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k9lego

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Posts: 71
Reply with quote  #16 
Awesome! Thanks Xavier! Anyway, even if you released v5 this Saturday I'll probably still just use v4.1 sandbox since I know it's stable. [wink] I also would like to use this site for Science Officer. (cervantez.dyndns.org/TSN-Navigation) which is has only been updated to v4.1. Btw, have you made any changes to the maps other then the waypoints?
Cervantez

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Posts: 27
Reply with quote  #17 
Are the waypoints actually changed on the map or do they just work differently?

If they are repositioned (or if anything else has changed on the map), I will try to update the TSN-Navigation-Console as soon as possible.
k9lego

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Posts: 71
Reply with quote  #18 
Quote:
Originally Posted by Cervantez
Are the waypoints actually changed on the map or do they just work differently?

If they are repositioned (or if anything else has changed on the map), I will try to update the TSN-Navigation-Console as soon as possible.
Great! [smile] I believe Xavier said since comms now activates the gates, that poses an issue if there is one button and two gates. Some other bug was going on too. But yeah, it sounds like the waypoints may be two sectors big. (A great place for a pirate ambush!)
k9lego

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Posts: 71
Reply with quote  #19 
Very odd, for some reason I cannot find Ally AI.
Configuration:
Artemis 2.6
TSN Expansion 1.7.5
TSN Sandbox 4.1

Is there a different sandbox script I should use?
abouffard

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Posts: 14
Reply with quote  #20 

I have just recently joined this forum in an effort to seek some help.

I have recently gotten into Artemis and bought the latest version from the Artemis website.

I have downloaded the latest version of the TSN Expansion mod from the TSN RP site and followed the installation instructions.

When I run the server and load the “V3 TSN Sandbox” script I see the message pop up about “Initialising ship systems…”. In time that message disappears and I am faced with an empty sky box image. I have to hit ESC and re-spawn my ship to see the black server window finally appear. Then when I start a client, I see my ship and can steer it, but there is nothing on the map. No terrain at all. It’s like the script didn’t continue running and fill the “world” with stuff.

Has anyone else experienced this? Did I do something wrong in setting it up or is this an incompatibility between the mod and the latest released version of Artemis? A bug in the script perhaps?

What or where is the very latest TSN Sandbox script and supporting files for the 2.6 version of Artemis?  Is "V3 TSN Sandbox" not the correct version of the script?

Any help appreciated.

Thanks!

Fish Evans

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Posts: 350
Reply with quote  #21 
grab a GM consul and use it to set the mode and starting location of the script
Xavier Wise

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Posts: 983
Reply with quote  #22 

***UPDATE***

Hello!

Sorry about being rather quiet about the newest TSN Sandbox update. I have been working away on it when I have chance (which are few and far between at the moment it seems). I thought I would post this to give you guys who are following its development an update as to where I am.

Over the past week, I've had a bit more time on my hands to work on the Sandbox. Every system now has corner-to-corner transitions. The new jump gates are also fully implemented too. I have been working on a couple of new ideas to make it easier for other mission scriptwriters to add in custom code to the sandbox, and this has drawn most of my focus at the moment. I had already created a "custom" GM menu. Basically, it a preset menu which a script writer can use to add in new events. Rather than have to worry about creating a new menu and buttons, that part is already set up. Any scriptwriter then simply has to create the events linked to the button.

As an extension to this, I have also been adding in events that link with the sandbox so scriptwriters can quickly and easily add in new elements (like planets, bases, enemy fleets) or new events to the sandbox for specific missions. It should mean that, when I update the sandbox in the future, any custom code added in by a script writer can be quickly copied and pasted from an older version, without the need to re-write the code or spend time trawling to different events to add in all the variables and code to each individual system. 

From this, I have also started work on the "Mission Mode". It basically uses the same principle as the way a scriptwriter can add in new code. I am working through a first "search and rescue" mission. As it will be completely GM free, I have used the new Comms button functions to be able to start the sandbox in Mission mode. That way, a crew doesn't have to touch the GM console to get the sandbox running, just hit the "Interface with Command" button on the Comms console. 

Using the method I have of adding code, I should be able to add in new missions to the sandbox when I have the chance. I should be able to make it so missions are selected at random. As the Sandbox is so large, I can also make different mission activate depending on where the ship is. For example, at Promethean Command you might get missions to patrol the Cronus system, but at Atlantis, you might need to escort supplies to Cerberus. 

A couple of things I had mentioned in previous threads have also been implemented/sorted. Each ship has a single named shuttle which must be used to retrieve all lifepods. I believe I have fixed the supply ships to make sure they can resupply ships. More testing is required to check that however. A bug with the GM recovery system has also been sorted. 

There are still quite a number of things to update though. I haven't been able to add in new enemy ship types to spawn (like the new pirates) but will get round to it at some point. That's all for now though. If the demand is there, I can upload the Sandbox V5 here so you guys can download and have a play. In the meantime, the TSN RP Community is continuing to use the sandbox which is helping test and weed out any bugs. 


__________________
Captain Xavier Wise TSN Raven (BC-014)
Link to TSN RP Community website
Link to TSN Sandbox
Link to Blog
Daan

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Posts: 19
Reply with quote  #23 
I'm working on a GM free mission. I'd like to try and get it to work in your sandbox mission mode.
k9lego

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Posts: 71
Reply with quote  #24 
Hi Xavier!
All those features sound amazing. At this point could you release a version of the TSN sandbox, I'm itching to get ahold of it. [biggrin]
Thanks
davidtrinh

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Posts: 8
Reply with quote  #25 
I'm looking forward to trying out the updated Artemis Sandbox too.
Quote:
Originally Posted by k9lego
Hi Xavier! All those features sound amazing. At this point could you release a version of the TSN sandbox, I'm itching to get ahold of it. [biggrin] Thanks



Daan

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Posts: 19
Reply with quote  #26 
Quote:
Originally Posted by davidtrinh
I'm looking forward to trying out the updated Artemis Sandbox too.



hear hear
Xavier Wise

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Posts: 983
Reply with quote  #27 
Ok, since there is interest, I'll try get a couple of loose ends tied up and then upload it. I was going to try and put together a video guide or two as well about using the sandbox. That might have to wait as there is a lot of different bits I could cover e.g how to add a mission, how to use the GM console, and how to use the custom keys.
__________________
Captain Xavier Wise TSN Raven (BC-014)
Link to TSN RP Community website
Link to TSN Sandbox
Link to Blog
davidtrinh

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Posts: 8
Reply with quote  #28 
Are there specific instructions on using TSN Artemis Sandbox? I saw the instructions TSN RP Sandbox on the website.

Quote:
Originally Posted by Xavier Wise
Ok, since there is interest, I'll try get a couple of loose ends tied up and then upload it. I was going to try and put together a video guide or two as well about using the sandbox. That might have to wait as there is a lot of different bits I could cover e.g how to add a mission, how to use the GM console, and how to use the custom keys.
Xavier Wise

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Posts: 983
Reply with quote  #29 
Alright, I will fix up some bits on Friday and look to getting it up for you guys to grab.
__________________
Captain Xavier Wise TSN Raven (BC-014)
Link to TSN RP Community website
Link to TSN Sandbox
Link to Blog
k9lego

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Posts: 71
Reply with quote  #30 
Quote:
Originally Posted by Xavier Wise
Alright, I will fix up some bits on Friday and look to getting it up for you guys to grab.

Thanks Xavier! [biggrin]
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