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Mike Substelny

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Reply with quote  #16 
Pupbrad is right. Because any player can ask his/her console to show the view on the forward viewscreen, every console needs access to every graphic that is shown. The console will load the model into memory even if the player never calls up that viewscreen image. If the model does not exist in a console's Artemis folder then the console will immediately crash.

Short term solution: I should make a version of Havoc in the Hamak Sector that doesn't include all of the special effects. That would make the generic meshes unnecessary.

Long term solution: Thom plans to build a future version of Artemis that will allow the server to share its data files across the network, eliminating the need for a local copy on every console. Thom's to-do list is very long, so I can't promise that we will have this any time soon.

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pupbrad

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Reply with quote  #17 
Mike, that would be awesome to have that added in! The RP group has used existing objects and files in interesting ways to make jump gates and rotating derelict ships, but being able to add in our own generic meshes to our mission scripts would be a HUGE help!
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russjudge

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Reply with quote  #18 
I tried this mission for the first time last night at the Origins Game Fair.  I'm impressed.  We had a pretty decent crew--although our Engineer who I didn't know seemed more interested in texting his friends than in keeping the power levels where we needed them, and our weapons officer easily bored and distracted until being inundated by drones (he'd text to his friends or bounce main screen without orders to see what all was going on, with me on helm having to shout, "Incoming!" every few seconds to get him back to targeting), but it kept us on our toes even after we figured the secret of the mission.  Our Comms officer had never played before, but surprisingly he picked up the job well and kept us on top of things.  Had I known how critical Comms was for this mission, I probably would have suggested putting him somewhere else--but he caught on and kept us going.

You did a really spectacular job with this mission.  It does a really good job of involving all the stations.

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Mike Substelny

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Reply with quote  #19 
Quote:
Originally Posted by russjudge
You did a really spectacular job with this mission.  It does a really good job of involving all the stations.


Thanks, Russjudge. I hoped this would be an example of how to keep all the stations totally involved.

I believe Artemis 2.1 exposes a bug in the mission's AI that affects Warsaw's behavior (the bug had no effect in earlier versions). I'll be publishing a 2.1 release shortly.

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cristoslc

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Reply with quote  #20 
Any word on the 2.1 update? Tried playing it with my crew tonight. Last week, we all had 2.0 installed and it played fine; tonight, after updating the server and clients to 2.1.1, it kept crashing.

Symptom: the main screen (server) would stop updating briefly while in forward view, then all the clients would get booted but the main screen would still show a static image. If an audio file was playing at the time, it would behave unpredictably (might loop, or might finish ok). This happened multiple times.

Server was Windows 7, consoles were a mix of Windows 7, Win 8, Mac (with PlayOn Mac) 10.9, and iOS tablets.

Let me know if there's a log or any other information I can provide to help troubleshoot.
Captain

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Reply with quote  #21 
Hmm. I never actually finished this due to problems with crashing. I should try on 2.1.1.
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Mike Substelny

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Reply with quote  #22 
Wow, did I never publish this? I finished writing it at the beginning of summer and here it is now the beginning of fall. Oops, my bad.
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dellengwyn

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Reply with quote  #23 
Hi, Mike!

  Any word on porting the scenario to 2.1.1?  I, too, experience a server crash that prevents me from even docking with Hamak Station.  I'm testing it on a single computer before I bring it to my crew, with Main Screen, Helm, Weapons, and Comms active on a single client (no mods).  The initial voice comms come through just fine, but after that the server goes through a series of crashes and recoveries, after which it just seems to hang.  We'd really love to play this scenario, as the reviews of previous versions are stellar; we are using the 2.1.1 version of the licensed software (for which I paid Thom full price--and quite happily, as this is an excellent game!). 

  My glimpse of the beginning of the mission really got me excited.  I hope you can find the time to tweak it so that it works with 2.1.1....

Peace and Long Life,

Captain Dellengwyn
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LawsonThompson

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Reply with quote  #24 
I think I've figured out the crash problem with this on on Artemis 2.11. The GW Unlimited ships arrive at the base, then go into a "parking" condition. The AI stack gets a command added several times per second and the game lags/crashes out.

The attached version has a couple flags to prevent the early crash; I didn't get to do a full on test of all other features. Congratulations, you're beta testers!

zip MISS_HamakSector_2.zip     : patched for Artemis v2.11+

Back up or rename the old file and drop this one into the mission folder. Everything else remains the same.


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Arrew

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Reply with quote  #25 
In regards to crashes;
If clients do not have GMesh object the server uses they crash?
What about audio files for Comms and game sound effects? Do they need them too or just the host?
LawsonThompson

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Reply with quote  #26 
In my (rather limited) experience, all clients need meshes if they switch to 3D view at any time. 

All clients do not need audio files; those only play out the main screen anyway.

In v2.11 I think some of the overhead view shapes are based on the meshes for ships; this means all clients would need artwork and such.

Note that rumor has it a future version of Artemis will permit the server to send assets out to the clients as needed. This would ensure that iOS devices could participate in any mission, for example.

The most frequent reason for crashes I've seen: add_ai commands stuck in a loop. You should only add_ai ONCE. Checking a timer isn't sufficient; you have to check/set a flag too to prevent a continual AI update loop. The Artemis 2.11 stack will let you throw as much on there as you want... well, until the server hangs.

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Wookiemart

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Reply with quote  #27 
Just a quick note for you Mike to mention that we tested the scenario out under version 2.2.0 and it seemed to work very well.

One question though, is it normal behaviour for the Warsaw to go and hide in the nebula to lick it's wounds?
Mike Substelny

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Reply with quote  #28 
Yes, if the Warsaw is close to death it executes "The Haynes Maneuver" and runs away for a few minutes to repair. In the version you are playing we discovered a bug in the mission scripting language whereby players can order Warsaw to re-engage the enemy and Warsaw will respond that it is turning to attack but it won't actually do so for a few minutes. The script works but that bug makes Captain Haynes seem like a liar.
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