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MarkBell

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Reply with quote  #706 
Quote:
Originally Posted by anwoke8204
I loaded the vesseldata file into visual studio, and it identifed that base id 1030 was missing the close tag, the base information starts on line 885, and has no close tag.  I added </vessel> on line 904 and it loads up fine

one of the things I love about visual studio (didn't know you could open xml files as I don't use it for that, but decided to try and see if it would load the file) was that is there is any error in the code, it will have a red mark in the scroll bar, so you can tell it to scroll to that point, and then syntax error will be underlined in red, and if you hover over it, it will say what the fix is


That's interesting - in my vesselData 1030 (Romulan Base) is closed properly, but 1020 (Klingon base) is not closed properly, and that may be confusing the loader and game (missed the line when copying in from a different file...).  I added </vessel> to line 882, and that's where the instruction needs to go.  The download link is updated!

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MarkBell

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Reply with quote  #707 
Anyone encounter any additional problems?  I wasn't encountering any additional problems in my own testing, but that's pretty much all single computer invasion mode.
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anwoke8204

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Reply with quote  #708 
We have been testing it alot, and aside from that one issue where is was missing the tag, so far it is running smoothly.  we are adding the various types of nebula into our new scripts, as well as the dragon, whales, and piranhas.  
MarkBell

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Reply with quote  #709 
Great!  glad to hear it 😉
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DizzyKungFu

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Reply with quote  #710 
Another minor one: no arcwidth declared in line 1150 (Galaxy NPC stardrive). I'm not sure what the in-game effect is.

BTW, I may be out-of-the-loop here, but was the torpedo damage problem (i.e. couldn't change from fixed number) been resolved? I haven't really delved deeply into the artemis.ini settings yet, but I do see some declares called damageTorpHom, damageTorpNuk, etc. Do these actually work now?
ron77

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Reply with quote  #711 
Quote:
Originally Posted by DizzyKungFu
Another minor one: no arcwidth declared in line 1150 (Galaxy NPC stardrive). I'm not sure what the in-game effect is.

BTW, I may be out-of-the-loop here, but was the torpedo damage problem (i.e. couldn't change from fixed number) been resolved? I haven't really delved deeply into the artemis.ini settings yet, but I do see some declares called damageTorpHom, damageTorpNuk, etc. Do these actually work now?


1) The result should be either 1 (=360 degrees) or 0 (=0 degrees).

2) IIRC, the continued criticism about the hardcoded torpedo damage, among other things, was the reason why Thom put in work on a post-2.7.1 at all before releasing 3.0 sometime next year.
MarkBell

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Reply with quote  #712 
1) thanks for the heads up!  I'll get that updated. I'm not sure what the effect would be, I'd assume 0° but I honestly don't know.

2) 2.7.2 restored the torpedo damage settings, along with other fine tuning parameters in artemis.ini.  The driving force behind the 2.7.2 soft release was actually a series of crashes and bugs that he was having trouble tracking down.  He hoped that the community could help him find what was causing the crash behavior so he could fix it.  We have managed to find some, but not others.  Including some community requested fixes was a nice bonus 😃

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MarkBell

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Reply with quote  #713 
Aaand updated, same link as before: DOWNLOAD
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ron77

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Reply with quote  #714 

A quick question from my end:
In a previous version, I tweaked Mark's Defiant class data block in a way that was a little more canon friendly for use in my home games. For the most part it equipped the Defiant with a phase cannon that's less Artemis and more Star Trek. Would anyone be interested in such a data block?

MarkBell

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Reply with quote  #715 
Also, in case anyone is curious, leaving out the definition of arcwidth definitely sets it to 0°.  This has the basic effect of taking that weapon out of use, since you'd need to line up the precise center of the beam on the precise center of the enemy ship at the exact time that it's checking.  I suppose you could have a fluke shot every now and then, but basically nil.

no arc.png 


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DizzyKungFu

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Reply with quote  #716 
Thanks for the answers about the torpedo damage, I didn't know all that. Good to know about the arcs too. What "crashes and bugs" are still outstanding in 2.7.2?

In line 578, for the player B'rel, playerdamage="3" while all the other beam ports have playerdamage="13". Should I assume the 3 is a typo and should be 13?

Also, there is no <performance> tag for the Danube Attacker. Do fighters even need this tag? If so, I would guess leaving this out could cause problems.
MarkBell

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Reply with quote  #717 
Unfortunately it's hard to say. There's a random crash that occurs 'sometimes'. It's hard to nail down what's causing it - Thom thinks it may be an enemy special ability that's causing it, but we haven't been able to reliably reproduce it.  He made a 2.7.4 version with a live command log, but it bogs down the game really hard, so we can't get to the crash lol

Hmm, yeah, I don't think the B'rel is supposed to have a randomly weak gun lol

I've never intentionally left out a performance block before, I'd guess it'd just sit there lol

Thanks for the fine tooth comb review! I wonder how long some of those typos have been in there.... I'll get those fixed up tonight!

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DizzyKungFu

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Reply with quote  #718 
Quote:
Originally Posted by MarkBell
Thanks for the fine tooth comb review! I wonder how long some of those typos have been in there.... I'll get those fixed up tonight!


Mark, thank you for creating and maintaining this mod! I feel safe in saying this: for many of us this mod greatly increases our enjoyment of Artemis! 😃

I'll continue to test and post about issues if I encounter any. 😉
DizzyKungFu

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Reply with quote  #719 
OK, I had a whole bridge crew help me with testing this weekend. We did "Solo Games" only, we did not attempt "PVP", "Co-op", or "Scripted" yet. Things went pretty well overall. Couple problems came up tho:

- Scenario "Border War" was unplayable, even with all the settings on "Few" or "None". We tried this a couple times. It starts out OK, but eventually the clients all lag so badly that clicks and key presses take 5-6 seconds to happen! This happens even if no ships are visually displayed on the main screen... I can only assume it has to do with the sheer number of ships on the map (40 or so). I'm not sure if this is a general problem with Artemis, or is specific to the TNG mod. We switched to playing scenarios "Peacetime" and "Siege" because they had much fewer ships (at least, fewer on the map at any one time), and these games worked fine.
- The server crashed quite a lot, and this always happened at the same point. We would start the server, pick the scenario and options, get all the clients connected and "Ready to Play", then hit the "Start Game" button and the server would instantly crash to the desktop BEFORE the game actually started (clients see nothing, doesn't even get to the skybox on the main screen) about 50% of the time (we joked that it was like flipping a coin). When this happened, the clients did not crash, but they did have to disconnect/reconnect once the Artemis program on the server was restarted. The good news is that if the game actually started, it seemed pretty stable for the rest of the game (we only had one post-start crash the whole day). Again, I don't know if this is a general Artemis problem in 2.7.2 or something specific to the mod.
- Whenever there was a Dominion Cruiser (ID 4003) on the main screen, the frame rate would plummet severely. No fatal crashes, fortunately, but the frame rate was so slow that we were seeing a frame maybe ever second or two! Also fortunately, the clients did not seem affected by this, it was only the main screen that was affected (I do have the VIS tab disabled on all the clients, so that may explain this part). I can only assume there is something about this model or one of its textures that the graphics card really hates. :/
MarkBell

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Reply with quote  #720 
Hmm, I did notice a few crashes when launching the game on 2.6, but I had assumed it was game engine related. TNG really pushes the game engine, which is part of why I'm overhauling it. Once I finish the overhaul of enemy ships, it should fix the border war and Dominion Cruiser issues, at least.

I'm still not sure why it's crashing pre game - I might try firing up the 2.7.4 message window just to see the start sequence.  Like, what steps does the game take between clicking Start Game and getting the clients in? Maybe we can figure out what's tripping it up. 

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