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Dave Thaler

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Posts: 414
Reply with quote  #61 
Thanks Xanthus! I merged your patch.  I had previously noticed that bug but hadn't tracked down the cause.

Thanks Mike for the heads up on "age".  I am working on a patch for that.
Dave Thaler

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Posts: 414
Reply with quote  #62 
The "age" patch, along with other fixes, is checked in for anyone who builds from source themselves.  I plan to do a binary release on Saturday.
Dave Thaler

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Posts: 414
Reply with quote  #63 
Artemis Mission Editor v2.7.4 is now released.  A bunch of changes (including a few from Xanthus) are in this one:
  • Added Fighter console for popups and keypresses
  • Added ability to select monster names from a list when configuring AI commands (requested by Mike Substelny)
  • Added monster "age" property (requested by Mike Substelny)
  • Added player_slot attribute to if_exists (but not if_not_exists, which doesn't work)
  • Added specialAbility{Bits,State} properties which were renamed from eliteAbility{Bits,State}
  • Added ShldVamp to special ability bit choices
  • Added Potential Problems check for writing to a read-only object property
  • Added Potential Problems check for monster AI commands added to ships, and vice versa
  • Made addto/copy/if_object_property commands correct property name casing if needed
  • Improved the display wording of several commands, including displaying units on some properties
  • Don't lose bad AI command names, just flag them as invalid
  • Updated object property commands to only allow choosing object types that the property applies to
  • Only allow selecting "with player slot" on properties that can affect players
  • Reorganized brain stack block selection by type for easier navigation
  • Fixed crash if configure incoming_comms_text without a type (bug reported by LawsonThompson)
  • Fixed bug where named objects positions weren't up to date on space map after saving / opening mission (submitted by Xanthus)
  • Updated the forum link in the About dialog (submitted by Xanthus)
  • Fixed some typos in the Help dialog

This will now catch some more errors in the builtin mission scripts, like the fact that several of them still try to set eliteAbilityBits even though that property has been gone for several Artemis releases.   It was replaced by specialAbilityBits but that isn't writable, you have to use set_special. Eventually I'd like it to auto-convert to the right set_special statements, but that's a bit tricker since one statement has to get converted to multiple statements (one set_special per AI brain stack block).  So that'll have to wait till a future version.
ryleyra

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Posts: 2,846
Reply with quote  #64 
Quote:
Originally Posted by Dave Thaler

This will now catch some more errors in the builtin mission scripts, like the fact that several of them still try to set eliteAbilityBits even though that property has been gone for several Artemis releases.   It was replaced by specialAbilityBits but that isn't writable, you have to use set_special. Eventually I'd like it to auto-convert to the right set_special statements, but that's a bit tricker since one statement has to get converted to multiple statements (one set_special per AI brain stack block).  So that'll have to wait till a future version.


I've fixed this in my updates to the stock missions, but I think they may still remain in those I didn't get to, such as the Trials of Deneb trilogy. I'd like to eventually fix them, but I'm in a rush to finish the Sandbox.

Dave Thaler

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Posts: 414
Reply with quote  #65 
Artemis Mission Editor v2.7.5 is now released.  Changes include:
  • Added pirateRepWithStations player object property
  • Added monster "age" as a create attribute (not an object property)
  • Added "not" attribute on if_docked
  • Added RELEASE_PIRANHAS parameters
  • Made play_sound_now file path be relative to Artemis directory now
  • List numeric properties in alphabetical order in menus
nschlein

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Posts: 11
Reply with quote  #66 
I tried to install the 2.7.5 Mission Editor on a machine today and ran into a problem...which now I can't seem to resolve.

The program won't run because it thinks I don't have permission and it can't find a pathway.  I can't uninstall because apparently something is wrong with the installer...and when I deleted the files manually and tried again it decided I still had it installed!  I was able to open the 2.4 version of the Editor but it wouldn't recognize the Vessel data file; 2.6 won't install because it says I have a more recent version installed.

I'm trying to use this for a library program on Saturday; is anyone out there able to help????

I've got Windows 10, Malware Bytes, and Avast installed--both on free versions.
Dave Thaler

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Posts: 414
Reply with quote  #67 
Quote:
Originally Posted by nschlein
I tried to install the 2.7.5 Mission Editor on a machine today and ran into a problem...which now I can't seem to resolve.

The program won't run because it thinks I don't have permission and it can't find a pathway.  I can't uninstall because apparently something is wrong with the installer...and when I deleted the files manually and tried again it decided I still had it installed!  I was able to open the 2.4 version of the Editor but it wouldn't recognize the Vessel data file; 2.6 won't install because it says I have a more recent version installed.

I'm trying to use this for a library program on Saturday; is anyone out there able to help???


I'd need more info to tell what's wrong with your current install.  When you say "it thinks I don't have permission and it can't find a pathway", what is the error message you got?

Deleting files isn't sufficient to uninstall because that leaves registry keys (which is why it would still show up in Add/Remove programs which looks in the registry), that just corrupts the install unless you manually go and clean up the registry too which is a pain.

What was wrong with the uninstall?

In the meantime try installing with the 2.7.5 installer but when prompted for the location, use a brand new directory to install it in.

Another option is to compile it from sources yourself.  The GitHub sources have a bunch more changes since 2.7.5 (nothing related to your problem though, mostly things to assist in converting old mission scripts to Artemis 2.7.1).
Dave Thaler

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Posts: 414
Reply with quote  #68 
Artemis Mission Editor v2.7.6 is now released.  Changes include:
  • Added ability to automatically convert set specialAbilityBits to set_special in one click
  • Automatically fix play_sound_now paths when checking for Potential Problems
  • Automatically convert obsolete CHASE_NEUTRAL and CHASE_ENEMY to CHASE_AI_SHIP
  • Automatically convert scandesc property to scan_desc on set_ship_text since various missions have it wrong
  • Automatically convert targetPointX/Y/Z attributes on direct command to pointX/Y/Z since at least one mission had it wrong
  • Added warning if obsolete incoming_message statement is used
  • Added warning if obsolete eliteAIType property is used
  • Added warning if obsolete willAcceptCommsOrders property is used
  • Added potential problems check for references to missing files
  • Added warning if obsolete direct statement is used on anything other than a generic mesh
  • Added warning for an event with no actions
  • Added Potential Problems recommendation to convert if_gm_key to if_gm_button
  • Fixed bug where fleetnumber of -1 wasn't allowed
  • Fixed bug where a Potential Problems warning was incorrectly shown when if_comms_button and if_variable conditions were used without a set_variable
nschlein

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Posts: 11
Reply with quote  #69 
Update--despite the initial hiccups, I got it all working in the end.  We had three people show up to learn to write missions for Artemis and 12 to play.

I don't have access to the precise error message; it was basically, "You don't have permission to access this pathway."  Which was extra funny because I logged in as a super administrator.  It also wouldn't let me open Artemis itself for the same reason.  Good times.  Luckily I had a second install of Artemis elsewhere on the machine.

Quote:

Deleting files isn't sufficient to uninstall because that leaves registry keys (...) that just corrupts the install unless you manually go and clean up the registry too which is a pain.

Yick.  That's what happened.  I'm not inclined to clean up the registry; they're going to be a mess on these machines.  For a year, teen/elementary library patrons used them for "homework" with no anti-virus, no anti-malware, or anything else (three didn't even have admin passwords).

Quote:

What was wrong with the uninstall?

I have no idea; it gave me a generic message that a program was unable to complete its task and shut down.   I'm gonna guess it was because I tried deleting the program initially.

Quote:

In the meantime try installing with the 2.7.5 installer but when prompted for the location, use a brand new directory to install it in.

The installer wouldn't let me do this.  If I tried to run it again it offered to repair, uninstall, or modify my install.  None of which did anything.

Quote:

Another option is to compile it from sources yourself.  The GitHub sources have a bunch more changes since 2.7.5 (nothing related to your problem though, mostly things to assist in converting old mission scripts to Artemis 2.7.1).


Compiling software is not something I've done before.  I looked at GitHub, and wasn't quite sure how to proceed.  I wound up trying it one more time on a different machine, and it installed OK on that.  It does look like one of those updates in the 2.7.6 version would have saved me a small headache on Saturday, though--our fleet numbers were set to null and defaulted to -1!  None of the missions worked until I changed the fleet number in mine to 1.



I have a couple of notes for the Mission Editor page:

1.  Indicate that after install you need to select the pathway to the vessel data and then RESTART the program.  

2.  Provide a download link to the 2.6 version of the mission editor for those still using the prior edition of the game.  (I am unsure if the 2.7 editor is backward compatible; looking at the game updates I'm thinking the changes are probably pretty significant.)

Dave Thaler

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Posts: 414
Reply with quote  #70 
Thanks for the update, and glad you eventually got it working!

Quote:
Originally Posted by nschlein
The installer wouldn't let me do this.  If I tried to run it again it offered to repair, uninstall, or modify my install.  None of which did anything.


Good to know.

Quote:
Provide a download link to the 2.6 version of the mission editor for those still using the prior edition of the game.  (I am unsure if the 2.7 editor is backward compatible; looking at the game updates I'm thinking the changes are probably pretty significant.)


This is something I've been thinking about as well.  Mission scripts in general are not backwards compatible.   So far the intent in the mission editor has mainly been that the latest editor version is for the latest Artemis version.   However, with some work, it would be possible to make the latest editor version support multiple Artemis versions.   Is that something that others think is needed?   If so, for which Artemis versions?   Otherwise as you imply, we could simply add links to older versions of the mission editor for people using older Artemis versions.   This would be my preference, but means that people using older Artemis versions don't get the benefits of newer editor features that are Artemis-version-agnostic.   Personally, I'd be ok with that though.

ron77

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Posts: 109
Reply with quote  #71 
Quote:
Originally Posted by Dave Thaler
This is something I've been thinking about as well.  Mission scripts in general are not backwards compatible.   So far the intent in the mission editor has mainly been that the latest editor version is for the latest Artemis version.   However, with some work, it would be possible to make the latest editor version support multiple Artemis versions.   Is that something that others think is needed?   If so, for which Artemis versions?   Otherwise as you imply, we could simply add links to older versions of the mission editor for people using older Artemis versions.   This would be my preference, but means that people using older Artemis versions don't get the benefits of newer editor features that are Artemis-version-agnostic.   Personally, I'd be ok with that though.

So, I've dabbled in mission scripting more or less extensively in 2014 through 2017, but since then my focus has been primarily on modding. I see myself picking up mission scripting again, possibly as early as later this year, and for that I think I would love a mission editior that was backwards compatible, say to version 2.4 or so. This is mostly because when it comes to mods, not all mods run smoothly on all Artemis versions and, for whatever reason, some mods were more stable on Artemis 2.4 than 2.5 or 2.6.

Also, there is always a delay when content becomes available. The new Artemis version comes out, more often than not with a few serious bugs that get ironed out over the next few months. Within days the new mission editor is downloadable, usually also with some bugs that get ironed out over the following months. For mods, however, it can take months before they are updated, and in some cases they never are. This means that with only the latest version of the mission editor available for download, you have to rely on downloading what you need and holding on to previous mission editor installers in case you need them again. Keeping an archive of previous mission editor installers, or at least the most current for each version of Artemis, would be good enough for me. In the end, this, as everything else, boils down to getting the work done. And I'd rather have Dave working on the most current mission editor and fixing bugs than trying to make it backwards compatible and while other things fall through the cracks or take longer to fix. [wink]
nschlein

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Posts: 11
Reply with quote  #72 
I agree – – the older editor would be perfectly fine for my own limited purposes, and more practical for going forward with future Artemis versions. Backward compatibility creates nightmares. Just look at Microsoft Office.

I have a stable version of 2.6 with some slight size alterations made to the vessel data that I normally use for library programs.
Dave Thaler

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Posts: 414
Reply with quote  #73 
Ok, I updated the wiki with a link to the version for Artemis 2.6.
Dave Thaler

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Posts: 414
Reply with quote  #74 
Artemis Mission Editor v2.7.7 is now released.  Changes include:
  • Added ability to get to the wiki page Help for a command via the right click context menu on a mission statement, or by hitting F1
  • Added "sideValue" attribute on clear_comms_button
  • Added warning if keypress commands are used to recommend converting to comms buttons
  • Removed "player_slot" option from set/addto numeric property, since those commands don't support player slot
LawsonThompson

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Posts: 505
Reply with quote  #75 

Just had this happen:

JIT error while trying to copy the current Game Music Volume into a variable.

Dismissed the error message with "Continue" and remained in the app, was relieved.

App was acting weird, so decided to exit. Clicked Save. Nothing happened.

No problem, I had just saved a few minutes ago, so let's exit.

Upon exit, app asked if I wanted to save. "Ah, good!"

Clicked Yes. 

Two hours of work just disappeared as the app wrote a zero-byte file!

I'm too frustrated to think straight right now. 

FEATURE REQUEST: Can this app retain a backup of the previous successful save?


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