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notsabbat

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Reply with quote  #46 
I am just now embarking on using smart DMX and will hopefully be using this a good deal in the future. However, It looks like it doesnt work with the newest version of Artemis dropped at Armada II 2.3.109, I think?
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-Captain of the TSN Gungnir JN-001
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http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Dave Thaler

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Reply with quote  #47 
Quote:
Originally Posted by notsabbat
I am just now embarking on using smart DMX and will hopefully be using this a good deal in the future. However, It looks like it doesnt work with the newest version of Artemis dropped at Armada II 2.3.109, I think?


I don't know, I don't have that version and as far as I can tell it's not available on the web site either.
Dave Thaler

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Reply with quote  #48 
Quote:
Originally Posted by notsabbat
I am just now embarking on using smart DMX and will hopefully be using this a good deal in the future. However, It looks like it doesnt work with the newest version of Artemis dropped at Armada II 2.3.109, I think?


Artemis Bridge Tools v2.8 is now released, which includes support for Artemis 2.4.0.
Tec

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Reply with quote  #49 
Hi Dave,

I'd like to hear what is going on in the development way.

greedings

Tec

Dave Thaler

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Reply with quote  #50 
Quote:
Originally Posted by Tec
I'd like to hear what is going on in the development way.


I just completed, but haven't yet released, support for controlling WiFi-connected WeMo switches so that you can turn on/off any device (not just lights) without having to buy DMX gear for that.   For example, sometimes a bridge room can get hot with a bunch of computers and people, so maybe you use a fan in the room.   When the ship is heavily damaged, you can have the fan (i.e. life support) start to fail.   I know of one user who has a fan plugged into DMX gear that controls the fan speed based on warp speed by togging on/off power to the fan many times a second.  I haven't tried that with the WeMo switch yet though, but hopefully that's enough to get your creative juices flowing.   (BTW, for anyone who prefers regular DMX gear you can get a 4-outlet DMX controller for under $100, e.g. here.)   I expect to release the next version after I get back into town on Sunday or Monday.

The next thing I'm doing, which may or may not be done by then, is that I've previously pointed out, and others have also discovered, that native state cues sometimes have a glitch where Artemis itself (not Artemis Bridge Tools) sometimes turn them off unexplicably for 31ms before they come back on.  With lights, it's often imperceptible but if you use Artemis Bridge Tools and have special entrance or exit effects, the glitch is much more annoying.  You can see an example of the glitch in the log I posted in this post, of which the relevant excerpt is:
    247.875 ENERGY_200                     value=  1
    255.766 ENERGY_200                     value=  0
    255.797 ENERGY_200                     value=  1
You'll see that the cue is on, but for 31ms it goes off and comes back on.  This has been observed with many native state cues, and seems to be a bug in Artemis.   Anyway, I got a request from another user to compensate for this, which I can do by delaying native state exits for 31-32 ms (i.e., until the next time Artemis sends a DMX update).  If folks have feedback on whether such compensation should be enabled by default or disabled by default, or if it should be configurable on a per command basis or globally, or any other considerations, let me know.
Dave Thaler

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Reply with quote  #51 
Ok, Artemis Bridge Tools version 2.12 is now released, with support for WeMo switches, and it automatically masks the aforementioned 31ms glitch/flicker in native state cues caused by Artemis.
Tec

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Reply with quote  #52 
Nice, really really nice ^^

Thank you Dave
bau.movement

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Reply with quote  #53 
Hey, 

This looks awesome!

We just started setting up our DMX on our bridge, today we're doing our first play test of the initial 4 channels!

I'm definitely going to take advantage of all the improved options that you've got going here and will be sure to post results as we have them!

Thanks so much.

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Tec

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Reply with quote  #54 
I can report that the connection to qlight ist now very well (and to the lights ^^)
(Artemis -> DMX Tools -> Artnet -> qlight -> Artnet -> DMX Light)
DagShadow

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Reply with quote  #55 
So I'm trying to get this to work with a Velleman USB to DMX controler, the one in the link at the bottom of this post.  I'm controlling the lights fine from freestyler, and dmxlighting (two different DMX control programs).  I've been through most of the help page and still haven't found anything on getting it to see controllers it's reluctant to, does anyone have any suggestions?  Thank you in advance.
 https://www.amazon.com/Velleman-VM116-Usb-Controlled-Interface/dp/B001IRMFUW/ref=pd_rhf_gw_p_img_6?ie=UTF8&psc=1&refRID=J5DKEAF83N4D1H6BRA19
Dave Thaler

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Reply with quote  #56 
Quote:
Originally Posted by DagShadow
So I'm trying to get this to work with a Velleman USB to DMX controler, the one in the link at the bottom of this post.  I'm controlling the lights fine from freestyler, and dmxlighting (two different DMX control programs).  I've been through most of the help page and still haven't found anything on getting it to see controllers it's reluctant to, does anyone have any suggestions?  Thank you in advance.


The Velleman controller seems to use a driver that's different from any others supported by Artemis and Artemis Bridge Tools, so you can't get it to work with the current version.  That said, I did find the Velleman SDK and the interface is pretty simple, so I can add support in a future version of Artemis Bridge Tools.  I don't have a Velleman controller, but if you'd like to test a private version to see if we can get it working, we could do that.
Dave Thaler

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Reply with quote  #57 
Version 3.1 of Artemis Bridge Tools is now released.  Changes include:
  • Added support for Velleman DMX controllers (requested by DagShadow)
  • Added ability to preserve state from one mission script to another (requested by Menbailee)
  • Replaced glitch compensation algorithm (added in v2.12) with a better one but only for the RED_ALERT cue so far (requested by Christian Hansen)
  • Fixed bug where non-native cues weren't working with missions that change the ship name
  • Fixed bug preventing quotes and backslashes from appearing in mission rating comments
  • Fixed bug in mission rating dialog where comment box wasn't initially disabled until a rating number exists
Cap Naes

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Reply with quote  #58 
Would it be hard to add DMX cues for currently selected torp? i.e. to indicate whether EMP, nuke, etc is selected for loading to the next loaded tube?

Also, is there a way to disable or change the fighter cues in the event the current player ship does not carry fighters?
Cap Naes

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Reply with quote  #59 
While I'm thinking about it, maybe an auto_beam off/on cue as well, and an indicator when weapons are locked on a target or not.
Dave Thaler

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Reply with quote  #60 
Quote:
Originally Posted by Cap Naes
Would it be hard to add DMX cues for currently selected torp? i.e. to indicate whether EMP, nuke, etc is selected for loading to the next loaded tube?


Not currently possible, because selecting an ordnance does not result in a notification to the server until you actually click LOAD, so there's no real way to tell what you clicked on.

Quote:
Also, is there a way to disable or change the fighter cues in the event the current player ship does not carry fighters?


The fighter cues should only trigger when there are fighters, so you shouldn't need to.  Let me know if you run into any issues.

Quote:
While I'm thinking about it, maybe an auto_beam off/on cue as well, and an indicator when weapons are locked on a target or not.


Both of those are easy to add cues for, I'll put them on the todo list.
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