.

The BUTTON_QUICK_JUMP_FORWARD and BUTTON_QUICK_JUMP_BACKWARD hotkeys have been added.

LawsonThompson

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If I want a "clean" 2.7.5 install with all features, do I start with my 2.0 installer and just upgrade right to 2.7.5?

I note that I don't seem to have the VLC video player add-on. Maybe I missed a point release? Or does 2.7.5 remove the video play feature?

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Darrin

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Reply with quote  #3 
Quote:
Originally Posted by LawsonThompson
If I want a "clean" 2.7.5 install with all features, do I start with my 2.0 installer and just upgrade right to 2.7.5?


The updater copies over the .exe and .ini files in the {drive}\Program Files (x86)\Artemis directory. It isn't making any changes to the dat files. I don't recall if there were any dat file changes between 2.7.0 and 2.7.1... I think there wasn't? So you should be able to copy the contents of the default Artemis directory into any other folder with 2.7.x and have it work.   

(I'm usually playing Artemis from a beta version handed to me directly on a thumb drive by either Thom or Mike, so I frequently have multiple versions of Artemis copied to my desktop. Thus, I often have no idea if any given Artemis folder is a "clean" install. So I may have no idea what the heck I'm talking about.)  

Quote:
Originally Posted by LawsonThompson

I note that I don't seem to have the VLC video player add-on. Maybe I missed a point release? Or does 2.7.5 remove the video play feature?


VLC is an open-source video player that you can download directly from videolan.org. I do not recall exactly when it was bundled with Artemis...? I want to say somewhere around 2.1 or 2.4? The oldest copy I can find on my PC is 2.604, and that doesn't have VLC included. You can still use VLC.exe with the spawn_external_program command, but some scripts may have some quirks with leaving the video player running in the server screen (requiring someone to crawl over/under tables/wires to close the window). 


notsabbat

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Reply with quote  #4 
Guys!!!!    "CYCLE_TORP_TUBE_X"  works!!!! if the tube is empty it will load, if the tube is loaded it will unload. "FIRE_TORP_TUBE_x" still fires the torpedo, but it doesnt load anymore.

Be warned that by default the key bindings overlap with select torp 6, 7, 8 and 9, so will have to change them. There are also only 4 keybindings to CYCLE_TORP, but you can add the other two and I have confirmed that they do work correctly.

Ex.
CYCLE_TORP_TUBE_0          =           UI_INPUT_KEY_1
CYCLE_TORP_TUBE_1          =           UI_INPUT_KEY_2
CYCLE_TORP_TUBE_2          =           UI_INPUT_KEY_3
CYCLE_TORP_TUBE_3          =           UI_INPUT_KEY_4
CYCLE_TORP_TUBE_4          =           UI_INPUT_KEY_5
CYCLE_TORP_TUBE_5          =           UI_INPUT_KEY_6




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Dave Thaler

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Reply with quote  #5 
controls.ini added these in v2.7.5:
BUTTON_QUICK_JUMP_FORWARD  =           UI_INPUT_KEY_H
BUTTON_QUICK_JUMP_BACKWARD =           UI_INPUT_KEY_J

changes.txt only says "The BUTTON_QUICK_JUMP_FORWARD and BUTTON_QUICK_JUMP_BACKWARD hotkeys have been added." but doesn't mention any restrictions.

From my testing, these controls work from Ximni and Pirate ships, but not from TSN ships.  Is that intentional?

notsabbat

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Reply with quote  #6 
Quote:
Originally Posted by Dave Thaler
controls.ini added these in v2.7.5:
BUTTON_QUICK_JUMP_FORWARD  =           UI_INPUT_KEY_H
BUTTON_QUICK_JUMP_BACKWARD =           UI_INPUT_KEY_J

changes.txt only says "The BUTTON_QUICK_JUMP_FORWARD and BUTTON_QUICK_JUMP_BACKWARD hotkeys have been added." but doesn't mention any restrictions.

From my testing, these controls work from Ximni and Pirate ships, but not from TSN ships.  Is that intentional?




One: THATS AMAZING!!!! MERRY CHRISTMAS TO ME!!!!! I cannot express how happy this makes me

Second: TSN ships dont have combat jump capability.



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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Mike Substelny

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Reply with quote  #7 
Quote:
Originally Posted by Dave Thaler
controls.ini added these in v2.7.5:
BUTTON_QUICK_JUMP_FORWARD  =           UI_INPUT_KEY_H
BUTTON_QUICK_JUMP_BACKWARD =           UI_INPUT_KEY_J

changes.txt only says "The BUTTON_QUICK_JUMP_FORWARD and BUTTON_QUICK_JUMP_BACKWARD hotkeys have been added." but doesn't mention any restrictions.

From my testing, these controls work from Ximni and Pirate ships, but not from TSN ships.  Is that intentional?



Did TSN Helm ever have quick jump buttons?

I think the vesseldata.xml file does not give the TSN race a "jumpmaster" tag but it gives TSN ships the most efficient warp drive. I believe this is intentional; i.e. Terrans can build jump drives but they are not good at it (no quick jump), and Ximni can build warp drives but they aren't good at it (about 20% less efficient). Pirates are pretty good at both, with quick jump available to their jump ships. Pirates with warp drive are only about 10% less efficient than TSN warp drive.

If you want TSN ships to be jumpmasters then you need to edit vesseldata.xml to give them that ability.

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gallstonetracy

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Reply with quote  #8 
Hi! I just wanted to know if there are big discrepancies in every revision of the installers? TIA
MarkBell

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Reply with quote  #9 
The version numbers give a bit of info, although the change log in the game files gives a more complete story. Basically incremental changes from 2.7.0-2.7.5, bigger changes from 2.4-2.6-2.7, and major game overhaul from 1.0 to 2.0. Hope that helps!
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