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ryleyra

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The changes to 2.6 make a lot of the missions included with Artemis, which use the old Audio Comms buttons, obsolete, or at least only partially functional. Since I used a screenshot from the mission "The Waning Dark" to demonstrate Audio Comms on the wiki, I thought I would take the time to convert it over to the new Comms button interface. I decided to go ahead and update all of the stock missions that are included with Artemis as well, and post them here.

Here's a list of all missions I have converted. I invite Thom to download the changes and include them in the next release. Since these files are too large to post here, I'm hosting them on my site instead of trying to upload them here or to the wiki.

The Waning Dark: http://www.phan.org/games/MISS_TheWaningDark.zip.
Havok in the Hamak Sector: http://www.phan.org/games/MISS_HamakSector.zip.
Module - 3 Bases: http://www.phan.org/games/MISS_Module_3_bases.zip.

I have updated The Waning Dark from the first upload I made, to force the variables to be integers, and fix an issue with the enemy types being obsolete. Anyone who downloaded the old version will want to download it again.

I fixed a bug in Havok in the Hamak Sector, and added a few new features, as well as an Audio Library for playing old messages. I also have a 2.4 version of this mission, see below for more details.

I've updated Module_3_bases with a LOT of new commands. You can create any enemy ship, as well as friendly ships, monsters and bases on both sides. There's also a lot of commands to manipulate the player ship and enemy AI. Check out the Readme file or the post below.
Mike Substelny

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Reply with quote  #2 
Thanks, Ryley.

I've got "Havoc in the Hamak Sector" on my project list but it's on the back burner until after Phoenix Comic Con. If you want to take a crack at it be my guest. I don't think it's practical to allow all the messages to be replayed with the old workflow, since the new buttons take up so much space. My plan was to have a status flag for previously played messages and a special button to look into the message archive for messages to replay.

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ryleyra

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Reply with quote  #3 
Yeah, I was actually thinking of just having them as one-shot, since there are so many of them. The button would appear to play the message and disappear when it's done. I like your idea, though.

You don't really have to play them again, though, as you should still have the text in the message area. I just wanted to make my wiki example as close as I could get it to the original. So it got the ability to play the message again.

I can think of a dozen different ways to implement Audio Comms in the new system, including some that could survive disconnecting from Comms if necessary. Again, though, if the audio is just atmosphere and doesn't provide any critical clues, it's no big loss if there is no recovery feature.
Mike Substelny

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Reply with quote  #4 
Quote:
Originally Posted by ryleyra
. . . if the audio is just atmosphere and doesn't provide any critical clues, it's no big loss if there is no recovery feature.


That's true. But you lose part of the challenge if you only give critical clues, or if you make the critical clues stand out from the atmosphere. The players should have the chance to discover which messages are critical clues.

Part of me would like to shoot video for a new version of "Havoc in the Hamak Sector." But if I do that Thom won't package it with the game. So the best option is to re-write the mission so that the audio messages are more of a dialog between the players and the NPCs.

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ryleyra

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Reply with quote  #5 
Mike, do you think I should copy the text of the audio files in "Hamak Sector" to the Comms text interface, or leave it audio only, as it is currently? It also occurs to me that it would be funny if the text was a "sanitized" version, removing a lot of the interpersonal conflict and snarkiness between Haynes and Weeks which is so much a part of the humor of the mission.

As it stands, I think I'm going with your message archive idea, with the messages organized by chapter and scene into blocks of three or four. (I also thought of a linear list with a "Next" interface, but it seems like a mess to implement) I'm also relabeling the buttons to give more of a conversational feel.

I also noticed the script is up to date with 2.4, using the create commands to set the ship type and accent color. So I don't have to touch that. [biggrin]
notsabbat

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Reply with quote  #6 
I really like the banter and being able to read the msgs after they are played. There were plenty of times that U asked what the message just said and still chuckled over the transcript.
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ryleyra

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Reply with quote  #7 
I finished converting Havok in the Hamak Sector over to the new Comms interface. This greatly increased the size of the mission directory, as all those WAV files take up more space than the OGG files. I may look into using VLC (or some other audio player) to play the original OGG files, as that would reduce the size of the download.

While I was at it, I added the Destroyer "Chicago", to foreshadow its role in the end of the game. I also added a lot more text Comms chatter. As I suggested, there's a bit of disconnect between the text and the audio, but it's more the text is setup for the Captain to open a channel for the audio. The Comms buttons reflect a little more back and forth interaction, and in a couple of places you "eavesdrop" on private channels. (Instead of "Intercept" in the original)

There was also a nasty bug that slowed down my system badly. When the cargo ships came to a stop, they would go into an infinite loop, and when combined with the infinite loop of the timers restarting while the ship was docking, my game crashed. I fixed this bug and it will probably run much better even on faster systems.

Since there was a bugfix and I added some enhancements, I decided to write a 2.4 version that does not change the Comms button interface. This probably won't be useful to most people, but it could be used with the tablet version. (Running on a PC server) The download for the 2.4 version is here: http://www.phan.org/games/MISS_HamakSector2.4.zip. This version works with 2.3 too, it just can't change the accent color. (That part of the create command is ignored)
ryleyra

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Reply with quote  #8 
I would like for folks to download Havok in the Hamak Sector, as I was unable to test it in actual gameplay. I tested it by playing solo, and I'm fairly sure all of the audio messages appear as intended without the menu getting out of control, but let me know if more than four buttons appear on the interface or something doesn't work.

The final messages from Haynes when you defeat the three Torgoth fleets, and the Admiral's final message are one shot only and don't appear in the Audio Library, so once you play them they're gone. I think that should be fine since the game is ending, but let me know if you don't like it. It's somewhat hard to include more than 27 messages, though. (With four buttons I'm limited to groups of three options and Cancel, and with a three level menu I have 3 x 3 x 3=27 total messages. I'd have to add another level to the menu for 31)
Mike Substelny

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Reply with quote  #9 
Quote:
Originally Posted by ryleyra
There was also a nasty bug that slowed down my system badly. When the cargo ships came to a stop, they would go into an infinite loop, and when combined with the infinite loop of the timers restarting while the ship was docking, my game crashed. I fixed this bug and it will probably run much better even on faster systems.


Oh man, I fixed that bug years ago! It actually only existed for a couple of days, but it's the version that got packaged with the game. I wish the bug version wasn't still being distributed. [frown]


Quote:
Originally Posted by ryleyra
Since there was a bugfix and I added some enhancements, I decided to write a 2.4 version that does not change the Comms button interface. This probably won't be useful to most people, but it could be used with the tablet version. (Running on a PC server) The download for the 2.4 version is here: http://www.phan.org/games/MISS_HamakSector2.4.zip. This version works with 2.3 too, it just can't change the accent color. (That part of the create command is ignored)


Thanks for doing that, Ryley.

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Dart_Tech

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Reply with quote  #10 
Me and my group just updated to 2.6. Are these the only fully functional missions we can play if they are all broken?

Does anyone recommend any 2.6 missions that work?
ryleyra

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Reply with quote  #11 
I have uploaded a new version of Module_3_bases, which is based on a version I've been using for testing. It has a LOT more functions than the stock Module_3_bases, all built into the GM menu. Here's a list of things you can do:

- Create (and destroy) Black Holes and Anomalies, as well as the Asteroids, Minefields and Nebulas from the stock version.
- Create enemy ships of all 4 enemy races. You can even create Arvonian fighters which are not connected to a carrier, something not possible in the regular game.
- Create up to 4 bases on each side, moving the starting 3 bases if needed.
- Create Escorts, Destroyers and all types of transports. (Science Vessel, Luxury Liner, etc.)
- Create all Monster types, including BioMech and Wrecks. Wrecks can be made to spawn Piranhas. (Or not, as the GM wishes)
- The delete function can remove specific terrain types, or all three without removing drones et al. As noted above, Black Holes can also be deleted, even though they can't be selected or removed with delete_near. (They're all named "Black Hole" and removed by name)
- You can group enemy ships in fleets.
- You can force an enemy ship to surrender, or return to the battle.
- There are a lot more Brain Stack commands than just "Chase Player" and "Chase Station".
- You can set elite abilities (even to non-Skaraans) ship type, captain type, and taunt immunity.
- You can increase or decrease energy, torpedo supply (even on bases) DamCon teams, shields, and max shields.
- You can damage the player ship's systems. (At this time, only Beams, Torps, and Warp can be damaged. I may add Front and Rear Shields and Impulse later if someone requests it, but you can damage shields directly)
- Set the orientation of a ship and, for ally ships, set its destination. (So it goes north, south, east or west to the edge of the screen and leaves)
- Use a gm key to restore the menu if the GM disconnects and logs back in.

I would like for some folks to download this mission and test it out, to make sure all menu options work as advertised. I tested everything, but if anyone catches something I missed, let me know and I'll fix it. If anyone would like to suggest functions they would like to see added, please let me know that too.

Oh, and I'm thinking of adding the ability to create player ships as enemies. I don't think I will include this in the stock mission, but instead make it a separate download. I'll be open to recommendations about this version as well.

ryleyra

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Reply with quote  #12 
Quote:
Originally Posted by Dart_Tech
Me and my group just updated to 2.6. Are these the only fully functional missions we can play if they are all broken? Does anyone recommend any 2.6 missions that work?


I believe "The Battle of Elihu 12" "The Sirius Feint", "The End of Peace" and all three "Trials of Deneb" work just fine. I plan to test them out to make sure, and I plan to modify "The Battle of Elihu" and "The Sirius Feint" to make use of the ability to name fighters and shuttles, but they should work fine as they are.

"The Waning Dark" and "Havok in the Hamok Sector" should be playable, but you will not be able to play any of the audio files that let your crew listen to the Comms messages from the NPCs. In the case of "Havok in the Hamok Sector" you will probably miss most of the mission since the audio is not echoed as text to the Comms console. However, it should be obvious enough what is happening once the invasion begins, and you can just fly around killing things.

(I'll recommend you carefully watch the enemy ships that don't move, and pay attention to the popup messages. Or you can just download my fix. [biggrin])

I don't know if "Attract Mode" works, but I kind of suspect it has become obsolete since the Demo feature has been activated again. I have some plans for that mission, too, using the Comms buttons to allow the player to control the demo.

First, however, I want to write a simple sandbox mission. I'll be posting that next, even though it's not technically a stock mission. (And yeah, Module_3_bases is a sandbox, but I mean a sandbox WITHOUT a GM)

Daan

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Reply with quote  #13 
Quote:
Originally Posted by ryleyra
I have uploaded a new version of Module_3_bases


Maybe a stupid question. But where did you upload it? Can I download it?


Nevermind. I see now that you updated the first post.
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