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Dave Thaler

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Posts: 426
Reply with quote  #211 
Quote:
Originally Posted by LawsonThompson
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.


Thanks for the report, I will look into this today.  Reporting issues or requests here or in a PM is fine.  

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


That wouldn't help you.  Mission logging runs in a separate process(ArtemisMissionLogger.exe) and so would not be responsible for your issue.
LawsonThompson

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Posts: 528
Reply with quote  #212 
I've PM'd you a zip file of my DMX setup and local appdata from the bridge tools installation. Thanks for checking into this!
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Richiesos

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Posts: 50
Reply with quote  #213 

Hi there,

I'm loving the DMX editor.  It's amazing!   However, I'm finding the audio cues to be flaky.  They work great in test mode, but not in the game.  Any ideas?

 

Thanks!

-Richie

Dave Thaler

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Posts: 426
Reply with quote  #214 
Quote:
Originally Posted by Richiesos
I'm loving the DMX editor.  It's amazing!   However, I'm finding the audio cues to be flaky.  They work great in test mode, but not in the game.  Any ideas?


I'll look into the audio issues, as I'm preparing another update in the next week or so, and probably another one in January.   Any more details you can provide about your setup, what audio clips you're using and what cues you have them triggered by, and what the nature of the "flaky" behavior is, would help.  Feel free to PM or email me details or actual files I could try to repro with if you can.  Or if they're large, stick something on dropbox or similar and send me a link if you can.
Richiesos

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Posts: 50
Reply with quote  #215 
Hey Dave,

We’re running the server on a brand new gaming desktop using the enttec open DMX interface. The audio files are simple vocal cues. For example, when we raise shields, I have a vocal cue saying “raising shields.”

I also have some cues tied to the gauges. For example, when the energy drops to a certain point I have a cue saying “energy critical”

These work great in test mode, but unfortunately not in the game.

Thank you so much for your help and for creating this incredible tool!

-Richie
Dave Thaler

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Posts: 426
Reply with quote  #216 
Quote:
Originally Posted by Richiesos
The audio files are simple vocal cues. For example, when we raise shields, I have a vocal cue saying “raising shields.” … These work great in test mode, but unfortunately not in the game.


I tested a simple vocal cue triggered by PLAYER_SHIELDS_RAISED and it worked fine for me.  Make sure you followed the instructions here.   If you still can't get it to work, send me your audio cues and config files so I can see what's wrong with your files.
Dave Thaler

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Posts: 426
Reply with quote  #217 
Artemis Bridge Tools v3.25 is now released.  Changes include:
  • Added ability to use HELM_IN_REVERSE from client consoles
  • Fixed bug that caused some Enttec Pro controllers to not be detected as such (reported by RogerW37 and Martin Prinzler)
  • Fixed bug where the RED_ALERT cue was incorrectly relayed to fighter client consoles when the fighter was outside the capital ship
  • Artemis DMX Editor:
    • When bulk adding devices, channel order is now grayed out if the channel order is static for the chosen device type
    • Fixed bug where canceling a bulk device add only canceled one of the set
    • Fixed bug where the Shift button wasn't disabled when no devices exist, and clicking the button would crash the app
    • Fixed bug in Helm and Weapons console simulator screens where the Shields checkbox was incorrectly disabled when PLAYER_SHIELDS_RAISED/LOWERED are used without PLAYER_SHIELDS_ON
    • Fixed bug in Helm console simulator screen where the Nebula checkbox was incorrectly disabled when ENTERING/EXITING_NEBULA are used without WITHIN_NEBULA
    • Fixed a few cosmetic issues where some labels had the wrong width, resulting in some truncated labels
RogerW37

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Posts: 70
Reply with quote  #218 
Thanks Dave, this update has fixed the problem and the lights now work!  I have only tested with a new simple commands profile, but we're off to a great start!
RogerW37

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Posts: 70
Reply with quote  #219 
Request:  The ability to rename "Other".

I use ABT as it's rocking awesome.  But I don't use the ABT DMX commands editor because of "Other" which sounds silly, so let me explain.

I have one light that is 13 channels as: IRGBRGBRGBRGB.  This translates to IRGBOOOOOOOOO.  It's a bit tricky to keep up with all the "O"'s...Others.

Some of my lights are RGBRGBRGBRGBFI (F represents flashing).  This translates to RGBOOOOOOOOOOO and as you can imagine, makes programming difficult.  The "F" is particularly important as anything other than 0 results in flashing lights.

I did try to keep a chart of this, but it was frustrating and I could program it directly and get the results right most of the time.

Here's an example (not the one I'm using) wall washer:  https://www.amazon.com/AW-Washer-Channel-DMX-512-Wedding/dp/B0109XWW9O/ that has 26 channels.  That would be (assuming IRGB are first) IRGBOOOOOOOOOOOOOOOOOOOOOO and good luck keeping up with that.

Thanks for the consideration!
RogerW37

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Posts: 70
Reply with quote  #220 
Okay, so I deleted my devices and set it up this way (which you've been telling me to do!)

The setup is:
WASHER1-1 - I
WASHER1-2 - RGB
WASHER1-3 - RGB
WASHER1-4 - RGB
WASHER1-5 - RGB

WASHER2-1 - RGB
WASHER2-2 - RGB
WASHER2-3 - RGB
WASHER2-4 - RGB
WASHER2-5 - FI (F is Flash)

I then went back and renamed each so that the drop down gives me in the info I need:
2018-12-16_1754.png 

RogerW37

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Posts: 70
Reply with quote  #221 
Thanks again Dave! 

Just recreated the whole DMX file from scratch using the DMX command profile editor and it works great!  I even fixed a few things from my old hand created version that I never got around to.

I've not tested it in game yet, but will be doing all that soon given my group has a few Artemis hours of gaming coming up this Friday.
Dave Thaler

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Posts: 426
Reply with quote  #222 
Artemis Bridge Tools v3.26 is now released.  The new change is:
  • Added support for LED keyboards, mice, etc. such as Razer devices

Support for controlling RGB color of such gaming devices was recently added to Windows 10,
and Artemis is now the first game that takes advantage of it.   You can now treat RGB lights on gaming keyboards, mice, chairs, etc. the same as if they were DMX lights.   This should work with any such devices that claim to work with Xbox One, which uses the same feature of the device and so is a good indicator.

If you try this functionality, let me know what you try it with so I can maintain a list of devices that are known to work.   I've tested it with a Razer RGB keyboard so far.

Since Artemis Bridge Tools already has support for sending DMX cues to client consoles (not just main screen consoles), this can be used to do things like highlight the keyboard hotkeys for that console, turn things red when under Red Alert, make the Helm console's ESC key blink when in reverse (to indicate you can't warp until you press it again...), etc.

For instructions on configuring, see the HowTo on the web site.
notsabbat

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Posts: 1,174
Reply with quote  #223 
Thats amazing!
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e4mafia

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Posts: 77
Reply with quote  #224 
DAMMIT, Dave. Now I'm going to have to get these and start using windows 10 machines. I've been perfectly happy with my bridge full of MacBooks.....
Volpe42

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Posts: 3
Reply with quote  #225 
I just picked up a uDMX controller and have it working with the freestyle software that came with it, but ABT says it can't detect it. Any ideas?
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