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HaydenBarca

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Posts: 186
Reply with quote  #241 
Has anyone gotten Artemix Bridge Tools to work with the newer hubless wifi lightbulbs such as MagicLight?
https://smile.amazon.com/MagicLight-Required-Multicolor-Equivalent-Compatible/dp/B07VLBCGP2/

It would definitely make things simpler to not have to worry about hubs.
AlmightyFjord

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Reply with quote  #242 
Quote:
Originally Posted by Dave Thaler

Brightness is just a measure of the level of RGB values, so RGB(254,254,254) with 50% brightness is the same as RGB(127,127,127).   So you can adjust brightness by directly changing the color to be a dimmer color.

If that doesn't help, what specifically are you trying to do?


This appears to accomplish my goal.  In part it was just that 100% brightness is... very bright in the room I'm setting up in.

But I was also hoping to run, for example, constants like shields at 80% brightness when their health is at 100%, then flash to 100% brightness when they take damage, simulating a shield flare.  Now I just need to figure out which cues go in which order.

But either way, thank you for the help!
Dave Thaler

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Reply with quote  #243 
Quote:
Originally Posted by HaydenBarca
Has anyone gotten Artemix Bridge Tools to work with the newer hubless wifi lightbulbs such as MagicLight?
https://smile.amazon.com/MagicLight-Required-Multicolor-Equivalent-Compatible/dp/B07VLBCGP2/


LIFX is one such hubless wifi lightbulb that does work with Artemis Bridge Tools.

As for MagicLight, I just took a quick look at MagicLight docs online and it does look like it should be possible to add support.  Indeed it appears to use a version of the same protocol as LimitlessLED lights, which are supported already by Artemis Bridge Tools.   So it's possible that some part (maybe enumeration of what devices you have?) might work right now as if it were a LimitlessLED hub combined into the bridge, not sure. I would have to have a light to test.
HaydenBarca

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Reply with quote  #244 
Quote:
As for MagicLight, I just took a quick look at MagicLight docs online and it does look like it should be possible to add support.  Indeed it appears to use a version of the same protocol as LimitlessLED lights, which are supported already by Artemis Bridge Tools.   So it's possible that some part (maybe enumeration of what devices you have?) might work right now as if it were a LimitlessLED hub combined into the bridge, not sure. I would have to have a light to test.


Thank you.  I have a MagicLight, so I'll try to set it up using the directions for LimitlessLED and let you know how it goes.  It's not that I'm exactly cheap, but I can buy 6 MagicLights for the price of one LIFX, so if it works out I can really light up this joint 😉 
HaydenBarca

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Reply with quote  #245 
I tested a MagicLight (https://smile.amazon.com/gp/product/B07VLBCGP2/) and it didn't work.  I used the Magic Home Pro app to set up the lightbulb to my home wireless network and could control it through the app just fine.  Then I opened DMX Editor and followed the directions for adding a Limitless LED Device.  On the Add Devices screen, it detected a LimitlessLED device type and when I tried to Add it, it detected the IP address and port 5987.  However, when I tried to Test it from the Set Limitless LED Device screen, nothing happens.  I tried adding it anyway and using it in a profile, but no luck there either.  I guess it's a variation on the LimitlessLED protocol.  Any ideas?
Dave Thaler

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Reply with quote  #246 


Chances are they changed the protocol so it won't work without corresponding changes to Artemis Bridge Tools.   I can put it on my list, but it will likely be several months before I would get to it (after the convention that Sandman and I run Artemis at), just to set expectations.
HaydenBarca

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Posts: 186
Reply with quote  #247 
Cool.  Thanks for adding it to the list.  Between the affordable bulbs and the light strips, it would be a big addition.  Best of luck with the convention.
LawsonThompson

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Reply with quote  #248 
This is probably a developer-type question: given the Artemis Bridge Tools monitors the packets of Artemis server data, would changes to the server packet interval setting cause any change in DMX event timing? And would more connections to the server cause more data or lag?


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HaydenBarca

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Posts: 186
Reply with quote  #249 
Quote:
Originally Posted by Dave Thaler


Chances are they changed the protocol so it won't work without corresponding changes to Artemis Bridge Tools.   I can put it on my list, but it will likely be several months before I would get to it (after the convention that Sandman and I run Artemis at), just to set expectations.


Hey Dave, can I buy you a MagicLight bulb when you're ready to work on it?  Artemis Bridge Tools has been super helpful, so I'd like to support the effort.
Dave Thaler

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Posts: 502
Reply with quote  #250 
Since Artemis 2.7.5 was just released, now is a good time to remind people that they can still try Artemis Bridge Tools with 2.7.5 using the instructions here

I still have to go through my own testing, and once I've completed that and made sure there's no issues with DMX, I will issue an update that makes it be recognized automatically.
LawsonThompson

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Reply with quote  #251 
A few techie questions:

Does the Artemis Bridge Tools app create any additional network packets to the clients? I would assume it might since many of the extra DMX actions are related to specific clients.

Does the Artemis Bridge Tools app need to be installed on every client, even if my DMX command scripts aren't sending anything specific to the client? Or does the client just ignore DMX commands it doesn't recognize?

If installed on a client, can the client have its own set of DMX triggers for local sounds? For example, I'm considering making some of the consoles "talk" (recorded wave files) when tubes are loaded, Fighters are launched, etc. Or are sounds only played on the server? Would the Bridge Tool have to be installed on the server too?

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Dave Thaler

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Reply with quote  #252 
Quote:
Originally Posted by LawsonThompson
Does the Artemis Bridge Tools app create any additional network packets to the clients?


No, it is completely passive.  It has no effect on network traffic.  It merely passively observes native packets going to/from the Artemis app and uses them to trigger additional DMX cues.

Quote:
Does the Artemis Bridge Tools app need to be installed on every client, even if my DMX command scripts aren't sending anything specific to the client?


No, it does not need to installed on any machine that isn't using DMX.

Quote:
Or does the client just ignore DMX commands it doesn't recognize?


There are no such DMX commands per se, since the only packets are ones that Artemis sends natively.

Quote:
If installed on a client, can the client have its own set of DMX triggers for local sounds? For example, I'm considering making some of the consoles "talk" (recorded wave files) when tubes are loaded, Fighters are launched, etc. Or are sounds only played on the server?


Yes, that should already be possible now.  The only restriction is that you can only trigger DMX cues for events that would normally be visible to that client console.  E.g., no fighter cues will be seen on a client that isn't connected to a fighter, since Artemis won't send any fighter packets to that client that could be used to trigger DMX cues.

Quote:
Would the Bridge Tool have to be installed on the server too?


No, each machine is independent.  No machine has any knowledge of whether it's installed on any other machine.
LawsonThompson

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Reply with quote  #253 
Quote:
Originally Posted by Dave Thaler

...

No, each machine is independent.  No machine has any knowledge of whether it's installed on any other machine.


AH! Does this mean I could have a dedicated DMX light handler by installing a client with Bridge Tools and specifying that it's the Main Screen? This is for situations where I can't install Bridge Tools on the server for some reason or another and just want to connect my DMX lights via a separate PC.

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notsabbat

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Reply with quote  #254 
Thank you so much for continuing to update this amazing software!

I am rebuilding some of my consoles and realized there is not a DMX trigger for having/ not having ordnance of a specific type nor is there a DMX trigger for when a specific type of ordnance is selected by weapons. Is it possible to add these?


Ie. I would like to trigger a DMX when the ship does not have any Nukes, EMP, etc. available. I would also like to be able to trigger an effect when a nuke, EMP, etc is selected to be loaded.

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Dave Thaler

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Posts: 502
Reply with quote  #255 
Quote:
Originally Posted by LawsonThompson
This is probably a developer-type question: given the Artemis Bridge Tools monitors the packets of Artemis server data, would changes to the server packet interval setting cause any change in DMX event timing? And would more connections to the server cause more data or lag?


They would be triggered at the same time as the event goes to the client.  So if the client seems lagged then so would DMX events triggered by messages to that client.

Quote:
Does this mean I could have a dedicated DMX light handler by installing a client with Bridge Tools and specifying that it's the Main Screen?


Yes, that should work fine.   That's basically what I do when Sandman and I run multi-bridge events at cons... I run DMX off the Main Screen client for Intrepid.

Quote:
Originally Posted by notsabbat
there is not a DMX trigger for having/ not having ordnance of a specific type nor is there a DMX trigger for when a specific type of ordnance is selected by weapons. Is it possible to add these?


It's possible to add anything that is visible in the Artemis protocol packets.  So it would be possible to add a DMX cue for when the ship does not have any Nukes, EMP, etc. available, since the ordnance counts are sent to clients.  It is not possible to trigger a DMX cue when an ordnance type is selected by weapons, because the weapons client does not send that information in any packet.   You can only trigger a cue when it actually starts being loaded into a tube (this cue already exists on a per ordnance basis).   If you want to see what information is available that cues could be based off, see the protocol doc site.
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