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MallocArray

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Posts: 19
Reply with quote  #16 
Were you able to confirm that the UTF-16 was causing an issue?

I had compared a working and broken file with Notepad++ and everything looked normal except 3 of the empty rows it showed as being different, although they looked just blank to me.  Might be a different carriage return character that could cause issues?
Dave Thaler

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Reply with quote  #17 
Quote:
Originally Posted by MallocArray
Were you able to confirm that the UTF-16 was causing an issue?


Haven't been able to confirm that, no.  But changed it anyway.  Please try v1.5 which is up now and let me know whether there's still any problem.
Dave Thaler

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Reply with quote  #18 
Quote:
Originally Posted by MallocArray
Were you able to confirm that the UTF-16 was causing an issue?


Ok, I was able to confirm that UTF-16 was causing an issue on Windows 7.  v1.5 and higher should be fine since it now uses UTF-8.
Dave Thaler

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Reply with quote  #19 

Version 1.6 is now available for download.  This fixes some bugs in the Editor, and adds the ability to delay a continuous effect (as requested by AmnonLiu in another forum thread) so that you can create a gradual transition, using a non-continuous command, into a delayed continuous effect of another command.

Dave Thaler

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Reply with quote  #20 
v1.8 changelist:
  • Added new DMX cues for IMPULSE_{1,20,40,60,80,100} (suggested by wookiemart)
  • Added support for playing audio clips in response to DMX cues
  • Fixed bug causing some DMXcommands.xml files to not load
  • Allow configuring username to use with Hue lights
  • Fixed bugs with using Hue lights
  • Preserve name of active command profile across future upgrades
Dave Thaler

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Reply with quote  #21 
v1.9 changelist:
  • Added support for multiple audio playback devices
  • Allow playing sound effect files located anywhere, in response to DMX cues
  • Fixed bug in Enttec Pro controller support [needs testing]
  • Added prototype support for UDMX controllers [needs testing]

For audio, I wanted the ability to play different sound effects out different speakers.  For example: not playing with a dedicated Comms officer? Use a bluetooth speaker that can play clips (e.g. Data saying "Captain, we're being hailed!") in response to a DMX cue for comms.   Have surround sound front/rear speakers?   Can play appropriate sound effects out the correct speakers in response to PLAYER_TAKES_FRONT_SHIELD_DAMAGE vs PLAYER_TAKES_REAR_SHIELD_DAMAGE.  And so forth.  As long as Windows sees a device as a sound playback device, Artemis DMX Tools can use it.
notsabbat

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Reply with quote  #22 
I love the idea of being able to play audio with DMX cues. I hope to start adding DMX to my bridge within the next month or so and look forward to playing around with this program
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-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
davisn456

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Posts: 294
Reply with quote  #23 
Ok, so I've been away for a bit, but the TSN Havoc bridge is going to have to be reactivated so I can try this software out. I've got to see how these new affects look with my rig. I just hope I can recycle some of my 55,000+ line DMX commands file to use it with this.

If I can get my sparking drop box set up, I'd love to add some crazy sound effects to that one, like the TNG computer saying something about a hull breach, or something along those lines. This is going to happen....and I'll update my DMX project thread as I make it work.

[smile]
Dave Thaler

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Posts: 414
Reply with quote  #24 
v1.10 changelist:
  • Added ability to bulk-add timeblocks for different types of chase effects (instructions here)
  • Added ability to bulk-add a set of devices, such as an LED light strip
  • Added support for non-AllJoyn-compliant LIFX light bulbs (tested with this one)
  • "Test" screen in editor will now signal event-type cues each time the Apply button is pressed, rather than requiring the user to first Apply with the event's checkbox clear (this addresses MallocArray's usability feedback in his point 6 earlier in this thread)
  • Using the editor to add another timeblock to an existing command will now use the previous timeblock duration as its default duration
  • Fixed bug where Artemis would not finish exiting when using an Audio device
  • Fixed category of shields raised/lowered/on cues on "Test" screen in editor
  • Adding a 2nd timeblock in editor didn't add a button to collapse timeblocks, and caused display problems if the command was then deleted
  • Fixed editor bug where "# Outputs" box incorrectly showed 0 instead of 1 when adding a new input device
  • Fixed potential crash in editor when changing the device profile associated with a command profile with a timeblock containing only partial setvalues for a device
  • Fixed editor bug where "change" attribute was not getting converted when changing the device profile for a command profile, when converting from a 4-channel device to a 3-channel device
Dave Thaler

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Posts: 414
Reply with quote  #25 
v1.12 changelist:

  • Added BEAM_FIRED and BEAM{1-4]_FIRED cues (requested by cikrusapan)
  • Added ALWAYS_ON cue to allow ambient lighting effects outside of game play
  • Improved ability to configure and use Hue light bulbs
  • Fixed bug when trying to change a command profile's device profile to one where a referenced device id doesn't exist
  • Installer will now automatically detect if "C++ Redistributable for Visual Studio 2012 Update 4" is needed and install it if required

Note that support for Enttec Pro controllers as well as controllers (e.g., KEDSUM) that use UDMX.dll still needs testing.  Would love to hear from anyone who has one and can confirm whether it now works or not.
Dave Thaler

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Posts: 414
Reply with quote  #26 
v1.16 changelist:
  • Added GAME_PAUSED cue
  • Added ability to bulk-add a set of related commands to achieve a gauge or stacking effect
  • Added ability to set only red, green, and/or blue channel, leaving the other channel(s) unaffected
  • Added ability to add a moving light chase effect that includes a fading trail or a corona (i.e., both trailing and leading)
  • Display a wait cursor when the editor is loading/saving large DMXcommands files (like davisn's [smile]
  • Increased max number of devices that can be bulk added to 170
  • Fixed bug where copying a device profile didn't copy non-RGB channel order

I also added a couple more "HowTo" sections on the web site, including:

  • How to stack a set of related events on the same light
  • How to create a gauge using a series of lights
So far I've added the ability to automatically create a gauge or stack effect for these quantities:
  • Warp speed
  • Impulse speed
  • Front shield strength
  • Rear shield strength
  • Hull damage (more lights means more damage)
  • Energy drain (more lights means less energy)
I'm looking at adding support in the next version for hull strength and energy level (i.e., the inverse of hull damage and energy drain), but those are slightly more complicated due to oddities in how the relevant native DMX cues were constructed.

Also with the additions in v1.16, I could now easily replicate badgeguy's awesome nebula effects (post #22 here) without tons of effort even though my light count is different from his.  As he explained in post #27 here:
Quote:
Originally Posted by Badgeguy

My WITHIN_NEBULA effect is even crazier, with 3 different continuous effects that only affect specific channels each (one effects the red IDs, then next the green IDs, and the last the blue IDs).  This allows me to move the colors along the strip with the same trigger, but at different rates for each color and each time block, allowing for some cool mixing of colors that has a random feel to it, unless you watch it long enough and can determine the start point again (it is something like 60 seconds or more before it begins to repeat the pattern again).


Right now I don't have a HowTo section for that exact case, but if there is interest I could add a walkthrough or even make a tutorial video if desired.


JcProAm

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Posts: 1
Reply with quote  #27 
I for one would be interested in the tutorial on how to do the Lighting Effect for the Nebula.  Also thank you so much for your DMX Editor.  It has saved me so much time i can spend playing instead of editing xml files.  Thanks!
Dave Thaler

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Posts: 414
Reply with quote  #28 
Quote:
Originally Posted by JcProAm
I for one would be interested in the tutorial on how to do the Lighting Effect for the Nebula.  Also thank you so much for your DMX Editor.  It has saved me so much time i can spend playing instead of editing xml files.  Thanks!


Thanks for the feedback, glad you like it!

I've now posted a nebula effect walkthrough here.
MarkBell

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Reply with quote  #29 
Is there an easy way to add support for torpedo tubes 5 and 6?  You can have up to 6 active torpedo tubes, but there's no DMX support for them.

(You can add at least 8 without the game crashing, and they show up on the weapon screen, but they don't respond to commands to load/unload).


EDIT: Also, I've got ships with waaaay more than 4 beams in several of my mods.  Is it easy to add more beam support?  Not that I particularly plan on having 32 discrete beam event triggers, but just wondering [tongue]

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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Dave Thaler

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Posts: 414
Reply with quote  #30 
Quote:
Originally Posted by MarkBell
Is there an easy way to add support for torpedo tubes 5 and 6?  You can have up to 6 active torpedo tubes, but there's no DMX support for them.


Yep, that's easy.  I'll add the non-native cues for tubes 5 and 6 (TUBE{5-6}_EMPTY, TUBE{5-6}_{LOADING,READY_TO_FIRE,UNLOADING,FIRED}_{HOMING,NUKE,MINE,EMP,PSHOCK}) .

Quote:
Also, I've got ships with waaaay more than 4 beams in several of my mods.  Is it easy to add more beam support?  Not that I particularly plan on having 32 discrete beam event triggers, but just wondering [tongue]


Absolutely.  How many do you want?  Is 32 the maximum?  In fact, looking at the code I probably have a bug right now where more beams will incorrectly fire other cues (TUBE1_EMPTY, TUBE1_LOADING_HOMING, etc.).  I can fix that in the next version and add more BEAM#_FIRED cues.
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