Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 3 of 9      Prev   1   2   3   4   5   6   Next   »
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #31 
Great!  That narrowed it down to specifically something in the .ini file.

Which I was able to track down.  So, when I thought I'd changed the cueEnemyExplode to CueAIShipExplode, I only changed the commented out line describing the sound, not the actual sound or volume cue.

*Ahem.*  So, ah, now it should be fixed.  Same link: https://www.dropbox.com/s/megum2a9ldlxo4o/ST_TMP_20_Mod_Full.zip



__________________
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.
russjudge

Avatar / Picture

Registered:
Posts: 209
Reply with quote  #32 
Great!  And now that you've identified what needed changed, it sounds like fixing all the other Mods should be simple.

Perhaps it might be good to offer a short summary of the specific changes needed to update the Mod.

From your posts, I gather:

1. Make sure the Biomech Race with their ships are defined in the vesselData.xml file.  Setting fleet_ai_commonality low (-1 for never appear?) should keep the biomechs from showing up if they are not desired. fleet_ai_commonality does not appear to affect NPC ships, but does seem to affect enemy ships.

2. Add an "efficiency" parameter to all vessels performance tag--I think a starting value should be "1", based on your comments.  As a note, the latest version of Artemis Mod Loader will do this automatically, but will default to a value of "0".  If it should have a different default, let me know and I'll make the change.

3. In the artemis.ini file, change cueEnemyExplode to cueAIShipExplode.  Make sure you are changing the uncommented line, not just the commented line.

Does that cover it?

__________________
Russ
Author of:
Artemis Mod Loader.
The Big Red Button of Death!
ArtemisSBS-Protocol Sharp
DMX Commander
(contact me to become a contributer)
(and all are free)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #33 

Close to it.  Here's what needs to be changed:

1. Biomech Race needs to be defined in the vesseldata and present during invasion.  It's ok to set most of the biomech types fleet_ai commonality to 0, but at least one type needs to be set to >0.  The game will spawn several biomech types regardless of actual commonality setting, so pick whichever you want to see the most of  If no biomech types are present when the game launches, it will hang.  Hopefully this will be fixed soon!

2. The new parameter efficiency is not required, the game defaults to efficiency="1.0".  efficiency="0.0" would mean Artemis has an infinitely bad energy efficiency.  I suspect there's an energy usage lookup table that is divided by efficiency.  efficiency="1.0" means no change.  efficiency="1.3" means you only use ~77% of normal energy.  efficiency="0.8" means you use 125% of normal energy.  efficiency="0.0" might give you a divide by zero error!

3. cueEnemyExplode sounds needs to be changed to cueAIShipExplode, for both file and volume.  Otherwise game will crash when you blow something up.

4. There are now 27 UI cues - cueUI00 - cueUI26, which need specified for both file and volume.  There were only 6 before, cueUI01-cueUI06, and the game will hang the first time you click a button otherwise.

5.  There is a new taunting system in place.  If you want to be able to taunt enemies at all, their taunts and immunities need to be specified in the hull_race declaration.  Otherwise, no taunting for you!  Also, more than 3 are allowed.

6.  Enemy type fleet_ai commonality works as expected, allied fleet_ai commonality is totally ignored.  Hopefully this will be fixed soon!


__________________
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.
russjudge

Avatar / Picture

Registered:
Posts: 209
Reply with quote  #34 
Great!!

Those extra cueUI things are gonna give me some grunt work to do to update Artemis Mod Loader.  I should have a little time tonight to work on that--I might try to update the Battlestar Galactica Mod as well--we haven't heard from Dwayne since v. 2.0 was released.

__________________
Russ
Author of:
Artemis Mod Loader.
The Big Red Button of Death!
ArtemisSBS-Protocol Sharp
DMX Commander
(contact me to become a contributer)
(and all are free)
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #35 
Whup, 2 other settings in the .ini file that are new.

Part of the Server Side settings:

; SETTING:  overloadThreshold
; USE: Systems heat up if the ship has more than this minimum of energy
; ACCEPTABLE: 1000 to 6000
overloadThreshold=4000

; SETTING:  overloadHeat
; USE: Systems heat up this much if the ship has more than the overloadThreshold of energy
; ACCEPTABLE: 0.0 to 5.0
overloadHeat=1.0

__________________
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.
Vorus

Avatar / Picture

Registered:
Posts: 27
Reply with quote  #36 
Huzzah, you guys are heros. This will help me out a TON when I get back home, and start work on ItB. Great work, gentlemen!
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #37 
Just wait - I've almost got all 27 ui cues mapped out
__________________
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.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #38 
Ok, so I figured it'd be nice to know what the different beeps and such did, since there could be some fun ways to tie in specific sounds to specific actions, etc.  Of the 27 UI cues, I managed to sort out 25 of them.  If you can find the other two, let me know!  (cueUI22 and cueUI26) Here's the setup I used to find them: Sound Check Mod   Just replace the stock ini with this one - it's a male voice (not mine) enumerating 0 through 2-6, tied to the appropriate cues.  I turned the game music down and just tried stuff.


; ------------------------------------------------
; SETTING:  cueUI00
; USE: Select Server Option
; ACCEPTABLE: a file name to a WAV file
cueUI00=dat/Mods/SoundCheck/Check00.wav
cueUI00Vol=1.0
 
; SETTING:  cueUI01
; USE: Client Option back to console select screen
; ACCEPTABLE: a file name to a WAV file
cueUI01=dat/Mods/SoundCheck/Check01.wav
cueUI01Vol=1.0
 
; SETTING:  cueUI02
; USE: Client Option Weapon Arc Select
; ACCEPTABLE: a file name to a WAV file
cueUI02=dat/Mods/SoundCheck/Check02.wav
cueUI02Vol=1.0
 
; SETTING:  cueUI03
; USE: Select Client option / Client Option Relative Display mode
; ACCEPTABLE: a file name to a WAV file
cueUI03=dat/Mods/SoundCheck/Check03.wav
cueUI03Vol=1.0
 
; SETTING:  cueUI04
; USE: Comm Red Alert / Client option damage visibility type
; ACCEPTABLE: a file name to a WAV file
cueUI04=dat/Mods/SoundCheck/Check04.wav
cueUI04Vol=1.0
 
; SETTING:  cueUI05
; USE: Helm Request Dock / Client Option Autonomous DamCon
; ACCEPTABLE: a file name to a WAV file
cueUI05=dat/Mods/SoundCheck/Check05.wav
cueUI05Vol=1.0
 
; SETTING:  cueUI06
; USE: Weapons Auto Beam
; ACCEPTABLE: a file name to a WAV file
cueUI06=dat/Mods/SoundCheck/Check06.wav
cueUI06Vol=1.0
 
; SETTING:  cueUI07
; USE: Weapons Shields
; ACCEPTABLE: a file name to a WAV file
cueUI07=dat/Mods/SoundCheck/Check07.wav
cueUI07Vol=1.0
 
; SETTING:  cueUI08
; USE: Weap Torp->ene / Comm incoming message
; ACCEPTABLE: a file name to a WAV file
cueUI08=dat/Mods/SoundCheck/Check08.wav
cueUI08Vol=1.0
 
; SETTING:  cueUI09
; USE: Client Station Select Screen buttons / Weap ene->torp
; ACCEPTABLE: a file name to a WAV file
cueUI09=dat/Mods/SoundCheck/Check09.wav
cueUI09Vol=1.0
 
; ------------------------------------------------
; SETTING:  cueUI10
; USE: Helm Reverse / Eng coolant
; ACCEPTABLE: a file name to a WAV file
cueUI10=dat/Mods/SoundCheck/Check10.wav
cueUI10Vol=1.0
 
; SETTING:  cueUI11
; USE: Helm Shields / Helm/Weap zoom in
; ACCEPTABLE: a file name to a WAV file
cueUI11=dat/Mods/SoundCheck/Check11.wav
cueUI11Vol=1.0
 
; SETTING:  cueUI12
; USE: Helm/Weap zoom out
; ACCEPTABLE: a file name to a WAV file
cueUI12=dat/Mods/SoundCheck/Check12.wav
cueUI12Vol=1.0
 
; SETTING:  cueUI13
; USE: Sci&CaptMap Zoom / Comm Cancel
; ACCEPTABLE: a file name to a WAV file
cueUI13=dat/Mods/SoundCheck/Check13.wav
cueUI13Vol=1.0
 
; SETTING:  cueUI14
; USE: Weapons torpedo select / Weap screen click / Weap Beam Freq
; ACCEPTABLE: a file name to a WAV file
cueUI14=dat/Mods/SoundCheck/Check14.wav
cueUI14Vol=1.0
 
; SETTING:  cueUI15
; USE: Comm command
; ACCEPTABLE: a file name to a WAV file
cueUI15=dat/Mods/SoundCheck/Check15.wav
cueUI15Vol=1.0
 
; SETTING:  cueUI16
; USE: Weapons torpedo fire / Sci&CaptMap screen click
; ACCEPTABLE: a file name to a WAV file
cueUI16=dat/Mods/SoundCheck/Check16.wav
cueUI16Vol=1.0
 
; SETTING:  cueUI17
; USE: Weapons torpedo load/unload
; ACCEPTABLE: a file name to a WAV file
cueUI17=dat/Mods/SoundCheck/Check17.wav
cueUI17Vol=1.0
 
; SETTING:  cueUI18
; USE: Sci Scan
; ACCEPTABLE: a file name to a WAV file
cueUI18=dat/Mods/SoundCheck/Check18.wav
cueUI18Vol=1.0
 
; SETTING:  cueUI19
; USE: Eng DamConAutonomous / Eng DamCon Command
; ACCEPTABLE: a file name to a WAV file
cueUI19=dat/Mods/SoundCheck/Check19.wav
cueUI19Vol=1.0
 
; ------------------------------------------------
; SETTING:  cueUI20
; USE: Client screen select / Eng Store button / Eng Store setting / Client "option" select
; ACCEPTABLE: a file name to a WAV file
cueUI20=dat/Mods/SoundCheck/Check20.wav
cueUI20Vol=1.0
 
; SETTING:  cueUI21
; USE: Helm/Weap view change
; ACCEPTABLE: a file name to a WAV file
cueUI21=dat/Mods/SoundCheck/Check21.wav
cueUI21Vol=1.0
 
; SETTING:  cueUI22
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI22=dat/Mods/SoundCheck/Check22.wav
cueUI22Vol=1.0
 
; SETTING:  cueUI23
; USE: Sci&CaptMap Target Select
; ACCEPTABLE: a file name to a WAV file
cueUI23=dat/Mods/SoundCheck/Check23.wav
cueUI23Vol=1.0
 
; SETTING:  cueUI24
; USE: Eng Recall setting
; ACCEPTABLE: a file name to a WAV file
cueUI24=dat/Mods/SoundCheck/Check24.wav
cueUI24Vol=1.0
 
; SETTING:  cueUI25
; USE: Pop-Up Message Acknowledge
; ACCEPTABLE: a file name to a WAV file
cueUI25=dat/Mods/SoundCheck/Check25.wav
cueUI25Vol=1.0
 
; SETTING:  cueUI26
; USE: played on consoles when buttons are pressed
; ACCEPTABLE: a file name to a WAV file
cueUI26=dat/Mods/SoundCheck/Check26.wav
cueUI26Vol=1.0

__________________
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.
Slider_z

Registered:
Posts: 15
Reply with quote  #39 
Mark Ive done a lot of work on UI visuals, transforming it to a near 100% LCARS set up. would you like me to send you what Ive done?
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #40 
Let's take it to the TNG thread, but yes please!
__________________
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.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #41 
Also interesting - if the sector is set to Barren, then BioMech enemy types aren't created.  No asteroids to eat, no asteroideaters!
__________________
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.
EnsignRedShirt

Registered:
Posts: 31
Reply with quote  #42 
I installed the Star Trek TMP mod with AML, but when I run Artemis with the mod activated nothing seems to change.

I used the .zip file above in post #31.  Is anyone else having this problem?

EnsignRedShirt
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #43 
Couple things - the mod loader is having an issue with 2.0 mods at the moment, and there isn't an updated .aml file for the 2.0 release yet either. RussJudge is debugging [smile]
__________________
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.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #44 
Have you tried it using the .bat installer?
__________________
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.
MarkBell

Avatar / Picture

Administrator
Registered:
Posts: 1,850
Reply with quote  #45 
Here's a .aml for TMP for 2.0 - https://dl.dropboxusercontent.com/u/80470054/Artemis/Mod_ST_TMP/MOD_StarTrekTheMotionPicture_2-0.aml

It probably won't work until whatever issues the Mod Loader is having with the TNG mod is worked out, since they're very similar in structure.  But, once that's sorted, it'll be good.

__________________
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.
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.