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DizzyKungFu

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Reply with quote  #736 
I started fiddling around with simple scripted missions in order to reduce variables. I have this one mission right now where I spawn 3 neutrals (specified by hullID) right in front of the player ship (so I can see them on the main screen). That's it, that's the entire mission! Sometimes it crashes the server on "Start Game", sometimes it doesn't. At first I thought that meant there were problems with certain ships, so I changed up the hullIDs... and sometimes it crashes and sometimes it doesn't. It's frustratingly inconsistent, you'd think that if something causes a crash, it would ALWAYS cause a crash, not just SOMETIMES!! :/

Unrelated, but along the way, I noticed that the Dominion base (ID="1040") and the Dominion battleship (ID="4002") won't launch fighters with the current code. I fixed this with the following changes:
- I changed the <carrier complement="10"> line to <carrierload baycount="10"/>
- Also changed ID="4001" from broadType="fighter" to broadType="singleseat"
ron77

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Reply with quote  #737 
Quote:
Originally Posted by DizzyKungFu
you'd think that if something causes a crash, it would ALWAYS cause a crash, not just SOMETIMES!! :/

It seems to me that this isn't, in fact, a problem with the mod but maybe with the game itself? As far as I know Thom has not yet been able to eliminate whatever caused the crashes in 2.7.2 (and since 2.7.3 and 2.7.4 are essentially exactly the same code as 2.7.2, the same problems should show up).

Alternatively, I can think of a few more things that might cause issues in the mod:
1) a corrupted skybox image
2) a corrupted sound file

Quote:
Originally Posted by DizzyKungFu
Unrelated, but along the way, I noticed that the Dominion base (ID="1040") and the Dominion battleship (ID="4002") won't launch fighters with the current code. I fixed this with the following changes:
- I changed the <carrier complement="10"> line to <carrierload baycount="10"/>
- Also changed ID="4001" from broadType="fighter" to broadType="singleseat"

I believe they are just typos because in the previous version it was always what you fixed it to.
MarkBell

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Reply with quote  #738 
The 2.7.2+ crash bugs have typically been during game play, rather than on launch, so I'd wager its probably still something with the mod.  I did notice a while back that there was a corrupted sound effect for player fighters, so a corrupted music file might not actually be all that unlikely - I'll go through and check on those.  The skyboxes are all stock for right now, so I'd guess it's not that.

Good call on the typos!  This is what I get for copying in old code....  All these typos are fixed and updated in the main download.

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anwoke8204

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Reply with quote  #739 
Does anyone know the process of contacting paramount to see about licencing?  I have an opportunity to use Artemis as a workshop to build teamwork, leadership, communication, and problem solving in alot of facilities from a local company, but they want to pay us for each run we do.  and since we would be making money off of the star trek mod, using paramounts intellectual property we would probably want to see about licencing so we don't make them mad and get a cease and desist or anything like that.
ron77

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Reply with quote  #740 
Quote:
Originally Posted by anwoke8204
Does anyone know the process of contacting paramount to see about licencing?  I have an opportunity to use Artemis as a workshop to build teamwork, leadership, communication, and problem solving in alot of facilities from a local company, but they want to pay us for each run we do.  and since we would be making money off of the star trek mod, using paramounts intellectual property we would probably want to see about licencing so we don't make them mad and get a cease and desist or anything like that.

Generally speaking, if you're navigating within the realm of the Trek fandom, there is very little Paramount can do to stop you. Things get dicey when you make money off of it, at which point Paramount will likely deny you permission or charge you an arm and a leg. If you want to push the boundaries, there is a third option which is to "charge" your client for "expenses" you have in conjunction with this job. This third option is within a very, very grey area and comes with the moral peril of potentially lying about what you're doing.
MarkBell

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Reply with quote  #741 
Wow that sounds awesome! Unfortunately, without written consent from the rights holders, you can't charge people to play the TNG Mod.  That's partly to CYA, but also to C my A! I really don't want to see a C&D for the Mod, because I'd comply immediately, and request that all current users comply as well. It'd be too bad, but that'd be that. (It's also in the Mod Readme.txt, which I'm sure everyone reads carefully 😋 )

The safest path forward would be to charge them to play vanilla Artemis. Thom has always maintained that he doesn't mind if you charge to play, as long as it's clear where they can purchase it. 

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anwoke8204

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Reply with quote  #742 
our current plan is to develop our own mod/universe for the workshops, and only run TNG for free at conventions, as we have been doing.  that way we don't get into trouble with paramount, and we don't get you in trouble Mark.  do you have any advice or guides on how to build a mod Mark?
MarkBell

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Reply with quote  #743 
Ah, ok, great!  That makes sense to me.  I'd love to help you build a mod!  There's a MOD FAQ here that I've been trying to build out for a few years now - hopefully it's got some of the basics in there to get you started, and feel free to ask questions here or in that thread.  My first suggestion is a little pedantic, but to really sort out what you want to be different from the basic game.  You can get a little crazy, as per the TNG mod, but even something simple as "I want a different ship to fly as" can help define your first goals.
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MarkBell

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Reply with quote  #744 
OK, Cardassian ships updated to new shared texture standard, and added Hideki as a new small ship.  Dominion updated to new standard as well, both the Jem'Hadar ships and the Breen ship (and all of their Hostile equivalents).  Note that this required remapping every beam_port on each of the updated vessels, since the meshes changed...  Next up is probably the Romulans (which may be pared down at first), followed by the Terran Empire, then I think there's a Ferengi in the Hostiles, then Borg.  After all of that, I'll probably get around to adding in more ships again.  More player ships, and then probably more variety in the Klingon and Romulan ships, too.  Download Here (same link as before).TNG_Mod_Update_2019-07-16.png 

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MarkBell

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Reply with quote  #745 
For reference:

Old player ship list:  ( <-- means not yet back in the game)
Miranda <--
Centaur
Constitution Refit <--
Constellation <--
Steamrunner <--
Excelsior
Intrepid
Nova <--
Cheyenne <--
Saber
Defiant
Ambassador
Nebula
Akira
Galaxy
Excelsior Refit
Intrepid Armored <--
Prometheus <--
Luna
Sovereign
Danube <-- (technically still in game, just as shuttle!)

Current player ships:
Centaur
Saber
Intrepid
Excelsior
Excelsior Refit
Ambassador
Nebula
Galaxy
Akira
Defiant
Luna
Sovereign
Galaxy Refit --> New for this version!

I've also had a request for an Alaska Class (an Ambassador variant), there's the older ships that need put back in, and I'd love to have more variety in the side mission ships.

Also, the Klingon fleet is down to 4 ships from the earlier 11 (both player and enemy).  Romulans currently have 9, I may do that in stages.  Terran Empire are just reskinned Fed ships, so that'll actually be pretty straightforward.

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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
DizzyKungFu

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Reply with quote  #746 
Allow me to introduce my first mission for the 2.7.2 TNG mod: The Borg Invasion! I plan to baptize it at Comic-Con this weekend (and praying for no crashes!), but let me know if anyone is able to beta-test beforehand!

Anyway, even if later on, please enjoy and give me your feedback. It should work with the latest MarkBell release, but let me know if you have any problems.

 
Attached Files
zip MISS_Borg_Invasion.zip (974.22 KB, 18 views)

MarkBell

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Reply with quote  #747 
Ooh, I like the way you're modulating the shield frequencies, that's a pretty neat trick!  By setting all the player and nonplayer settings in the setup file, does that override the difficulty? or does the difficulty still affect that?

In other news, the Romulan conversion is slogging along...

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MarkBell

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Reply with quote  #748 
That can't be good.....  Romulans updated! (Same link as above)  Shouldn't affect the mission DizzyKungFu posted, since I haven't done anything else to Borg or Allied starships yet.  The unique ID of the allied starships may change if I add more in, but I'll keep you posted.

TNG_Mod_Update_2019-07-18.png 


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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
DizzyKungFu

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Reply with quote  #749 
Quote:
Originally Posted by MarkBell
Ooh, I like the way you're modulating the shield frequencies, that's a pretty neat trick!  By setting all the player and nonplayer settings in the setup file, does that override the difficulty? or does the difficulty still affect that?


Thanks, I thought that was important for the real Borg experience. [wink]

I believe difficulty will still affect beam damage as normal, then the percent property is applied? I'd have to test to be sure.

EDIT: I ended up going down the rabbit hole on this testing. See this thread for all the details (long story short, difficulty is the only thing that changes enemy damage): https://artemis.forumchitchat.com/post/setobjectproperty-for-game-properties-in-2-7-2-10194095 but regardless, thanks for challenging me, Mark! You made me realize that I was making assumptions that were untested. [redface]

MarkBell

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Reply with quote  #750 
Happy to help!  Turns out my utter lack of knowledge about the mission scripting system can come in handy sometimes 😋

In other news, as I mentioned before, getting the Terran Empire ships ready is pretty straightforward...  I'll add that the inability of the game to support multiple texture files is really unfortunate.  There's plenty of decals, pennants, paint layers, and windows I really want to add in, but it just doesn't support it at the moment.  Hopefully in 3.0!

EDIT: And now I can see I've managed to flip one of the nacelles 😋  I'll fix that....

DOUBLE EDIT: Wait, never mind, both winglets are there, don't mind me...

TNG_Mod_Update_2019-07-19.png


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