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John Richardson

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Posts: 52
Reply with quote  #1 
Hi all
How is the DMX event GAME_OVER supposed to work? I thought that I'd be able to set the DMX lighting to a white light on the game over event to provide lighting. I know that in 1.72 a change was made to the DMX routine to switch it all off and had assumed this had changed again.

I've tried placing the event code at various positions within the file but the same result happens, at the end of the game the lights switch off.

All other events I've tried from version 1.72 work as expected including "WITHIN_NEBULA", one of the new 2.0 commands.

Any ideas anyone?

For info, the code is below. My lights require 4 channels, the RGB and a master dimmer channel (0 = off 255 = full brightness)
Channel 8 is used for a smoke machine so not shown here.

0=R
1=G
2=B
3=Brightness and so on skipping channel 8.

<event type="GAME_OVER" continuous="yes">
    <!-- white light -->
    <timeblock mseconds="100000">
      <setvalue index="0" value="255" change="0"/>
      <!-- red   value of first light box -->
      <setvalue index="1" value="255" change="0"/>
      <!-- green value of first light box -->
      <setvalue index="2" value="255" change="0"/>
  <!-- blue  value of first light box -->
  <setvalue index="3" value="255" change="0"/>
  <!-- master dimmer value of first light box -->
  <!-- second box ***************************************************************************** -->
      <setvalue index="4" value="255" change="0"/>
      <!-- red   value of second light box -->
      <setvalue index="5" value="255" change="0"/>
      <!-- green value of second light box -->
      <setvalue index="6" value="255" change="0"/>
  <!-- blue value of second light box -->
  <setvalue index="7" value="255" change="0"/>
  <!-- master dimmer value of second light box -->
  <!-- third box ***************************************************************************** -->
  <setvalue index="9" value="255" change="0"/>
      <!-- red   value of third light box -->
      <setvalue index="10" value="255" change="0"/>
      <!-- green value of third light box -->
      <setvalue index="11" value="255" change="0"/>
  <!-- blue  value of third light box -->
  <setvalue index="12" value="255" change="0"/>
  <!-- master dimmer value of third light box -->
  <!-- fourth box ***************************************************************************** -->
      <setvalue index="13" value="255" change="0"/>
      <!-- red   value of second light box -->
      <setvalue index="14" value="255" change="0"/>
      <!-- green value of second light box -->
      <setvalue index="15" value="255" change="0"/>
  <!-- blue value of first light box -->
  <setvalue index="16" value="255" change="0"/>
  <!-- master dimmer value of fourth light box -->
    </timeblock>
</event>

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Badgeguy

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Posts: 316
Reply with quote  #2 
I am unable to get it to trigger either.  I have tried numerous configurations in many orders and it will not trigger.

Not all of the triggers listed are working as expected / working at all.
John Richardson

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Posts: 52
Reply with quote  #3 
Working with a previously stable 1.72 DMX file I've found that even that doesn't work as expected now.

With or without version 2 commands, sometimes it works, after one or two plays it defaults to NORMAL_CONDITION_1 and other commands such as RED_ALERT don't function. I have to disconnect the DMX controller, switch the lights off and reboot.

But when it does work, it's shiny as far as ENTERING_NEBULA, WITHIN_NEBULA and previous 1.72 commands. I'm thinking intermittent DMX control is a 2.0 bug now. 

Would you agree Badgeguy? Anyone else?

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Badgeguy

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Posts: 316
Reply with quote  #4 
I personally cannot attest to intermittent DMX.  I have had no problems with it running at any time.  I am even running a 186 KB DMXcommands file and have not had a lick of problems other than a power supply releasing its magic smoke on me the other day and the triggers that do not work or work unexpectedly (All of the ENERGY_XX triggers work in reverse of the expected, GAME_OVER does not trigger at all, and last I checked START_DOCKING would trip and never clear its status).  Beyond that, I am loving all other effects that I have been able to add.

Edit:  START_DOCKING is working as expected now. 
John Richardson

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Posts: 52
Reply with quote  #5 
Fair comment. 

Would you care to peruse this file in case I have made an error? The thing is, this works in 1.72 flawlessly yet doesn't in 2.0. (Awful commenting by the way but fairly straightforward. I'm using the Entec Open controller).


 
Attached Files
txt DMXcommands.txt (40.30 KB, 11 views)


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Badgeguy

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Posts: 316
Reply with quote  #6 
You appear to have 4 lights.  ID 8 appears to be missing, is this by design?  Wait, never mind, that's the smoke machine.

First, your version in the DMX_CONTROL statement is set to "4 box 110413", I have changed it to "2.0".  The new version of Artemis may actually check the value for compatibility purposes.
 
The NORMAL_CONDITION_1 seems in order except that you have all lights set to full bright white on throughout the game at all times other than when overridden.  Having set the Master Dimmer to on (255) for indexes 3, 7 ,12 and 16 in the NC1, you should not need to reference them again in another trigger unless you want to reduce the master brightness, or quickly turn off the entire light with a single command (boy, do I wish my RGB LED Strip light had Master Brightness control for each of my 42 banks of lights!).

I removed the excessive code for SHIELDS_ON, just the brightness control is needed to give you the effect of raising lights.

TRACTORED_FOR_DOCKED appears to be attempting to fade in and out the yellow lights on the outside 2 cans, but the value="255" change="255" will do nothing as 255 is already the maximum and it can not add anything else to the value over the 400 mseconds.  This is the same for the value="0" change="-255".  I have swapped the values for you and this should give you the pulsing effect with a fade in to start.

With RED_ALERT, I am unsure what effect you are attempting to produce.  I see the initial 4 rapid fade-ins to synchronize with the audio alert, but you appear to have two conflicting repeating requests: 2 second fade-ins, but a steady red light as well.  Currently, the 2 second fade-in win, but this means you could remove the first "steady red light" event if you wanted.

Under DAMAGE_20 _40 & _60 <!--Emergency lights--> you are missing opening and closing timeblock elements around the setvalues.  I put in a set for 3 seconds.  You can change to your preference.

I have attached the changes I have made.  Because my setup is so different here from yours, I can not even begin to test it here.  Hopefully these changes help get you back in business with your setup.

 
Attached Files
txt DMXcommands.txt (24.97 KB, 10 views)

John Richardson

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Posts: 52
Reply with quote  #7 
Wow, well thank you very much for taking the time to do that and for explaining it all. I'll test that tonight. Thanks again 
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John Richardson

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Posts: 52
Reply with quote  #8 
I tested and it didn't work in 2.0 yet again it was fine in 1.72. Clearly, there was something amiss here.

So... I reinstalled Artemis, placed your file in and lo and behold it worked. I replaced that with my admittedly hacked together file and again it worked. I'm not sure what the problem was exactly but a reinstall fixed it. For this, I have no explanation. I do thank you though for cleaning up my file, that's the one I'm using now.

Thanks very much for taking the time to help, it's very much appreciated.

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Badgeguy

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Posts: 316
Reply with quote  #9 
You are very welcome.  It got me kickstarted on modifying mine again, and now I am at 220KB with some 4300 lines of code.  The latest result is the nebula effect (See this thread: http://artemis.forumchitchat.com/post/Question-Does-Anyone-Have-A-Way-Of-Testing-DMX-Scripts-Outside-Of-Artemis-6483168 )
Tango_Kilo

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Posts: 81
Reply with quote  #10 
@ John Richardson

Are you using a terminating resistor in your DMX setup?
John Richardson

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Posts: 52
Reply with quote  #11 
I am and had been throughout. Like I mentioned, bizarrely a re-install fixed it. It could have been attributed to the directory depth it was installed at C:\Games\Artemis\Art2 (now C:\Games\Art2) or something else entirely. But you are right to point out the terminating resistor, it's commonly seen as extraneous on some installations and does help clean up those odd glitches when they occur.
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