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Xavier Wise

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I have created another video, detailing the GM console. It outlines the different GM menus in the console now that it is pretty much completed. Enjoy!



I will be packaging the Sandbox up with the TSN Expansion soon and will put up a final post with everything available. I also want to create a couple of other videos - one will give a general overview of the sandbox and the areas it covers, another will detail key features for players such as the fuel collectors, jump point and edge-to-edge transitions.

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Wookiemart

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Reply with quote  #2 
Would I be jumping to conclusions if I thought that Mark Bell's upcoming Star trek mod will be compatible with this TSN Expansion?
Xavier Wise

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Reply with quote  #3 
The TSN Expansion is a mod that adds in extra ships and generic meshes. Many of these are used in the TSN sandbox mission script, so if there is no vessel data in the vesselData file, or the corresponding models/textures for the ships and meshes, then the Sandbox will not function properly. I am sure the TSN mod team could work with MarkBell to have the TSN Expansion and Star Trek mod similar so that the Sandbox would work with both. To be honest, I am not sure on the technicalities of building the mod and making two mods interchangeable though. I focus on building the mission script and implement new additions that our mod team adds. It would be up to both MarkBell (if he is interested and willing) and our mod team to get together and discuss it.

I have been considering creating a "vanilla" version of the Sandbox, removing all the code that references things from the TSN Expansion so that it doesn't crash the server or replace missing vessels with something peculiar (e.g. replacing the refineries with escorts & destroyers). The GM menus for enemies and allies would be significantly smaller though and systems would likely be more sparsely populated. I think it is something I could do with a few hours work; I'd be simply deleting or replacing references to ships or meshes in the mod.

I am focusing more on adding to the sandbox at the moment though. I want to expand the number of systems available and the size of several of the different systems already added. On my to-do-list is a route back to "Sol" system, multiple enemy systems of significant size (8-12 sectors, with a main system o about 18-20 sectors) and expanding on the "badlands" and neutral neighbouring systems. Now that all the GM keys are set up, adding to the systems is really going to be my primary focus.

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ryleyra

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Reply with quote  #4 
Yeah, I honestly think a better solution would be a Star Trek version of the Sandbox. Somewhat like how the BSG mod comes with its own limited Sandbox.

Although, maybe we could get together and come up with a set of custom "generic" keys for allowing mods to be replaced with one another. For instance, scripts can either differentiate Arvonians and Torgoths by calling them "Arvonian" and "Torgoth" but they can also use the tag "whalehater" and "whalelover". Some folks don't use the official tags because they change too much, but if we agreed on tags for modders that wouldn't be a problem.

I suppose a place to start would be to compare how the different vesselData files currently lay out their ships, races, planets and sector features. (That would be a topic for another thread)
MarkBell

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Reply with quote  #5 
I certainly wouldn't be adverse to working up a compatible version - though I'll be the first to admit my mission scripting experience is basically limited to "open mission editor; change skybox; crap... what do I need to name the folder???" [tongue]

What I'm deeply familiar with is the vesselData file.  Most of the ships in both the TMP and TNG mods are tagged with the usual "player" "small warship" "large enemy" and so forth, while races have the usual "elite enemy loner" or "enemy support whalehater" and whatnot.  Those are the standard Artemis tags, so if the ships are referenced to a slightly more generic term (like ryleyra mentioned), then it'll still pull up enemies (somewhat randomly, I've found).

Still, I'm down for forking the sandbox to work with TNG - I can start by taking a look at the existing sandbox script, seeing what would for sure need changed and what may need changed.  If it's alright, I'll probably put work on that in the general TNG thread, so I can have the mission download next to the mod download (and maybe roll it into the releases of the mod).

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Longbowman1346

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Reply with quote  #6 
Quote:
Originally Posted by ryleyra
Yeah, I honestly think a better solution would be a Star Trek version of the Sandbox. Somewhat like how the BSG mod comes with its own limited Sandbox.



FYI...  the BSG mod is being updated for the 2.4 version!  (complete with a bigger BSG universe sandbox)

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ryleyra

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Reply with quote  #7 
Quote:
Originally Posted by MarkBell
I certainly wouldn't be adverse to working up a compatible version - though I'll be the first to admit my mission scripting experience is basically limited to "open mission editor; change skybox; crap... what do I need to name the folder???" [tongue]


Yeah, I really want to try and write up a complete scripting guide. Not just the basics, but all of those minor details. The problem is, most people use the Mission Editor, which means the visual syntax is different between the XML and Mission Editor. I need a common form I can use for my guide.

Quote:
What I'm deeply familiar with is the vesselData file.  Most of the ships in both the TMP and TNG mods are tagged with the usual "player" "small warship" "large enemy" and so forth, while races have the usual "elite enemy loner" or "enemy support whalehater" and whatnot.  Those are the standard Artemis tags, so if the ships are referenced to a slightly more generic term (like ryleyra mentioned), then it'll still pull up enemies (somewhat randomly, I've found).


Yeah, that's what I'm thinking. Try to stick with standard tags can help. Knowing how the tags WORK is important, too. For instance, it's good to know that "enemy mytype mytype standard" will pick your custom race if it is there, but fallback to standard (Kralien) if it isn't. It does this because the "mytype" tag scores 2 points for "mytype" since it's repeated, but only 1 for "standard".  

Quote:
Still, I'm down for forking the sandbox to work with TNG - I can start by taking a look at the existing sandbox script, seeing what would for sure need changed and what may need changed.  If it's alright, I'll probably put work on that in the general TNG thread, so I can have the mission download next to the mod download (and maybe roll it into the releases of the mod).


I think including the mission with the mod is the best solution, even if the mission isn't needed. That's the way I did it with Strike Force Seven. Plus, if you have a script to install the mod and uninstall it, you can install and uninstall the mission at the same time, so no one tries to run the script without the mod. [biggrin]

Xavier Wise

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Reply with quote  #8 
The mission script makes use of tags and hull IDs. If you set the same hull IDs for stuff in our expansion, it would probably work fine.

There are a couple of specific generic meshes in the expansion. If you replaced them with a new file of the same name, it would work.

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Xavier Wise

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Reply with quote  #9 
OK, so I've been chatting with MarkBell. I think the most ideal solution would be to write a specific sandbox for the mod, so I am looking in to creating one. Most of the code would be the same; I'll just copy it over from the Sandbox, but some of the set up would be different. The whole thing would be edge-to-edge transitions, rather than using any jump points (though the wormhole at DS9 could easily be incorporated). Obviously, the names of enemies and allies would also be different on the GM menus too.

I'll start a new thread when I have something to share.

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Wookiemart

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Reply with quote  #10 
gee you guys don't waste time do you [smile] I hope I didn't make your lives miserable and full of even more work with my question/suggestion.
Xavier Wise

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Reply with quote  #11 
....so...much...work...ahhhh....! jk

I am not saying it will be ready soon. I do enjoy scripting though... it gets rather addictive. I will see what I can put together over the next few weeks and will make it accessible as I script and update it.

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Captain Xavier Wise TSN Raven (BC-014)
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crosshairlunchbox

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Reply with quote  #12 
I cannot get the GM console to come up. For Arrew's I have to press M to initalize. I don't see the initialise button on your TSN Sandbox version. Help?
Xavier Wise

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Reply with quote  #13 
Run the server. Connect your client. Make sure you have both GM and mainscreen options selected. At the top, next to the Instruction button, you should see the Initialise button. It will always be there as long as you have correctly installed the script and someone hasn't already clicked it.

Edit: I have just created a video specifically detailing how to start the TSN Sandbox. As soon as it is ready, I will upload it so you can take a look. As long as you've added the script to your Artemis Mission folder correctly, there should be no issues what-so-ever with starting the script.

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Captain Xavier Wise TSN Raven (BC-014)
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Arrew

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Reply with quote  #14 
Is your initialize button linked to a time event?
Xavier Wise

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Reply with quote  #15 
The initialise button refreshes every 4 seconds. The "set up GM button" command is not created in an event linked to a timer however, just a variable. As this script has been tested by multiple different people, it is not a scripting bug.

I think the problem is simply the need to select a mainscreen. If I recall, without a mainscreen the GM console doesn't always seems to function properly.

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Captain Xavier Wise TSN Raven (BC-014)
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