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Dave Thaler

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Reply with quote  #31 
To circle back, I did include TUBE{5-6}* cues and BEAM{5-10}_FIRED cues in the now-released v2.0.   I somewhat arbitrarily picked a max of 10 beams as being the most beams available in a stock enemy ship.  In this release I also renamed it from "Artemis DMX Tools" to "Artemis Bridge Tools", since recent releases also include mission tracking/mission browser functionality (discussed in this thread) that's not tied to DMX.

Here's the full changelog for v2.0:
  • Support integration with multiple Artemis SBS installs in different locations (requested by Newcommerin)
  • Add ability for any continuous cue to have special timeblocks that occur only on "entrance" or "exit" (requested by Sandman)
  • Add TUBE{5-6}* cues (requested by Mark Bell)
  • Add BEAM{5-10}_FIRED cues (requested by Mark Bell)
  • Allow updating the color for all devices in the same timeblock together in Artemis DMX Editor (requested by Sandman)
  • Allow resizing the main window and the DMX commands window in Artemis DMX Editor (requested by Sandman), as well as the missions and mission details windows in Artemis Mission Browser
  • Display a Final Color column next to the Initial Color column when configuring DMX commands (requested by Sandman)
  • Disable RGB transparency and channel order settings for 1-channel devices since they have no RGB channels
  • Disallow setting a 3-channel device with RGB all transparent, since that would result in simply deleting the device from a DMX command
  • Fixed bug where the "Add gauge" screen displayed the wrong device count for an energy gauge
  • Prevent configuring duplicate input device IDs on the DMX device configuration screen


The second bullet above is actually pretty powerful.  I put updated "HowTo" walkthroughs on the web site here.  In a continuous command, any timeblock marked as an "entrance" timeblock plays only once at the beginning, and any timeblock marked as an "exit" timeblock plays only when the state is no longer set.   It turns out that this obviates the need to have separate event cues (such as GAME_OVER, which didn't work anyway) that occur when some state cue is set or cleared.  So, many event cues, such as PLAYER_SHIELDS_{RAISED,LOWERED}, become redundant in this mechanism, meaning you can either use them normally OR just use entrance/exit timeblocks on the associated state cue.

I had gotten requests from multiple people for the ability to do things like this:  Say you have a set of front shield lights that form a front shield strength gauge (red=low, green=good) when shields are up.   When you raise shields, you want the lights to gradually change from the previous color to whatever colors the gauge would normally show.  And when the shield strength level changes due to damage or repair, you want the lights to gradually transition to their new color.   The previous version added a "fade to/from previous color" capability, and v2.0's entrance/exit timeblocks now complete the scenario.  Again, see the HowTo walkthroughs for detailed instructions.

MarkBell

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Reply with quote  #32 
Fantastic. This is a really impressively versatile tool, and I can't wait to really dig into it.
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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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Reply with quote  #33 
Got a bug report that v2.0 accidentally broke the ability to configure audio effects for DMX commands, so I just posted v2.1 to unblock anyone running into that.  This update also includes another new feature... I added a "Validate" button on the DMX commands configuration screen to check for common problems with the configured commands.   I've run it on a bunch of files people have previously either posted in the forums (thanks davisn, Mark Bell, badgeguy, etc.) or have sent me asking for debugging help, in order to make sure it doesn't detect false problems and does detect the actual things that were wrong in some files.

So it warns about things like certain cues in the wrong order (like NORMAL_CONDITION_1 after something else on the same channel), "change" values that look too large (a common problem I've seen is that people misinterpret it as being the amount of change from beginning to end of the timeblock, rather than the amount change per second), use of broken cues (GAME_OVER, LOADING_TUBE1, etc.), and many other things.
Jaemez

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Reply with quote  #34 
Thanks for all your efforts, Dave.  

My Artemis crew is getting together this weekend and I can't wait to blow them away with the new DMX setup.  I've got a party strobe and a red rotating alert beacon running off of arduino-controlled relays, an 8 bulb Hue system, and a bunch of sound files that will be going off willy nilly thanks to this sweet mod.


To be honest I'm as stoked for future developments of this add-on as I am for the game itself.
notsabbat

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Reply with quote  #35 
Please take some video and post it!
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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Jaemez

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Reply with quote  #36 
Here's a video we made at the end of our session highlighting our setup:



What I found when using Hue is that configuring fade-in, fade-out, or change effects resulted in slow responses from the Hue bridge, possibly due to it not being able to process instructions as fast as it was receiving them. But it didn't really matter, as our Hue lights all fade/transition to their assigned colors to some extent automatically.  When I removed the fade and change effects and set them to turn a single color for a specific time frame, it improved responsiveness of the system dramatically.

Another thing I noticed was that the Hue bulbs had trouble representing the colors I wanted to set them to, but this looks to have been addressed in DMX Tools version 2.2 (though I have not tested). The best colors at the time of the video were the purples and reds, which is great for our purposes since we used those the most.

Overall, the results were spectacular and my crew was sufficiently impressed to lock in more Artemis sessions in the future which was my main goal.

I welcome any feedback or suggestions.
Dave Thaler

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Reply with quote  #37 
Very nice!  Thanks for posting!

Hue lights themselves do have some inherent limitations... they can't change instantly but take a second to fade to the desired color, they can't express all RGB colors, and the colors they do have are off a bit from true color.   But as you noted, I managed to find some gamma correction equations for Hue lights to compensate so they're closer to true color now but they can still only go so far due to the capabilities of the bulbs themselves.

Still, awesome setup with the ambient lighting.   I've only seen Hue setups with 2 or 3 lights before, it's great to see it in action with 8 at a time.
Dave Thaler

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Reply with quote  #38 
In v2.2, I added the ability to have simple conditions on commands (requested by AmnonLiu), which can be used to do things like reverse impulse speed cues (requested by Sandman).   For example, say you want one effect to play during forward impulse, and another one to play during reverse impulse, and neither to play when one is at a full stop.   The stock Artemis cannot do this, since HELM_IN_REVERSE plays even when at a full stop.   Instead, you want to create one (say) IMPULSE_20 effect when HELM_IN_REVERSE is true, for the forward impulse effect, and another IMPULSE_20 effect when HELM_IN_REVERSE is false, for the reverse impulse effect.   I've added a walkthrough to the website here.
Dave Thaler

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Reply with quote  #39 
Just released an update to make Artemis Bridge Tools with with Artemis v2.3.0.
Dave Thaler

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Reply with quote  #40 
I've now acquired a HolidayCoro ActiDongle (Enttec Pro Compatible) and can happily report that it does work with Artemis Bridge Tools.  Previously I had DMX Pro support listed as "untested", and now it's verified.
davisn456

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Reply with quote  #41 
Dave - I had mentioned in another post about compatibility with ArtNet. This is the device I want to start using: http://www.holidaycoro.com/AlphaPix-4-V2-RGB-Pixel-Controller-p/722-v2.htm

Basically, if I can output directly through the server's ethernet connection to talk to this device for DMX commands, it would massively simplify what I'm doing now with wiring. I'm still learning about the basics of how ArtNet works, so I'm not really sure exactly how the conversion happens, and whether or not the commands from Artemis would even be compatible, but it would be a really interesting thing to test out I think.
Dave Thaler

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Reply with quote  #42 
Quote:
Originally Posted by davisn456
Dave - I had mentioned in another post about compatibility with ArtNet. This is the device I want to start using: http://www.holidaycoro.com/AlphaPix-4-V2-RGB-Pixel-Controller-p/722-v2.htm

Basically, if I can output directly through the server's ethernet connection to talk to this device for DMX commands, it would massively simplify what I'm doing now with wiring. I'm still learning about the basics of how ArtNet works, so I'm not really sure exactly how the conversion happens, and whether or not the commands from Artemis would even be compatible, but it would be a really interesting thing to test out I think.


Oh I'm sure it's possible to make it work, though I don't have one myself nor do I know someone who has one I can borrow.  However, I do now have the Art-Net spec, and found a free utility someone wrote to expose a DMX Pro controller (which I now have...) attached to a PC via Art-Net... which should be enough for me to do it.
davisn456

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Reply with quote  #43 
Quote:
Originally Posted by Dave Thaler

Oh I'm sure it's possible to make it work, though I don't have one myself nor do I know someone who has one I can borrow.  However, I do now have the Art-Net spec, and found a free utility someone wrote to expose a DMX Pro controller (which I now have...) attached to a PC via Art-Net... which should be enough for me to do it.


Is the controller you have designed to attach to the PC via USB, or to be attached directly to the network via ethernet? I'm curious, because I'm looking at 2 possible scenarios for my setup. I'm considering using my existing Enttec Open DMX USB converter, connecting that to another converter that goes from the DMX output via XLR cable of the Enttec box to a converter that uses XLR cable input and converts to Ethernet. That was my plan originally until I realized that your software already has some IP communications capabilities.
Dave Thaler

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Posts: 414
Reply with quote  #44 
Quote:
Originally Posted by davisn456
Quote:
Originally Posted by Dave Thaler

Oh I'm sure it's possible to make it work, though I don't have one myself nor do I know someone who has one I can borrow.  However, I do now have the Art-Net spec, and found a free utility someone wrote to expose a DMX Pro controller (which I now have...) attached to a PC via Art-Net... which should be enough for me to do it.


Is the controller you have designed to attach to the PC via USB, or to be attached directly to the network via ethernet? I'm curious, because I'm looking at 2 possible scenarios for my setup. I'm considering using my existing Enttec Open DMX USB converter, connecting that to another converter that goes from the DMX output via XLR cable of the Enttec box to a converter that uses XLR cable input and converts to Ethernet. That was my plan originally until I realized that your software already has some IP communications capabilities.


Attached to the PC via USB.  It's a HolidayCoro ActiDongle.  The utility I linked to above runs on the PC and exposes it from the PC over Ethernet using the Art-Net protocol, as if the whole PC were an Art-Net controller.
Dave Thaler

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Posts: 414
Reply with quote  #45 
Quote:
Originally Posted by davisn456
Dave - I had mentioned in another post about compatibility with ArtNet. This is the device I want to start using: http://www.holidaycoro.com/AlphaPix-4-V2-RGB-Pixel-Controller-p/722-v2.htm

Basically, if I can output directly through the server's ethernet connection to talk to this device for DMX commands, it would massively simplify what I'm doing now with wiring. I'm still learning about the basics of how ArtNet works, so I'm not really sure exactly how the conversion happens, and whether or not the commands from Artemis would even be compatible, but it would be a really interesting thing to test out I think.


I just released Artemis Bridge Tools v2.6 which includes ArtNet controller support as requested by at least three people now.   I used the free version of http://www.lightjams.com/artnet.html to test it.   Let me know if you encounter any problems.   There's brief instructions at http://www.armidalesoftware.com/Artemis/DMXTools.htm#How_to_use_an_Art-Net_controller_with_Artemis_SBS.

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