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Xavier Wise

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Reply with quote  #1 

Hello,
 
The development on the TSN Sandbox continues! If you have seen my previous topics, you'll know a bit about the Sandbox and what it is (if not, go check out this link). Recently though, I have moved to updating the Sandbox on GitHub, simply because it is easier to send out an update to the TSN Server when I have made an addition, fix or change to the sandbox. I wanted to therefore share the link for those of you who use, or are interested in using, the TSN Sandbox so that you have access to the most recent versions. If you click the link at the top of this post, it should take you to the GitHub repository where you can download the most up-to-date version.

Please note, to use the sandbox you must also have the TSN Mod installed, which can be found here. This adds new player ships, new enemies and allies, and new alien races as well as making some modifications to some of the other systems like energy, shield strengths and weapons strengths.

I have also recorded several tutorial videos, which I will announce in another topic (available here), for both players and GMs. The videos detail the new options that the TSN Sandbox adds, including comms menu items, special systems like silent running and carrier ops, and a whole load of other features.

Anyway, I figured I haven't posted anything for a while, so wanted to keep everyone up-to-date. If you are using the TSN Sandbox, give a shout out! It is always great to hear of other groups using it beyond just the TSN RP Community.

Xavier

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
e4mafia

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Reply with quote  #2 
Hi Xavier, 

Do you have any guidance on what kind of hardware would get the TSN sandbox running smoothly?
I'm not under ideal conditions right now, running it either natively on my MacBook (2018) under PlayonMac, or via a Windows 7 VM on parallels. (the vm has 8GB RAM and 4 cpu's allocated). Frame rate on the server's main screen is pretty stuttered. 

Also, is there a particular resolution best suited for the GM console? My apologies if this is already documented somewhere.

DizzyKungFu

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Reply with quote  #3 
Quote:
Originally Posted by e4mafia
I'm not under ideal conditions right now, running it either natively on my MacBook (2018) under PlayonMac, or via a Windows 7 VM on parallels. (the vm has 8GB RAM and 4 cpu's allocated). Frame rate on the server's main screen is pretty stuttered. 


I don't think it's your VM, I think it's something in the script. I have a Windows 10 laptop with i7 and GeForce, and I normally get 150-300 FPS in a regular game of Artemis. But I run this script and the FPS drops to SINGLE DIGITS! Too painful to play!
e4mafia

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Posts: 230
Reply with quote  #4 
I've no doubt the load comes from the script. It is absolutely monstrous in size. Absolutely stunning in what it is capable of given the Artemis scripting limitations. The amount of creative solutioning come up with by Xavier is mind blowing. Just wondering if anyone out there has figured a way to run this smoothly? Maybe I need to steal some 4 way Xeon gold servers from work? 😉

DizzyKungFu

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Reply with quote  #5 
I believe it is fixable... I've found some bugs, like some stations making nukes every 2 seconds, so there must be too many events running simultaneously that are not supposed to that are bogging it down.
Xavier Wise

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Reply with quote  #6 
I honestly can't help on the tech side of stuff for running the Sandbox. The script is a large script, and there are multiple events triggering continually, so if that impacts the performance of the game it will affect the server mainscreen

DizzyKingFu, I'd be interested in the bugs you've found. I can't think of anywhere in the sandbox where it affects a station making nukes every two seconds... You can set what a station produces I believe. Is it related instead to one of the auxiliary ships? Could you PM me with bits you have spotted?

In the Sandbox, there are some unfinished portions of code, and some disabled code in there as well (I don't believe the disabled events would impact the script at all as they are just commented out). The whole thing is being continually worked on and updated, with bugs being fixed as and when I come across them/ have time to fix them. I could look in to stripping out code, or changing events that continually trigger to try and make it run more smoothly. If I have time, maybe even making a single ship 'light' version? Something else to consider is the size of the mod too. We have been looking in to making a 'light' version for the server. It won't look pretty on the mainscreen (but we don't use that as we play online) but might allow us a smoother running game. This probably won't work as a solution for you by the sounds of it, as you have a mainscreen on your bridge that isn't a client.

Just popped into my head - why not run the server in windowed mode, and then a client over the top on the same machine, and use the client for your mainscreen and hide the server mainscreen behind it?

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
e4mafia

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Reply with quote  #7 
Quote:
Just popped into my head - why not run the server in windowed mode, and then a client over the top on the same machine, and use the client for your mainscreen and hide the server mainscreen behind it?


My head went to the exact same place, more or less. I fired up an additional client, to just show the main screen to see if that was impacted at all by hits the server was taking on video - and it was smooth as silk. I'll try running in in another process on the same server next time, and tell you how it goes. 

I guess I was wondering for Official TSN events, how the main screen was displayed, whether it was from the server or not. And now upon saying this out loud, I'm realizing that TSN isn't exactly a meatspace physical setting, so it doesn't particularly matter what the server's main screen is doing 😉

At any rate, I can't say enough good things about the script. I can't even begin to imagine what you'll come up with when Thom rolls to LUA or whatever he chooses for 3.0
It's going to be.....  [gif?cid=790b7611106a8395fc0832b3401cfc6c829467fdd670b2ed&rid=giphy] 
xsmdude

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Posts: 8
Reply with quote  #8 
Hello,

I have installed the TSN Mod from the TSN website (https://github.com/tsnrp/mod/archive/master.zip)

I have downloaded what I believe to be the latest TSN Sandbox (https://github.com/tsnrp/sandbox)

I have copied all the sandbox-master files into the c:\Program Files(x86)\Artemis\dat directory.

But when I boot up Artemis, select Scripted Mission, and select "TSN Sandbox" a "Failed to Load Mission file. Directory and filename mismatch?" error appears.

On the client machine I try to select "Game Master", but I have to click Main Screen and "Ready to Play" a few times before the client can enter the game. Once the client enters, a ship spawns, but there are no GM controls showing. Nothing even happens when I click "Instructions."

I have tried both with the ship named "Artemis" and "TSN Sabre."

Can you help me figure out what I'm missing/doing wrong?
Xavier Wise

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Posts: 1,089
Reply with quote  #9 
The folder in which your mission file is located, and the mission file, MUST have the same name as one another. They have to be identical.

Rename both the mission file (the XML) and the folder:

MISS_TSN Sandbox

It should work then. If I get chance, I'll try and make a quick video tutorial (any specific request will be considered). There is one on installing the TSN RP Mod that I have on my channel: https://www.youtube.com/channel/UCVX4R4L0rG9rrYbV8RzlmqQ

Give me a shout if that doesn't work. One more thing, the ship names are required. For example, if you are using ship 1, it must be named TSN Sabre for everything to function correctly. You don't have to spawn ship one - YouCan actually choose any ship, but each must be named as stated for all the functions to work properly. (I.e you could run ship 2 and 6 if desired, but they must be named with the appropriate names.

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
xsmdude

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Posts: 8
Reply with quote  #10 
There was already a "MISS_TSN Sandox" directory from a Mission Pack I installed before. I deleted it and renamed sandbox master to "MISS_TSN Sandbox" and the same "Failed to Load Mission file. Directory and filename mismatch?" appears.
Xavier Wise

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Posts: 1,089
Reply with quote  #11 
Can you post a video or clip or image of the file name? Is your folder in the Missions folder? Did you name it manually (by typing) or copy and paste the name? A single difference (even in number of spaces between TSN and Sandbox) can cause a file name mismatch. You could also try the name without spaces 'MISS_TSN-Sandbox'. Check correct capital letter too - they must also match.
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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
xsmdude

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Posts: 8
Reply with quote  #12 
I changed the directory name from "MISS_TSN Sandbox" to "MISS_TSN-Sandbox" and now it works. Thank you for your help! I am excited to learn these controls and GM some missions for an event in a few weeks.
Stormin

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Reply with quote  #13 
After I spawn in the ship into a sector using the GM commands the mission ends after a few seconds and I go into the mission end screen.  Any idea what I am doing wrong?  

It has this behavior on both the 2.7.1 and 2.7.5 versions of the Artemis game.  
Xavier Wise

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Posts: 1,089
Reply with quote  #14 
If any of the spawned ships do not have one of the required names, then the code doesn't register that any ship exists, and therefore ends the mission. It is a feature that I added a while ago so that the Sandbox could be run without a GM.

You must spawn each ship with the required name:

Ship1: TSN Sabre
Ship2: TSN Horizon
Ship3: TSN Viper
Ship4: TSN Lancer etc.
Check out my YouTube guides for the rest of the names.

I am currently working on updating the Sandbox to use the new player_slot function, now working in 2.7.5. There is a lot of code to go through that needs to be changed, so it is going to take me some time. Once it is completed, it will not matter what you name ships.

I will release the new version as Sandbox 8.0 as it is such a large change to the code, and post on the forums. After, I'll be able to create a couple of updated video guides.

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Stormin

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Posts: 2
Reply with quote  #15 
Quote:
Originally Posted by Xavier Wise
If any of the spawned ships do not have one of the required names, then the code doesn't register that any ship exists, and therefore ends the mission. It is a feature that I added a while ago so that the Sandbox could be run without a GM.

You must spawn each ship with the required name:

Ship1: TSN Sabre
Ship2: TSN Horizon
Ship3: TSN Viper
Ship4: TSN Lancer etc.
Check out my YouTube guides for the rest of the names.

I am currently working on updating the Sandbox to use the new player_slot function, now working in 2.7.5. There is a lot of code to go through that needs to be changed, so it is going to take me some time. Once it is completed, it will not matter what you name ships.

I will release the new version as Sandbox 8.0 as it is such a large change to the code, and post on the forums. After, I'll be able to create a couple of updated video guides.



That did it.  Thanks so much.
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