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MarkBell

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Reply with quote  #46 
Dig it.  Well, hopefully it's something simple.
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EnsignRedShirt

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Reply with quote  #47 
I'm also having a problem running the TNG mod for Artemis 2.0 with AML.   I used the AML you provided, and the rar file just above it in the thread.  When I try to active the mod, I get the message "Artemis Mod Loader has stopped working."

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MarkBell

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Reply with quote  #48 
That's the same problem I've been having. As I mentioned earlier in the thread, it's back to RussJudge to see what's up.
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russjudge

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Reply with quote  #49 
Update to Artemis Mod Loader coming soon.  I've identified the problem with TNG--am looking at TMP now.  Haven't tested the fix yet, but I will real quick before deploying the update.  It's pretty simple--the directory structure in the RAR file had changed and was not what was expected.  The corrected AML file is here.  Mark, take a look and you'll see what I've changed.  I'm hoping that will clarify things a bit.
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MarkBell

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Reply with quote  #50 
Ugh.  Thanks for finding that - it's the little things [tongue]  The one you posted actually still has a dash-typo with the first line, but I corrected and updated both the .aml I link to in the first post (this one)  and the one in the .rar file.  The TMP one should be ok...  at least the directory names are correct.
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JSpaced

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Reply with quote  #51 
Hey Mark,
There's a problem with the rar download link in the first post. It's a hyphen in the filename, transposed with an underscore.
J

https://dl.dropboxusercontent.com/u/80470054/Artemis/MOD_ST-TNG/ST-TNG_V_2-0.rar works

https://dl.dropboxusercontent.com/u/80470054/Artemis/MOD_ST-TNG/ST_TNG_V_2-0.rar doesn't


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MarkBell

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Reply with quote  #52 
What? There's no typo there.  I don't know what you're talking about.  Move along, move along....

Thanks, fixed [smile]

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MarkBell

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Reply with quote  #53 
So..... Now that some folks have played the updated 2.0 version, what are folks'impressions? Do you like the LCARS interface? The new enemies? The new Borg behavior? Do the beeps and blips and bloops sound about right? Soundtrack ok?
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UnHolyDiver

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Reply with quote  #54 
Are you still supporting 1.702? I'm stuck there until I can convince my friends to upgrade.

There's something wrong every time when a ship is supposed to explode, I get the attached error on the server computer. The game closes and needs to be restarted.

Fresh install of 1.702, using Russ's Mod Loader (TNG mod downloaded via mod loader)

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MarkBell

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Reply with quote  #55 
Yep, that is due to the .ini file changes for Artemis 2.0 - the name of the cue for a ship blowing up changed (cueEnemyExplode to cueAIShipExplode).  Russ replaced the mod definition in the Mod Loader once we'd gotten the 2.0 bugs worked out.  The 1.7 .aml file is still available on the first page of this thread, though, just under the links for the version for 2.0.  I'll leave the links up to the 1.7 .aml and .rar files for a while at least, which you can install into the Mod Loader manually.  I did change the title in the .aml file for the 1.7 version so that it's more obvious that it's for Artemis 1.7.  Overall, I'm not planning on supporting the 1.7 mod anymore.  It works as far as I can tell, and I'd rather focus on making sure the 2.0 mod works.

Also, I'll be releasing a LCARS UI mod in a while for 2.0 so that folks can overlay whatever install they want with the TNG interface and Star Trek Music.

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russjudge

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Reply with quote  #56 
Just as an FYI--If you make the LCARS UI mod separate from the TNG mod and wanted to apply the LCARS UI mod in Artemis Mod Loader, you would simply activate TNG mod first in Artemis Mod Loader, then activate LCARS UI mod on top of it.  Then when you play Artemis through Artemis Mod Loader, both will be active.

Artemis Mod Loader won't need an update to apply the LCARS UI mod, even though it is not one of the  pre-defined mods (though I'll get it added in a later update).  Just use the "Install Mod or Mission" button in the top left of the Mod Management window.

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MarkBell

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Reply with quote  #57 
Nope, the TNG mod will keep it as part of the mod.  I'll be releasing it for other mods that have a relatively intact .ini file, since I'll have all the sounds named like the stock sounds.
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maplealmond

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Reply with quote  #58 
So I just tried this, got it up and running.  So happy to hear the familiar Star Trek themes.  Recognized some of the music from the 2009 movie, but that's fine.

Issue #1.  Helm.  Try piloting that LCARS interface with relative turned on and you'll immediately see the problem.  Helm is a bit too cluttered.  I would remove a lot of the PORT / STARBOARD iconography, since when the ship is pointed at heading 270 it's completely reversed.

Issue #2.  I can't seem to pick a ship which isn't a standard one.  Where's my Starships?  The loader is loading the UI and the Music, but no luck selecting anything besides the stock Scout / Battleship / Dreadnaught.

Other than that, looking good.
MarkBell

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Reply with quote  #59 
Sorry to hear you've been having issues! Couple of questions - are you using the .bat loader or the mod loader? Are you running on a single computer or multiple? Are you running 2.0?

I am starting to agree about the helm ring. I'll come up with something.

I haven't experienced any problems with not selecting ships properly, but if the sounds come through right, that means at least some of the files are copying properly. If you're using the .bat loader, you should be able to check the vessel data file on the Helm Computer and verify you've got Star Trek ships.

I used some of the 2009 music because I think it's great music. Opinions of that movie for a different thread [smile]

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maplealmond

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Reply with quote  #60 
The 2009 music is just fine.  I'm a huge fan of Enterprising Young Men, and it fits in just fine with some of the TNG suite.

I was using the bat loader, I believe.  It asked me which mode I wanted, I said I wanted the TNG mode, it overwrote some files, and then I got Star Trek music and UI when I booted up.

Another observation -- Homing Torpedo and Nuke feel a bit out of place.  How hard would it be to rename them to, say, Photon Torpedo and maybe Quantum Torpedo?  I suppose mines can be left as is, same with ECM.  Do Federation ships even carry those?  I haven't been able to fly them.

Should I try using it with the AML?  I never used it to the point, having only played stock, so I thought the bat loader was the AML.  Might be my mistake.  What's the "proper" way to get it to work?

Do all computers need the same mod loaded to work?  This isn't a problem, but I'm just curious.  (I've made a second TNG install specifically for this purpose, so I can share a working copy as is once I get everything functional.)

Really glad to see someone doing this!  Thanks for your quick replies and hard work.
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