Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 2 of 5      Prev   1   2   3   4   5   Next
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #16 
Currently, you can't. I've been working to update the underlying Artemis networking library to provide the needed support. Once that's in place, I can update ArtemisDisplay.
sunnyalan

Registered:
Posts: 29
Reply with quote  #17 
Hi
This looks awesome. Will install extra screens on my bridge here in Devon, England. Will let you know how it goes. 
Please let me know when it works with 2.7. Running my bridge on 2.4 until everything updates. 
jamestjohnson

Avatar / Picture

Registered:
Posts: 106
Reply with quote  #18 
Ok thank you for your response...
__________________
Captain
James T Johnson
The Devarden
Timex

Registered:
Posts: 27
Reply with quote  #19 
I guess this is no longer supported? Any other similar things out there?
__________________
Timex
Birmingham, Alabama
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #20 
I know it's been a long time, but as I've been improving IAN I've wanted to show off some work in progress on ArtemisDisplay 2.0. For those who might not be familiar with it, ArtemisDisplay is a custom Artemis client that provides functional "set dressing" for your bridge in the form of useful information displays. The original version only had an alert status display. The new ArtemisDisplay is much, much more powerful.

config-dialog-connect.png 
By default, this dialog appears when you first run ArtemisDisplay. As you can see, you can select which monitor to display it on, and it can be shown fullscreen, fullscreen windowed, or windowed. (All my screenshots will be windowed because makes for smaller images.) Below that, you can select which display to show, or you can select "Custom layout" and select a layout file, which allows you to make a custom composite screen with multiple status displays on it. Layout files are written in JSON and are relatively simple to create.

ArtemisDisplay also accepts command-line arguments. If all required arguments are present, it will skip the configuration dialog and activate the display immediately.

config-dialog-advanced.png 

There are a bunch of goodies you can enable to make the display look nicer. Static is the most expensive effect, but it really increases immersion. If your computer can't handle that, dimming the display on impact is a nice alternative. Shake is close to free performance-wise, though; the option's mainly there so you can turn it off if you find it annoying.

waiting-for-server.png 

ArtemisDisplay allows you to start the display even if the server isn't running yet. In that case, it will display this screen and keep trying to connect until the server's up.

standing-by.png 
Once it has connected to the server, it will display this screen until the simulation starts. This allows you to quickly see that it has connected and is displaying for the correct ship (since the ship's name is displayed).

bases.png
A base status display. You can see each base's name, bearing, distance, shield strength, and type*. In this screenshot, DS4 has been destroyed and DS1 and DS3 have taken a beating. DS2 is within docking range, so the distance number for it is rendered in blue. If there are enemy bases, they will be shown as well (with red names). It makes sensible short names for bases; for example, "Arvonian Base 12" will be rendered as "A12". (This might coincide with an Arvonian ship's name, but since this shows only bases, that's okay.) I probably should make it so the distance doesn't turn blue for bases that won't let you dock, but otherwise this is pretty much done.

* Base types are determined by looking at their stats in vesselData.xml (shields, beam and torp ports, build speed). A base that matches these stats will be categorized as such. So if a custom vesselData.xml has a base that doesn't have "Industrial" in the name but matches the stock Industrial base stats, it will show up as industrial in this display. Science bases and civilian bases have identical stats, so a base that matches that profile will be categorized as Civilian unless it has "Science" in the name. All bases belonging to enemy factions are just referred to as Enemy bases. A base that isn't an enemy and doesn't match any of the known types is just called "Other."

lrs.png 
A long range scan display. This is pretty close to done, but there are still a few tweaks it needs. I want to change the nebula rendering so that the colors indicate type, like the stock client does. The map doesn't handle enemy visibility correctly, either. Also, the border war scenario doesn't highlight the neutral zone.

ordnance.png
An ordnance display, showing how much of each ordnance type you and each of the friendly base has. As you can see, this is really handy for figuring out where you need to go to get the ordnance you need. A count turns yellow when it's less than 4 and red when it's 0. In the display above, DS1 has been destroyed and no bases have any nukes. Oh dear. I might add fighters to this display.

systems.png
A systems display. This display slowly rotates and shows damage to your ship. There are two improvements I want to make to this display: 1) show the positions of DAMCON teams, and 2) have a readout along the side that shows the percentage of damage to each system (e.g. if you have five warp nodes, and three are damaged, warp health is at 40%).

tactical.png
A tactical display. This uses a lot of the same rendering code as the long range display, but it's close enough that it's rendering silhouettes instead of arrows. I may need to adjust the scale of the silhouettes, though; right now they seem too small.

target.png
A target display. You can have it show yourself, the weapons target, the science target, or the captain target. The white arrow shows the target's bearing relative to you. (The display is wrong; if the target was at 298 degrees, the arrow should be on the other side, so that's something I should fix.) Right now this display is pretty bare-bones, but I would like to include a readout down the side similar to what science might see when they select a target.

There is an alert display, as well, but right now it's super bare-bones and I want to spruce it up a bit first.

I'm interested to hear what you guys think and any suggestions you might have.

Newcommerin

Avatar / Picture

Registered:
Posts: 190
Reply with quote  #21 
This is awsome!
Maybe a timer for the duration of the mission? Would give a bit of stress maybe. 😏

__________________
Sorry, English is not my native language, I am German.
(* I wish I would live in America, I wish I would... *)
Any mistakes you can find, you can keep and with the spelling mistakes you can cook you an alphabet soup.

My Artemis Homepage: https://star-ship-academy.jimdo.com/
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #22 
ArtemisDisplay connects to the server the same way that the regular stock clients do, and therefore can only know that they know. As far as I'm aware, the server never communicates the time limit to the clients. The client only knows the game is over due to the time limit because when that limit is reached, the server ends the game and says that's why; before that, the client is unaware that the game is timed.

The only way a timer could be achieved is to tell ArtemisDisplay separately, in the configuration, what the time limit actually is, and there would be nothing stopping it from being wrong.
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #23 
Updated system display. DAMCON team positions are now visible, and system damage levels are shown.

systems.png 

nschlein

Registered:
Posts: 51
Reply with quote  #24 
Impressive.    Couple of questions:
1. Can you cycle through the screens after generation?
2. What devices will it run on?

I know there is a comms summary interface that exists for Android.  Never used it in an actual game, and I think it only works for 2.4, but I'd love a version updated for 2.7.5.
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #25 

Can you cycle through the screens after generation?

If you mean, "Can you change which monitor it's displayed on after you've already launched the display?" the answer is, "Yes." Pressing SHIFT-LEFT or SHIFT-RIGHT will change which monitor it displays on. There are on-screen instructions in fullscreen mode when the simulation isn't running that tell you how to do this. (It doesn't appear in the screenshots because I took them in windowed mode, in which case you just use the mouse to drag the window to the monitor in question.)

If you mean, "Can you configure Artemis Display to cycle through multiple displays?" the answer is, "Not currently." I personally feel that it's better to not have the screen change on you, because then you'd have to wait until it cycles back to the screen you wanted. I could theoretically have a button to cycle it if we really wanted that. What it does let you do is create a layout of multiple displays on a single monitor. This is useful if you'd rather, for example, have one big TV showing four different displays at once instead of scaring up four monitors.


What devices will it run on?

I've only personally tested it on Windows 10, but it should run on any windowed OS that runs Java 8 or later. That means that Windows, Mac OS, and various Linux distros should all handle it fine. Also note that even though technically Android applications run on Java under the hood, it's a different flavor of Java that doesn't support the Java AWT graphics framework, so ArtemisDisplay won't run on Android.

Now, "can run" and "will run well" are two different things. The more you try to make it do, the more performance is required. If you don't demand too much of it, it should run even on low-end devices such as the Raspberry Pi. More demanding displays may require something beefier to run on. These are things that increase the performance requirements:

  • Higher resolution monitors
  • Running multiple instances of ArtemisDisplay
  • Turning on some of the rendering options ("Static on impact" is a biggie)
  • More complex displays/layouts

I'm not familiar with the "comms summary" interface you're talking about. Is this part of the Android version of Artemis, or some custom software? Can you show me a screenshot?

Also keep in mind the intent of this project: to create "set dressing" for your bridge with displays that serve as passive information radiators. It isn't my intention to create full-fledged interactive custom client interfaces. If you're thinking about a display that someone actually sits at and manipulates, that isn't really what I'm going for with this project.
nschlein

Registered:
Posts: 51
Reply with quote  #26 
1. You got it on the first guess. I can’t imagine a good reason to automatically cycle them.

2. If it’ll run on a Mac, that’s great. Would give me one more computer I could appropriate when needed.

3. I actually can’t send a screenshot, because it was an Android app and I no longer have an Android device, but I found the name on the forums: Artemis Messenger, code available on GitHub and the author was requesting someone to convert it to iOS. It is an external piece of software which assists Comms by organizing mission threads so you can better manage them (grouping and sorting by pick-up points, destinations, completion progress, benefit, and bearing/distance). Not sure what version it was for, but I’d love to use it.
JordanLongstaff

Registered:
Posts: 73
Reply with quote  #27 
Wow, that looks really cool, Arkantos! A couple of questions:

1. Is this open source?

2. Does this work for Comms? For example, showing data about side missions (as Artemis Messenger did once upon a time)?

EDIT: I see nschlein beat me to the punch on asking about Artemis Messenger. I shall provide a link to the Google Play Store page for Artemis Messenger, which includes screenshots: https://play.google.com/store/apps/details?id=artemis.messenger&hl=en_US
Arkantos

Avatar / Picture

Registered:
Posts: 457
Reply with quote  #28 
Is this open source?

Not at the moment, but I intend to release it as such.

Does it work for COMMS?

There's no reason it can't. The ordnance status display sources its data from COMMS messages. I could certainly create a side missions display similar to Artemis Messenger.
nschlein

Registered:
Posts: 51
Reply with quote  #29 
I’ll lobby for the comms missions interface!!!
ryleyra

Registered:
Posts: 3,007
Reply with quote  #30 
Quote:
Originally Posted by Arkantos

Does it work for COMMS?

There's no reason it can't. The ordnance status display sources its data from COMMS messages. I could certainly create a side missions display similar to Artemis Messenger.


You bring up an interesting point I didn't think of. I assumed the ordinance display just requested the data from the server and then displayed it, but does Comms have to request the ordinance count in order to update the display? I would be worried about giving away information "for free" otherwise.

Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.