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RogerW37

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Posts: 70
Reply with quote  #196 
As always, thanks for the awesome support and fast response.

3.17 works.  3.18 and 3.19 don't work.  Each test was a full uninstall and reinstall.

I'll send you my custom, working dmxdevices and command profile.
Dave Thaler

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Posts: 483
Reply with quote  #197 
While I work on updating bridge tools for Artemis 2.7.0, I thought I'd remind folks of this HowTo:
http://www.armidalesoftware.com/Artemis/DMXTools.htm#How_to_use_Artemis_DMX_Tools_with_a_new_version_of_Artemis
notsabbat

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Posts: 1,294
Reply with quote  #198 
Quote:
Originally Posted by Dave Thaler
While I work on updating bridge tools for Artemis 2.7.0, I thought I'd remind folks of this HowTo:
http://www.armidalesoftware.com/Artemis/DMXTools.htm#How_to_use_Artemis_DMX_Tools_with_a_new_version_of_Artemis

Good to know



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Dave Thaler

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Reply with quote  #199 
Artemis Bridge Tools v3.20 is now released.  Changes include:
  • Added support for Artemis 2.7.0, including native DMX cues TORP_{PSHOCK,BEACON,PROBE,TAG}_FIRED
  • Added DMX cues TUBE{1-6}_{LOADING,READY_TO_FIRE,UNLOADING,FIRED}_{BEACON,PROBE,TAG}
  • Added ability in Artemis DMX Editor to filter commands/timeblocks/devices to display only those affecting specific devices
  • Automatically detect available audio devices when adding devices in Artemis DMX Editor
  • Added validation check in Artemis DMX Editor to check for duplicate device entries in the same timeblock

Let me know if there are any issues with this version.
bau.movement

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Posts: 95
Reply with quote  #200 
Just downloaded 2.7 and updated to the new DMX Editor (thanks for being so speedy!)

Haven't dug in too deeply yet, but I have to say I absolutely love that they "Test" now only shows the commands that are scripted! I used to spend so long trying to find the one command that I was testing when working out the lighting.

Thanks for all your work!

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Dave Thaler

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Posts: 483
Reply with quote  #201 
Quote:
Originally Posted by Magnum76
Bridge tools seems to crash servers and clients on my machines.  All running Win7 64bit.  Running a server and a client crashed both seconds after starting the game.  Repeatable.  Uninstalling Bridge tools resolved the issue.


I haven't heard of any issues on Win10 64bit, I wonder if it's specific to Win7?  Or more likely there may be something weird in your configuration that it doesn't like.  If you can email or PM me your DmxDevices.xml file and your command profile, I can try to repro and fix.
Dave Thaler

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Posts: 483
Reply with quote  #202 
Artemis Bridge Tools v3.21 is now released.  Changes include:
  • Added support for Artemis 2.7.1
  • Added new mission stats to Artemis Mission Browser
  • Make Enttec Open show up on a device scan even if some channels are already in use
  • Fixed bug with Hue lights
DrD

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Posts: 2
Reply with quote  #203 
Hey Dave, I'm still having trouble with Hue lights on Artemis v2.7.1 and Bridge tools v3.21. Here's my DmxDevice.xml file, nothing complex and I've tried with even just a basic setup 2 Hue lights - halts on startup. Let me know if there's something I can provide to help troubleshoot.

<?xml version="1.0" encoding="UTF-8"?>

-<DMX_DEVICES>


-<profile name="1132">


-<inputDevice firstChannel="4" channelCount="3" id="Front">

<outputDevice param="6:########################################" type="Hue"/>

<outputDevice param="4:########################################" type="Hue"/>

</inputDevice>


-<inputDevice firstChannel="7" channelCount="3" id="Top">

<outputDevice param="8:########################################" type="Hue"/>

<outputDevice param="7:########################################" type="Hue"/>

<outputDevice param="5:########################################" type="Hue"/>

<outputDevice param="3:########################################" type="Hue"/>

<outputDevice param="2:########################################" type="Hue"/>

<outputDevice param="1:########################################" type="Hue"/>

</inputDevice>

</profile>


-<profile name="NCC1132-271">


-<inputDevice firstChannel="1" channelCount="3" id="Front1">

<outputDevice param="4:########################################" type="Hue"/>

</inputDevice>


-<inputDevice firstChannel="4" channelCount="3" id="Top">

<outputDevice param="2:########################################" type="Hue"/>

</inputDevice>

</profile>

<profile name="default"/>

</DMX_DEVICES>

Dave Thaler

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Posts: 483
Reply with quote  #204 
Artemis Bridge Tools v3.22 is now released.  Changes include:
  • Added ability to use named colors that map to engineering heat, energy, and coolant levels (requested by RockStar)
  • Added ftdiutil.exe utility to assist with Enttec Open and Enttec Pro troubleshooting
  • Fixed bug with Hue lights (reported by DrD)
  • Fixed Artemis DMX Editor display issue where message on "Change DMX Device Profile" screen was cut off
For the original discussion of engineering colors, see posts #165 - #172 in this thread.

A added a HowTo on the website that walks through how to use the new capability to accomplish Rockstar's scenario.
RockStar

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Posts: 35
Reply with quote  #205 
STOKED! Thank you sir.

Quote:
Originally Posted by Dave Thaler
Artemis Bridge Tools v3.22 is now released.  Changes include:
  • Added ability to use named colors that map to engineering heat, energy, and coolant levels (requested by RockStar)
  • Added ftdiutil.exe utility to assist with Enttec Open and Enttec Pro troubleshooting
  • Fixed bug with Hue lights (reported by DrD)
  • Fixed Artemis DMX Editor display issue where message on "Change DMX Device Profile" screen was cut off
For the original discussion of engineering colors, see posts #165 - #172 in this thread.

A added a HowTo on the website that walks through how to use the new capability to accomplish Rockstar's scenario.

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Dave Thaler

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Posts: 483
Reply with quote  #206 
Artemis Bridge Tools v3.23 is now released.  Changes include:
  • Added ability to use named colors that map to tube loading progress
  • Added Helm, Weapons, and Engineering console simulators to the Test Active functionality of Artemis DMX Editor
  • Added a "game in progress" checkbox to the Test Active functionality to simulate game start/end
  • Added ability to select ship type in the Test Active functionality
  • Fixed bug where the Test Active functionality would not display DMX cues used only in conditions
  • Fixed bug with the JUMP_IN_PROGRESS cue where it wasn't cleared if the jump fizzled
  • Fixed a memory leak in Artemis DMX Editor
k9lego

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Posts: 87
Reply with quote  #207 
Any chance their could be support for EmptyEpsilon?
Dave Thaler

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Posts: 483
Reply with quote  #208 
The How to test and debug a DMXcommands profile instructions have now been updated with a short explanation of how to use the new console simulators.

Also: 

Quote:
Originally Posted by k9lego
Any chance their could be support for EmptyEpsilon?


I haven't looked into it much.  I expect it would be a lot of work since the additional cues are triggered based on the Artemis protocol, which would not apply to EmptyEpsilon.   In addition, last I checked, EmptyEpsilon has an API that allows different types of devices to be exposed directly, whereas Artemis does not, which is why Artemis Bridge Tools has to expose all other types of devices to Artemis as if they were Enttec Open devices.  Much of the Bridge Tools complexity is dealing with that fact, which would likely be different for EmptyEpsilon.

So it's not a project I'm likely to spend time on in the near future.  But if some other EmptyEpsilon coding expert wants to do it, feel free to contact me to see what effort could be shared.
Dave Thaler

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Posts: 483
Reply with quote  #209 
Artemis Bridge Tools v3.24 is now released.  Changes include:
  • Added a Fighter console control simulator to the Test Active functionality in Artemis DMX Editor
  • Added a Game Paused checkbox to the Test Active functionality
  • Added ability on the device configuration screen to "shift" a set of devices to another range of DMX channels
  • Fixed bug in Artemis DMX Editor where the Test button on the Hue device configuration screen didn't work right
  • Fixed bug in Artemis DMX Editor where, for some screen resolutions, the text was cut off on the "Change DMX Device Profile" screen
  • Fixed bug where a 0 device count was incorrectly allowed when adding a chase effect
LawsonThompson

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Posts: 622
Reply with quote  #210 
Is there a way I can submit crash reports or any logging information to help track down a crash? I have a repeatable situation where running Artemis with the Bridge Tools active causes the game to crash to the desktop.

When I remove the installed location from the "Mod Installation Locations" panel, the game will run near-indefinitely.

Here's the setup:

  • Artemis 2.71 with no additional mods, installed to C:\Artemis
  • Local user logged on, with admin privs.
  • Artemis Bridge Tools v3.24 installed.
  • A relatively simple DMX configuration with 2 lights, 7 channels.
  • DMX controller is NOT plugged into the PC.
  • Game is full screen, 1024x768.
  • Solo scenario configuration is Siege, level 1, 3 minute time limit with all optionals set to "Many", except Monsters is set to None.
Launch the game, connect one client, press "E" on the server to start the testing AI.

Server will exit to the desktop spontaneously within 10 minutes, 100% sure. 

It seems that the crash will happen more likely when the ship is destroyed, the mission ends, or when time expires. The games get logged in the Mission Browser after the fact, so the mission browser log reader seems to be working. 

I suspect when the game ends, the mission logger gets confused or stomped on.

Unhooking the Bridge Tools stabilizes everything and keeps the crash from happening at mission end.

I use this AI feature to test out my bridge before every major convention--and this Labor Day weekend is our biggie, Dragon Con!

I really like the added DMX features for fading/blending effects and certainly don't want to give those up!

Is there a way to just unhook mission logging and retain the DMX goodies?


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