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MarkBell

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Reply with quote  #61 
That sounds like you're using the .bat loader - the Mod Loader has a graphical user interface.

The names of the weaponry (Beams, Nukes, Homing, etc) are all hard coded, so there's no easy way to change those.

The .aml is specifically for use with the mod loader, it's basically telling the mod loader which files to copy over, much like the .bat file.  I personally use the .bat loader, but many folks use the mod loader.  I'm thinking there's maybe something going on during the file copying.  Where is your Artemis install currently loaded?  I've found sometimes if a folder is write protected or needs permission to copy files in, the file loader won't work properly.

The thing I'm still getting confused about is that the sounds are loaded but the ships aren't.  When you fire beams and click buttons, is it the stock sounds or the TNG sound effects?  What OS are you running?  Where is your Artemis install?  In the vesseldata.xml file in the Artemis/dat folder, what are the races defined at the top, both on helm and the server?  Are you running the .bat file, then running it again for the second instance? Or are you running the .bat once then running the .exe after?

If all computers aren't running the same mod, then you could have some... "undesirable" behavior - i.e. hard crashes.  The server is running TNG and tells Client 1 "Hey, here comes a Klingon Battlecruiser."  What it really sends is "Hey, here comes a SIDE=2 UNIQUEID=2006."  If the client doesn't have UNIQUEID 2006 in it's vesselData file, then the game gives up and crashes.  Sometimes it works out, most of the time it won't.  tldr, Yes, all computers should be running the same mod (or stock).

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maplealmond

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Reply with quote  #62 
Ok, well, everything is running on the same mod, so that shouldn't be a problem.

I'm running virtualized Windows 7.  I'm running it out of a folder on the desktop so I have full write permissions.

dat/vesselData.xml contains stock races.

On further inspection, the bat loader seems to claim "Invalid input, please choose again" midway through the loading step.  I just noticed that stock goes right to the loading window, but TNG crashes out.

Is there an updated .bat file I need to get somewhere?


maplealmond

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Reply with quote  #63 
Oh my god.

I figured it out.

I misread the "g" as a "9".

If you say the option is "9" then the bat file loads some, but not all, of the material.

Might want to tweak the bat file against invalid input.

I'm trying it out now.
maplealmond

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Reply with quote  #64 
All working now.  Thanks!
MarkBell

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Reply with quote  #65 
Well, that would do it [smile]  I'll tweak the .bat to fail sooner on an invalid input, and use capital letters to make them easier to tell apart.

Also, once you've run the .bat loader, you won't need to run it again to run the modded version - just the main Artemis executable will do it, since the files have been changed.

Glad to hear it's working!

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maplealmond

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Reply with quote  #66 
More Feedback on TNG Mod.

I switched off LCARS for now, at least for helm and weapons.  Science, Comms, and Engineering look alright with the LCARS, in fact I think they engineering looks better than stock.

The beam weapons felt a little bit short ranged.  It was weird to have to close to what felt like point blank range with a Borg Cube before they started firing.  I doubled all the weapon ranges, and combat started to feel a bit more right.  (It also felt a bit more chaotic, since it was harder to get out of beam range.)

The Sovereign runs out of energy really fast.  I did a quick warp 1, shields down, across the map and I was at half power almost immediately.  Running out of energy (at least from warp) doesn't feel very Star Trek like, so I'm wondering about hacking the efficiency, or maybe making it easier for the ship to regenerate power.

For some reason, Borg Spheres seem to be occasionally invulnerable to all damage.  I think the Borg have something going on where the shield radius is inside the hull?  I couldn't quite figure it out.

A question: Is DS9's hull model in this mod?  If so, what is it called?  If not, could we get it?  So many great battles from DS9 to recreate.

Sometimes the music cues seemed way off.  I'm not sure if that's because the music itself was mapped wrong, or that Artemis is slow in deciding which songs to play, but I was getting battle music kicking in well after I disengaged and was docking with stations.

---

The rest is stuff that I noticed while playing that I don't think the TNG mod can fix itself, but might be worth bringing up.

In this mod all the ships have a lot of weapons, so the beam weapons arcs are basically useless to helm, forming nothing more than a spindle of lines.  It would be neat if rather than creating a bunch of spiny arcs, it could create light shadows that overlap to create bright zones.  Tactical could also benefit from seeing those zones change color as the beams come back.

Another thing that would be nice -- if the shields could be made to not display the color flashes.  It's very immersion breaking to see a giant green half-arc with hard edges on the front of the ship in stock, let alone in TNG.

---

Anyway, this is great stuff.  Having lots of fun.
CaptWimmer

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Reply with quote  #67 
This is GENIUS!!! Perfect for the Star Trek LARP I'm writing!
ben123

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Reply with quote  #68 
Please help!
My buddies and I are all deploying to different countries in 4 days and we won't see each other for a year. Artemis is our favorite game and all we want is to get this Star Trek mod for 2.0 but we are very computer dumb!
Can anyone send me a link to the most recent/current working mod file and maybe a short message explaining how we get it to work.
I mean we are computer DUMB. The message would need to be like: click the link. download file to your desktop. Click and drag/extract to Artemis file named 3/g/5/shf.  Start game. Click on mods. Select mod wenfeoincs. learn to play n00b.
 :-p

If anyone can help out, I'll check this forum tonight and tomorrow. Maybe we can get one game in. thanks!!!

MarkBell

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Reply with quote  #69 
Ok, TNG Mod for 2.0 broken down (do this on every computer):
1. Copy your Artemis folder to your C: drive.
2. Download the mod pack here: https://dl.dropboxusercontent.com/u/80470054/Artemis/MOD_ST-TNG/ST-TNG_V_2-0.rar
3. Unzip directly into your C:\Artemis folder.
4. Double click the "Play Artemis.bat" file that's now in your C:\Artemis folder.
5. Hit G then Enter at the prompt.
6. Play Artemis, save the universe.

Savvy?

Once it's working on one computer, you can also just copy the modded C:\Artemis folder to the other computers and run it directly from there.

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MarkBell

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Reply with quote  #70 
There have been more than a few requests for a "scaled down" mode, so I'm working to oblige.  I'll be testing it tonight, but mainly the ships are 1/4 scale (camera is zoomed in so it doesn't look any different) and most of the movement parameters are reduced by about half.  I've reduced the relative differences in efficiencies by half (1.3 -> 1.15, 0.8 -> 0.9, 1.0 -> 1.0), I think that will smooth it out a bit.  I've also increased the pushRadius, so that should prevent more of the cluster**** that short range battles turn into [tongue]  I'm still trying to find/make a better ring for helm/weapons, but that should about do it for my V2.1 update coming soon-ish.
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dancombs

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Reply with quote  #71 
I have a question. Is there a way to mod the Android version of Artemis? I have a Kindle Fire HD updated to 2.0 which seems to work alright with the other computers; but I don't want to install the mod on all the computers if the Kindle can't play (I run helm on the Kindle which works out pretty well).

On a slightly different topic, will you be adding Klingon or Romulan ships in the future?

Keep up the good work you are doing.

Dan
MarkBell

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Reply with quote  #72 
Unfortunately there's no way to mod the Android or iOS versions as of yet. We're all hoping for a way for the server to be able to push assets to clients (for things like mission scripts, sounds, etc), which would be how it would probably work. Until that happens, though, no dice =\

For Klingon and Romulan - you mean as player ships? Or enemies? There's tons of K&R enemies, but I haven't really thought about player ships.

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CaptainBlanchus

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Reply with quote  #73 
Hello,

Great work on the ST MOD, its definitely a hit!  

We have a 5 man crew battling at Level 9 of your Star Trek Mod. Randomly the game shuts down half way through the mission, bringing us back to one of the menu screens.  This has happened about 4/4 times now.  We have not been able to beat Level 9 because of this.  On another note, I don't think the ships are being destroyed in the black holes either.  They all just gather in there. Although the mission deems them as 'dead' you can still see them floating in there on science screen.

We play the Siege Mode of the game, Level 9, Very Interesting, usually between 70-90ms response in settings.

Observing from the Science interface, I do notice this has happened when there are a lot of enemies on the screen / in the game.

This is the SAME type of issue / bug that we noticed happened when we were playing Level 10 of the original Artemis 1.7 game.  It seemed the bug was fixed in Artemis 2.0. 

I would be glad to offer some more input or answer any questions you may have regarding this issue.

I'll try to take some screenshots next time as well.

Regards


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Justin Blanchus
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MarkBell

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Reply with quote  #74 
Thanks!  I'm glad so many people are enjoying it [smile]

Eeeeeenterestink.  I have not experienced this myself.  All of the invasions I've played have behaved really pretty well in 2.0, enemies destroyed, etc.  Is it just on Lv 9?  Does the same thing happen on levels 8 or 10?  What computer are you running the server on?  We've watched plenty of dopes get sucked in and asploded in the black holes, so we've not experienced this problem.

Have you noticed it yet in the stock game?

I had some weird C++ exceptions when I was messing with the mission editor, but that was mostly with 1.7x.

I'm not sure screenshots will help much if it just dumps to menu without a message of some kind.

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CaptainBlanchus

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Reply with quote  #75 
Hey Mark,

We are using an Intel i7 - 8 GB RAM for the server.  I do have a windows crash report that I received on one or two occasions that I will send to you once I retrieve it from the server.

Other than this random crash at Level 9 on ST 2.0, everything else works perfectly.  Oh and we do not experience this issue on Level 8 and died to quickly on Level 10 for us to experience this [smile]

Thanks for your follow up!




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Justin Blanchus
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