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russjudge

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Reply with quote  #1 
Finally fixed some of my issues with my DMX lighting and was able to verify that my DMX Commander tool (first discussed in this thread: http://artemis.forumchitchat.com/post/question-does-anyone-have-a-way-of-testing-dmx-scripts-outside-of-artemis-6483168?&trail=15) works like it is supposed to.  I finally also got around to getting the script engine working (at least sufficiently) so that you can create your own shows with the DMX setup.

Version 0.7b is available here.

I created this a simple video (below) that demonstrates some of what you can do with the script engine.  I included the script that created the demo to give an idea of how to use it, but it does require Artemis be installed to work.  I'll probably make it more self-contained later.



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Russ
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Robojo

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Reply with quote  #2 
Would you be willing to build the lights/dmx controller stuff for me. I am legally blind and cant seem to do it right (cant see it).

Robo

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Originally Posted by russjudge
Finally fixed some of my issues with my DMX lighting and was able to verify that my DMX Commander tool (first discussed in this thread: http://artemis.forumchitchat.com/post/question-does-anyone-have-a-way-of-testing-dmx-scripts-outside-of-artemis-6483168?&trail=15) works like it is supposed to.  I finally also got around to getting the script engine working (at least sufficiently) so that you can create your own shows with the DMX setup.

Version 0.6b is available here.

I created this a simple video (below) that demonstrates some of what you can do with the script engine.  I included the script that created the demo to give an idea of how to use it, but it does require Artemis be installed to work.  I'll probably make it more self-contained later.


MarkBell

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Reply with quote  #3 
Nice!  Can't wait to really go to town with this.  (and use this as an excuse to get more lights [biggrin] )
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russjudge

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Reply with quote  #4 
It should be pretty simple to create your own scripts--I tried to keep the language simple.  The work will be in setting up the DMXCommand.xml file--that part is critical for the script to work.  Basically, it builds off what we learned in setting up the DMXCommand file, adds a bit of it's own (music playing and screen images), so that a full show can be produced.

Feel free to ask any questions about how to do the scripting.  There are some tweaks I might do to try and improve on some of the timings (I had to put a few seconds delay in at the start of my demo script to give time for the audio to load).  I'd welcome any ideas you might have for improving the script capabilities.

I do plan on making the script work from the commandline--though it's not there yet.  It won't take much to do that--but I just wanted to get this out.

The basic concept is simple--the script runs asynchronously from the result it produces--meaning that unless you build in delays (the WAIT command), everything will execute as fast as it can.  This can give the impression of multiple things happening simultaneously (for example, starting an audio file, and firing EVERY event at once, along with displaying an image).  It requires a DMXCommand file be defined to handle the actual DMX--this is where the bulk of the work will be.

Also, I adjusted the channel numbers to match the actual controller--they are no longer zero-based. Artemis uses the channels as if they are zero-based.  If you define the DMX command file with this tool, this will be completely transparent to you.  But you'll want to remember this if you edit the DMXCommand.xml file manually yourself (i.e., in the file, channel zero is actually channel 1, channel 1 is actually channel 2).

Of course, the tool also does have the side-effect of testing DMX events for Artemis. [wink]

The language is pretty powerful--it allows for calling to subroutines, including blocks of code in a separate file, and looping.  It doesn't do math, though (at least not yet), and no conditionals (if this--then that).  I can add those features, but before I go sweating over adding something like that, I'd like someone to give me a practical application example--to justify why I should add that kind of feature to the scripting language.  After all, I'm not trying to replace javascript--I'm just trying to provide a creative way of making a nifty light show.

I also want to restate (as I did in the other thread) that this is still in beta--I haven't tested all the script command statements, so I'm not yet sure all of them work, though I tested the ones included in the demo.  The other statements should work, but bugs have a tendency to show up when things should work.  I'll get around to testing it more thoroughly soon when I get it working for the command line. 

I've got other ideas too--since Arkantos is documenting the Artemis Protocol, I'm thinking of building an engine that can communicate with Artemis--which could include an engine to communicate with the DMX to provide features beyond that which is built in.  For example, the DMX built into Artemis only runs off the server.  When you are playing with others over the internet, you miss out on the DMX light show.  I had an idea of creating an Artemis client that would connect to perhaps the Observer station to create a DMX light show from that--well, maybe.



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Russ
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MarkBell

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Reply with quote  #5 
I like the new tool - now to get more lights [smile]  That scripting tool looks pretty snazzy, what does it use to play audio files?  Is there a particular set of file types that work, or is it executing the audio file with whatever default audio program exists like WMP or VLC?

Also, 2.0 allows multiple bridges to have DMX lights.  The Server, as the information controller, tells the other ships' Main Screen computers what DMX triggers are happening relative to that ship.  Then, if you've got DMX plugged into those Main Screen computers, they'll trigger DMX lighting based on the local DMXCommands.xml file (not based on the server file).  This keeps the DMXCommands file relevant to the local setup even while getting triggers from whatever computer is the server.

Additionally, if a remote player wants to have lighting, they just need to brew a DMXCommands file for their rig and have the Main Screen additionally selected for their particular ship.  It can be a second station selection on the same client and not looked at (although many remote players like seeing the main screen as well), it just has to be on a computer with their DMX rig and DMXCommands file on it.

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russjudge

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Reply with quote  #6 
I found some open-source library to play the audio files--it doesn't use an external program--and it should support most, if not all, audio types.  I had originally built it specifically for Ogg files, but made sure other known types were handled as well.  When I get a chance, I'll look at the code again and let you know which library I'm using.

Ah--that makes sense--so whatever main screen is showing--that controls DMX that's connected on that PC--the server has a main screen, so that's why it controls its DMX.  My tool is still applicable, though the user will need to bear this in mind if setting up different DMX configurations for multiple bridges. 



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Russ
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anwoke8204

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Reply with quote  #7 
Hi, is there any plans to also make this a possible integration with Artemis Mod Loader?
russjudge

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Reply with quote  #8 
Already is--to a degree.   I haven't put the script part in, and the last set of tweaks aren't there, but the full functionality is there.  The only real issue is that the channel numbers in the tool in the Artemis Mod Loader integration currently start at zero, while the latest update, they start at one--but if you simply map channel zero where you assigned channel 1 and so on--you'll be fine, and the update will automatically correct for this.

I'll probably pack it together in the next few days with the latest updates.

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Russ
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russjudge

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Reply with quote  #9 
New update to fix a reported bug.
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Russ
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russjudge

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Reply with quote  #10 
I just uploaded the source code to Github, here: https://github.com/russjudge/ArtemisModLoader.  It is in a subfolder under the Artemis Mod Loader project.
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Russ
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SpaceDiceman

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Reply with quote  #11 
How can I get it installed?

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