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Artemis 1.702 update is available

posted Mar 01, 2013 15:57:59 by ThomRobertson
I'm sorry it took so long to release, but the upgrade pak on the download page will now upgrade your Artemis PC game to 1.702. The small list of changes:

fixed problem where changing ship name on client would make the server crash
changed the DMX code to stop the lights at the conclusion of a mission
changed the engine sound to stop at the conclusion of a mission
underscores (_) were breaking the new expression evaluator in the scripting
changed the scripting if_client_key functionality to work better
Creator of Artemis
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15 replies
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DwayneShaffer said Mar 01, 2013 17:42:52
Thom I have not been able to use the jump drive in the custom mod since v1.65 is this a mission script issue or what might be causing this. Love the new update keep up the great work and can't wait to see what you come up with next.
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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CaptainZach said Mar 01, 2013 18:06:42
Yay! Thank you! If_client_key is my favorite new feature.
EDIT: I take that back, my favorite new feature is the updated mission file docs. Thanks!!
[Last edited Mar 01, 2013 18:50:56]
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AshleyNathanielReese said Mar 01, 2013 18:53:54
Could someone give examples of how If_client_key can be used?
I would like another tool in my scripting toolbox.
thanks
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MichaelMesich said Mar 02, 2013 04:04:14
Stop the lights? As in turn them off?

That's no good when I'm running an event and we're largely running off of ONLY the lights!

Five seconds or so of black and then back to running lights would be nice.
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Captain said Mar 02, 2013 04:28:44
hey I got some error. nsis error or some such. Anyone know what this is or how to fix it?
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Captain said Mar 02, 2013 17:31:11
It worked this time. Can't wait to play.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Mike_Substelny said Mar 04, 2013 16:22:35
Pefect timing! If everything works out I've got two mission scripts that could be released this week to work with 1.702.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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TimReiff said Mar 06, 2013 04:24:33
So, I have a minor gripe here. Is there a way to stop clients of a different version from the server from joining? I had a server on 1.7, and clients with 1.702 joined the game. Probably would have been fine, except my custom mission uses a bunch of client key polling, and the version skew apparently hosed that function between the two. Took us a long while to figure out that some of the players were on slightly different versions than others.

In the future, I'll know to check for it manually, but it never crossed my mind that it could occur. A hard stop would have saved us a lot of headache.
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AlexVanPatten said Mar 07, 2013 21:31:09
Thank you for the DMX fix!
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SigbiornSigmundarson said Mar 08, 2013 02:57:21
FYI: DO NOT attempt to change the drive type or ship type if the ship name entry field is empty.

Why I am I so good at finding bugs?
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Jim Johnson said Mar 08, 2013 04:34:30
Not sure if this is an official bug, or my laptops freaking out; but, after loading the update and starting the client, I noticed the opening music started playing again, after the station screens came up and the game was underway.

Anybody else running into this issue?
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JonathanPreston said Mar 08, 2013 20:21:09
Is it just me or did some of the AI behaviors and features change a bit as well, and other value tweaks? Things just felt... different. Helm and weapons seemed to be a bit more blind at range, and cloakers and jumpers seeemd a bit more annoying than normal.
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AdmlBaconStraps said Mar 09, 2013 01:21:57
Does anyone know offhand if it stops the conflict error with PC/Apple clients?
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TaigiaReilly said Mar 10, 2013 03:20:44
Helm and weapons seemed to be a bit more blind at range, and cloakers and jumpers seeemd a bit more annoying than normal.


We encountered this just last night. The Skaraan were out force. They were harassing us continuously on level five.
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Captain said Mar 10, 2013 15:48:16
yep. Played with two crews. The less experienced one was fighting and all the skarran on the map closed in on them at once. Rather difficult. They died. Then all the skarran closed on us. We killed them but still. never happened like that before. Seemed like if you got to close skarran would close with you rather than station.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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