Sign up Calendar Latest Topics
 
 
 


 
Poll Results
 
 The TSN V3 Sandbox will be under continual development, however is now is a tested and working state. Therefore, would you prefer to start using the Sandbox now, or wait until additional planned features have been added?
 I would like to start using this now 5 83%
 I would like to wait until more is added 1 16%
Total votes: 6   Please or sign up to vote.


Reply
  Author   Comment   Page 10 of 10     «   Prev   7   8   9   10
mjmeans

Registered:
Posts: 20
Reply with quote  #136 
In GM mode, how do you handle network disconnects... i.e. if a local ships internet drops and they have to reconnect, doesn't the dropping main bridge screen and all stations cause the ship to disappear form the game? And what happens if the server's network crashes? Is there a wasy to reconnect the GM and all ships to continue where you all left off?
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #137 
When you select main screen and hit ready to play whilst the mission is running, a new ship will spawn if it has not already been created. Should all client consoles drop, including the one that selected the main screen option, the ship will still exist in game. When the clients are able to reconnect, they can select all the consoles on the ship as normal and rejoin the game.

If the server itself crashes (i.e. the game instance on the host computer), the game will have to be restarted. However, if the internet connection dropped but the game server was still running on the host computer, then all the ships and the game itself will be unaffected. The clients would not be able to connect until the internet connection was re-established, but once it is, they would simply have to select the relevant consoles and rejoin the server. 

I think that should answer your questions.

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #138 
Status update on the TSN Sandbox Version 3

Having more time available, I have been working on the next sandbox. Cerberus system has now been tested to make sure it is possible to transit the whole system. I decided to time the transit as I tested and found that from one end (sector I) to the next (sector IV) at warp 1 in a Scout, it took a total of 7 minutes to cover the distance!

Through testing, I have been able to identify and fix a couple of issues. There was a minor bug with the transitions that had to be fixed. It occurred when a ship reached the very edge of the system (i.e. moving completely to the edge of the map). The ship would trigger a transition back into that same sector, but at the opposite edge. If you kept heading in the same direction, you would basically loop back round forever. It is hard to explain, but needless to say, it is a problem that is fixed now. There was also an issue with ships being in contact with the edge of the sector and not triggering a sector transition. I think I have managed to patch that bug up and have tested it, but I have the feeling that the solution I found was a little too easy. I am always cautious when I find a bug seemingly easy to fix! The true test will be when it is used for live mission in the TSN RP Community. 

I have now completed the layout for the Atlantis system, working with the head of the TSN RP Community's GM team to come up with ideas for different areas and how they might be used in missions. The map can be viewed here, and shows all the bases, generic meshes and static defenses in the system. As it is a large system, home to the 2nd Fleet HQ, it is well populated. In the upper right corner is a military testing area. There is also a 'construction zone' just above the centre of the map; an area marked out by buoys at the top of the map that indicates a 'whale reserve'; and industrial and civilian bases organised into small clusters and communities in a couple of locations. I have also had a request to include the sensor relays and comms buoys scattered throughout TSN space, providing potential objectives for missions; these I will add in at some point in the future. The final phase for the Atlantis system now is to test it, which basically means fly around it to make sure all the sector transitions work properly.

I have made a start adding in AI keys to the sandbox too. As the set from the version 2 sandbox were already quite extensive, I have made the decision to transfer them across and modify the required variables to fit with the new version 3 sandbox. This should save me a lot of time and effort as I won't have to rebuild each event. I will be adding one new command; the 'Guard Station' AI command. This was missing from previous versions as it would make the mission editor I use crash. A couple of the TSN RP Community senior officers were able to fix the mission editor though, and I can now add in the AI command without crashing.

Once Atlantis system has been tested and the AI keys are complete, I am going to pass the script on to the GM team to try out and run some missions for the TSN RP Community. This should weed out any final bugs and give it a thorough "live" test. After that, I'll be starting a new Topic on these forums with the new release. Hopefully, this will be in the next week or so. Of course I will continue to work on the sandbox, adding in more systems based on the old systems, but much larger and using the edge to edge transition. My next focus for systems will be the Hjorden neutral system and I have already sketched out a basic plan of having a 3x3 system.

In terms of the "mechanics" of the sandbox, I think I may start to develop the 'Exploration mode'. I want this to be a mode for roaming freely around the sandbox, encountering different types of enemy ships in sectors. The idea would be that when you enter a sector, there is the possibility of encountering enemy ships, depending upon the sector and system. Enemy space would have standard hegemony enemies, but border systems might end up with pirate raiders. There could also be a chance of having to fight off Unukalhai ships, or even some unknown aliens. It would give crews a place to conduct 'patrol missions' without the need of a GM; they might decide that they are going to patrol the Cerberus border. When they arrive there might be little to nothing there, however on another occasion there might be a full blown pirate raid in progress! I know it is something that would be useful to the TSN RP Community, so it will probably draw my focus and hopefully developed extensively.

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #139 
Status update on the TSN Sandbox Version 3

I am now close to releasing the TSN Sandbox version 3. In its current state, there are 3 fully built systems that have all been tested: the USFP systems Atlantis and Cerberus, and a neutral system Hjorden. I intend to complete two more systems before the first release: Promethean System (home of the 4th Light Division) and Cronus system (a highly contested system, fought over by Hegemony and USFP forces almost constantly). For all the maps of the current systems built, follow the links below:
I have also started to consider other systems like the Euphini Expanse and the Poseidon Rift (the 'badland' systems). Though they might not make the initial release of the Sandbox, they will definitely be added back in later on. The Euphini Expanse I see as a massive, almost desolate system, full of exotic space dwelling creatures and home to a few pirates. I may try and be ambitious and make it bigger than the Atlantis system, if not at least the same size. Poseidon on the other hand, will be a long 'thin' system, with hazards like moving black holes and if including them is viable, rogue asteroids. To be able to create these, there are several systems to be created beforehand which link to them, for example the Arietis system which acts as the gateway to the Poseidon rift, and the Danae system, the staging point for jumps into the Euphini Expanse. Both badland systems would make for exciting patrol missions though, and with a GM maybe even some search and rescue missions.

The GM mode is very comprehensive, with keys recently added to deploy sensor relays and communications buoys, as well as wrecked stations and enemies. The AI keys have been added back into the script too, and there are new Communications keys, though Comms keys may evolve into something like 'Special GM keys'. Such keys would include things like adding energy to a player ship, or increasing the ordnance levels of the various systems. This is something I may develop in the future, and will not be part of the initial release however.

I have made a good start on the Exploration mode, renamed to 'Patrol mode'. This will allow players to patrol systems like Cerberus and encounter the Unukalhai attacks or pirate raiders. The number of different types of enemy to encounter is something I am building up. I have managed to set up enemy positions so they are in a random position if encountered more than once though, so this will add variety if patrolling ships come across the same enemies twice.

Anyway, that is everything to date. Keep checking this thread for more updates! When I release it, as I said above, I will start a new thread. This will be linked across though, and there will be links to the required TSN Mod. With several different races and over 100 different generic meshes and ships (in its current state) the mod adds significantly more diversity to the whole sandbox!

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #140 
Well, Promethean system is well on its way to completion. It is 12 sectors in size and includes several areas of defense. I'll upload a picture of the system once done. Here are some images of all the other completed systems though. Enjoy!

Atlantis System
(Currently the largest in the TSN Sandbox)

Atlantis System.png 

Cerberus System
(The smallest in the TSN Sandbox; I plan to make all other systems larger than this as it was the first I created for this new version)

Cerberus System.png  

Hjorden System
(A neutral system; only select bases will allow you to dock)

Hjorden System.png    


__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Nachtu

Registered:
Posts: 15
Reply with quote  #141 
Been a while since I checked this thread. Regarding this sandbox I'll just say: it will be plain awesomeness. Just the other weekend played Artemis with my brother and two nieces and I just can't wait to create an adventure for them with your sandbox when it finally comes out.

Great work man!
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #142 
Promethean System
(Home of the 2nd Fleet, 4th Light Division; the front line)

Promethean System.png 


__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #143 
On Saturday, the TSN Sandbox V3 was put into use by the TSN RP Community. It was a great success! Multi-ship transition worked perfectly (the mission required ships to move from Atlantis Command through to Cerberus sector I) with 4 ships jump through to different systems and sectors without any issues. 

After the session, the GM team reported a number of minor bugs that have now been addressed. These included a bug in the radiation code (caused by renaming of the ships), a bug that allowed multiple pieces of station debris to be spawned, and a bug in removing the AI type marker in the upper left corner. 

All these have been fixed. 

The GM team also made a couple of suggestions too, the first being adding a couple of specific comms and pop-up messages, and the second adding an automatic "End mission" shut off function. The suggestions made have also been added.

When ending a mission, the GM can still manually abort the End Mission cycle, however if the cycle is started and no further action is taken within 8 seconds, the cycle will abort automatically. To complete the mission end cycle, the GM now has two options as well: the first to end with a pop-up message stating "Ship systems shutting down", the second to end with a pop-up message stating "Transferring control to automated systems". The second is basically the TSN RP Community's way of engaging autopilot, so we don't have to fly all the way back home if time is tight after a long mission, or if we have a long distance to travel to get back to a specific base.

Another key added to the GM's Communication menu is one that sends a message to comms stating "Simulation mode terminated; Weapon systems re-enabled; Artificial sensor contacts removed" and a general pop-up to all consoles stating "Simulation Aborted". Basically, another message commonly used by the TSN RP Community. Sometimes we conduct "live fire exercises" which are interrupted by urgent calls for help, or form part of a warm up for a mission.

This then was the first real test of the TSN Sandbox and it fared well. Before general release, I want to build two more enemy systems; Cronus (a "no-man's land" with debris fields, stray mines etc) and one fully controlled enemy system linked to it (named either Kalixa or Erebus). This will give GMs the opportunity to design missions in which the players can carry out attacks into enemy territory, or counter attacks against fleets massing in Cronus. 

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #144 
Cronus System
(A contested system: No man's land!)

Here it is! Cronus System. This is the no man's land between the Promethean system and systems completely under the control of enemy forces. A contested region of space, neither the USFP or Hegemony have managed to establish any permanent presence in the area. TSN ships regularly conduct patrols through the system, checking forward relay stations and ensuring the Hegemony are unable to build up any significant forces in the area. Unexploded ordnance and scattered debris fields are a feature of this system, making for a whole host of potential story ideas. Out in the Cronus system, there is no support and no bases; the most help players can hope for is supply ships that may or may not accompany them (for small patrols, dispatching fleet supply ships would be highly unlikely!). This is why the Fuel Collection System was added way back in the first Sandbox release; Cronus is the perfect region of space to fully utilise the system during player's exploration and patrols.

In patrol mode, players should expect to meet with enemy patrols, pirates, and maybe even hegemony bases being built to support attacking forces or lay claim to the system. 

Cronus System.png 
From Cronus, there are jump points to two systems (located in Sector 8 and Sector 10) named Erebus and Kalixa. These will eventually link to frontline hegemony systems, where the Hegemony have established permanent bases of operations and have a secure control over the system. The intention will be to give targets for deep strike missions into enemy territory. In the future, I may even build more enemy systems beyond these so players can head deep into enemy territory on an aggressive campaign to disrupt and destroy enemy assets. 


__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #145 
Status Update: Sandbox V3

The TSN RP Community used the new Sandbox again for another mission. There were a couple of new bugs identified; one was to do with the "Find and Replace" function we used to rename the ships in the game. When renaming, we use a notepad in order to ensure all instances of 'artemis' are replaced with the required name - in this case 'TSN Raven'. The problem we had though was that it replaced every single reference to 'artemis' including the reference to the 'artemis_specular.png' used as the texture for all the TSN gates. To fix this, I have simply changed the file used to something available in the TSN Mod. There were a couple of other files to change as well, and so they have been altered to avoid the problem again in the future. The second bug was with the 'Mission End' cycle. It could be activated multiple times, which meant two generic meshes were potentially spawned on top of one-another, causing a crash. This has now been fixed so that that 'Mission End' cycle can only be started once.

The Mod team have made the TSN Gate available to me now, ahead of the next TSN Mod release. I have implemented this in the Sandbox so that the new gate is in use. 

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Priest

Registered:
Posts: 7
Reply with quote  #146 
Quote:
Status Update: Sandbox V3

The TSN RP Community used the new Sandbox again for another mission. There were a couple of new bugs identified; one was to do with the "Find and Replace" function we used to rename the ships in the game. When renaming, we use a notepad in order to ensure all instances of 'artemis' are replaced with the required name - in this case 'TSN Raven'. The problem we had though was that it replaced every single reference to 'artemis' including the reference to the 'artemis_specular.png' used as the texture for all the TSN gates. To fix this, I have simply changed the file used to something available in the TSN Mod. There were a couple of other files to change as well, and so they have been altered to avoid the problem again in the future. The second bug was with the 'Mission End' cycle. It could be activated multiple times, which meant two generic meshes were potentially spawned on top of one-another, causing a crash. This has now been fixed so that that 'Mission End' cycle can only be started once.

The Mod team have made the TSN Gate available to me now, ahead of the next TSN Mod release. I have implemented this in the Sandbox so that the new gate is in use. 
 


Great work!
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #147 
I am hoping to release the Sandbox sometime next week, though features like the Patrol mode will not be fully implemented by then. The aim would be to have one full enemy system designed and added though.

The new Sandbox will of course require the TSN Mod. From experience, it is easy to set up though (a simple drag and drop of files works). There are no plans to make a version that will work without the mod, though if there is demand, I could look in to it.

__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #148 
I have now started work on the final System before release - the Erebus System. I have used the Atlantis System as a template, so Erebus will be a huge 20 sector map. The whole system will have nothing but hegemony bases throughout. In patrol mode, there will be constant hegemony fleets moving about the system, but in GM mode, all enemy ships will be left out to give the GM freedom to choose what enemies will be present in each sector. 

Below is an overview of the whole map that I am working on. All the systems shown below were being implemented in the previous Sandbox, and most were up and running. This map shows the progress of the current Version 3 Sandbox. It gives an idea for the size and scope of the Sandbox; each system will be at least 8 sectors in size (aside from the waypoint systems, that will only be one sector in size). It also gives a clear view on how the systems are linked together and their position in relation to one another. This map, along with the system maps posted above could be printed out or displayed on a monitor for science officers to use. When the TSN run missions in the Sandbox, the science officer is often tasked with plotting a course to a particular destination. Now with the edge to edge transition too, they can give a general bearing to a position on the other side of a system, and navigate the ship there.

2nd Fleet Map.png 

I am not sure exactly how long it will take for me to complete Erebus System. However, if there is demand, I would consider release the TSN Sandbox before it is complete so people can start using it. I have added a poll to this topic for people to let me know whether they want to hang on or whether they want a release now. You can vote on that and/or post below and it will give me an indication of a) the interest in the new Sandbox and b) whether people want to play with it now.

In terms of sharing the Sandbox, it will be accessible freely through my GDrive. If this causes any issues, contact me and I will explore other options. Within the GDrive though, there will be all the system maps, the large overview above as well as a guide and Quick Reference key chart for GMs. 


__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

Registered:
Posts: 1,141
Reply with quote  #149 
For those of you following this thread, I have just made the TSN Sandbox V3 available to all. I will keep updating it, adding in new star systems and features as and when I get the chance. I have quite a lot of ideas to go in to it, but I think I am going to have more opportunity to work on it now. Check out the new TSN Sandbox V3 thread here.


__________________
Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.