Members | Sign In
All Forums > Off-topic
avatar

Artemis Mod Loader 3.0

posted Dec 26, 2012 16:33:09 by RussJudge
I was impressed with the Mods that were available for Artemis Spaceship Bridge Simulator, but found the mechanism for installing and switching between them rather cumbersome and clunky, and even dangerous to the Artemis stock install since you had to run with administrator privilege and write over some of the stock files.

The mechanism involved either copying in a directory with Windows Explorer, or running a command-line batch file.

I wanted something easy and brainless and involved the least risk to the stock Artemis installation as possible, so I created Artemis Mod Loader (link below) to handle that. It is a graphical interface that works by setting up a copy of Artemis in your user profile directories, so administrative privilege is generally not needed.

I've predefined a list of Mods already, but adding more is easy. The definition and how the files are copied in are defined in XML files (under "ModDefinitions" folder in the Artemis Mod Loader install folder, for examples), but are not required when installing a new mod not already defined. The simplest way to add a new mod through the Artemis Mod Loader is to put all your files in a zip file with the same directory structure as what the directory structure should look like when installed in the Artemis folder. When you install your mod through the Artemis Mod Loader, it will prompt you for basic information and create the definition file ("*.aml") for you, which if you put in the root of your zip package, Artemis Mod Loader will use this for installing the Mod going forward.

This application can also be used for managing mission files.


Latest Stable version: Artemis Mod Loader 3.0.14

I probably should mention that you should start with a plain vanilla install of Artemis Spaceship Bridge Simulator.

I hope you enjoy.

Latest Changes
3.0
- Added mood music.
- Further refinement of Xml Editor
- Some refactoring of the Setup window.
- Fixed bug for Mod Developer when mapping files--if file being mapped to did not exist, you could not specify it.
- Added the "Into The Breach Look and Feel" mod by Dean Mallory as a Pre-defined mod.
- Modified file selection in VesselData editor and file mapping so that backslashes are now forward slashes, per Xml standard.
- Added Mission Studio.

3.0.1
- Had settings wrong on two of the pre-defined mods ("Into the Breach Look and Feel", and TNG) so that they did not get included with the installer. They should now be included.

3.0.2
- Tweaked the download source for "Into the Breach Look and Feel Mod" so that it downloads correctly.
- Bug Fix: VesselData editor: Turn Rate, Back Shields, and top speed would not get updated with changes.
- Bug Fix: Vesseldata editor: When the arc width was "1", then the arc would not render. Corrected by "faking" it. Internally, the arc is rendered as just shy of 1 (0.999999) to fix the issue.
- Bug Fix: VesselData Editor: Previously, if a vessel was assigned an invalid side (hull race), the user would only be told that vessel(s) had invalid data. Now, the user gets better feedback.
- Added code to ensure user settings gets kept whenever the application gets updated.

3.0.3
- Added code completion on the Mission Script for named objects
- Added "Launch Artemis Mod Loader" checkbox on installer
- Added code to self-update Artemis Mod Loader as updates become available. I just have to remember to update the file that indicates the current version in my DropBox account, or else the self-update won't self-update.
- Corrected bug with prompt for Artemis Path when it could not find Artemis install path. Prompts displayed funny and were not clear what it was asking.
- Changed code for rending backgrounds with Artemis skyboxes so that the file would not be locked. if the file was locked, there was the potential for crashing when applying a Mod.

3.0.4
- Fixed bug where Artemis Mod Loader would crash on startup if it could not find the *.ogg files (which can happen when initially installed).
- Added in the release date for Artemis version 1.702.

3.0.5
- Reorganized code to resolve reported crash on initial startup. Due to difficulty in reproducing issue, I'm not certain I got it, but I feel pretty good about it.
- Set "Stand by" window to always be on top.
- Fixed issue with self-update process. Version 3.0.3 and 3.0.4 would not auto-update properly unless user had admin access to the C: drive. Therefore, be sure to manually update to 3.0.5 by downloading and re-installing.

3.0.6
- If the Mod Definition file (*.aml) defined a folder structure that did not exist in the Mod pack (*.zip, *.rar), then Artemis Mod Loader would crash. This fixes that issue by simply providing a warning message instead of crashing. The Mod might not get applied--but at least we don't crash.
- Added version 2 of Mark Bell's TNG mod to the predefined list. PLEASE NOTE: if you installed version 2 of TNG using the predefined TNG mod prior to this version, you will need to completely uninstall the mod.
- Added code so that the Standby window would only temporarily be the top-most window. When it was always topmost, information messages would display behind it instead of being visible on top.

3.0.7
- Downloaded all mods to my Dropbox and set installation of Mods to pull from there. This way I have better control over the mods, though I won't be able to keep up with updates. I have had the problem in the past of folder structures changing, which wreaks all kinds of havoc on Artemis Mod Loader. This way I will be able to note changes in the structure and fix things myself before anyone gets ahold of it.

- Forgot to include the TNG version 2 in the installer--should now be included.

3.0.8
-Bug fix: Adding a race to the vesselData file in the Mod Developer crashed the application, trying to split the parse out the type keys ("Friend", "Enemy", etc.). Thanks to Kacie Stevens for reporting this.
-Bug fix: clicking "New" for a new vesselData file in the Mod Developer crashed the program.
-Added code to make sure Artemis Spaceship Bridge Simulator executable is found before trying to start it. Had an occasion of people telling me that Artemis Mod Loader was blowing up when trying to play Artemis, when the log file said it couldn't find the Artemis executable, which is why it crashed--the only reason it won't find the Artemis executable is that Artemis isn't installed.
-Added code to check that the Artemis Spaceship Bridge Simulator is no longer installed and offer the user to remove the copy used by Artemis Mod Loader--so that they can remain within License restrictions.

3.0.9
- Adding a new vessel to the vesselData file in the Mod Development editor failed to add an Art definition, so the Art definition list was empty. Since the Art definition was not blocked, changes would not get saved, until an Art Definiton was added. Also added code to disable entry if there is no available Art Defintion, since even one Art definition can be removed.
- Bug fix with the self-update process. If an update was detected, the process would crash once the update was downloaded. This is fixed, so that when the update is downloaded, the installer is run to install the update. However, version 3.0.9 and prior will require manual update.

3.0.10
Updated Into the Breach Mod to the latest, version 1.702.
If you were on version 3.0.9 of Artemis Mod Loader, it should automatically update.

If you already had the old version of Into the Breach installed through Artemis Mod Loader, you only need to uninstall and reinstall from the web (or download it from the link and install on PC manually).

3.0.11
- Added "Flight of the Artemis" fan music mod.
- Fixed bug--if Mod Loader was playing music from the Artemis install folder, it would not be able to replace that music. Solved problem by stopping all music when activating mods or updating the Stock version. Also prevented crashing if a file copy was unsuccessful.
- Added code to prevent crashing if for some reason it is unable to play a music file (possibly due to file corruption?) There may be a bit of quirkiness with the music playing at this time--but at least everything else should function fine.
- Fixed an issue with Star Trek: The Motion Picture Mod. Activating it would cause Artemis to crash after starting the server. This is now fixed.
- Updated Into The Breach to indicate that it does now support Invasion Mode.
NOTE: to see these changes to the MOD definitions, you MUST completely uninstall the MOD, close and restart Artemis Mod Loader, then re-install. Updating an already installed Mod is on the To-Do list.

3.0.12
Fixed the Mod Definition for Star Trek: Into the Breach. Should work good now. NOTE: to see these changes to the MOD definitions, you MUST completely uninstall the MOD, close and restart Artemis Mod Loader, then re-install. Updating an already installed Mod is on the To-Do list.

3.0.13
Added The TSN Overhaul Mod from here

Added code to check for updates to installed Mod Definitions and automatically apply them. If the Mod is Activated, simply deactivate and re-activate to apply the changes (no longer need to uninstall the mod). This check will only occur after the first run of an update to Artemis Mod Loader.

Changed References to "Android Client" to "Unofficial Android Client". The Official Android Client cannot be modded, but Thom gave his blessing to the author of the Unofficial Android Client to continue his work--and the Unofficial Android Client can be modded. The term "Unofficial" is added to differentiate the two versions. Code to mod the official Android client will be added once it is possible to be modded.

3.0.14
- Updated the link to the TSN Overhaul Mod. To pick up the updates that the author of this mod did, you will need to uninstall and re-install the mod. The update from 3.0.13 should allow for the automatic update of the download link of the mod definition if you have installed this mod, but this will be the first time it is in action, so any bugs in this function might crop up.

- Updated the definition file for TNG V2, provided by Mark Bell. Again, this uses the new definition update feature, but the TNG V2 package was also updated, so it should be unintalled and re-installed to pick up the updates.

3.0.15
- Improved performance of activating a mod by only copying files into the Artemis copy that are not specifically defined in the baseFiles mapping. This will prevent duplicate copies of files and copying files twice, so that the process should run faster on certain mods, plus the amount of disk space used is reduced.

- Strange and unexplainable error received on the file listing under Mod Development that crashed the application. Added code to prevent crashing, but due to nature of error, was unable to fix root cause.

3.0.16
- Updated the version stored in modified vesselData.xml files to 1.702, from 1.66.

- One last tweak to TNG_V2 Mod.


Enjoy!


Readme.txt contains full details of changes.

Please note that Google Chrome may warn you about the download being possibly dangerous (it did for me). You can ignore that.
[Last edited Jun 27, 2013 19:11:07]
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
page   first prev 1 2 3 4 5 6 7 8 next last
187 replies
avatar
RussJudge said Jan 02, 2013 16:23:09
I haven't tried the Artemis Extender, yet, but I had some ideas for it, and since Hissatsu released the source code for it, I thought I'd add that support. I basically trick the Artemis Extender, thanks to it's use of a configuration file, into pointing to the Mod Loader's copy of Artemis.

My opinion is that at it's present state the Artemis Extender does not add much that version 1.661 of Artemis already has. It looks like Thom saw much of what the Artemis Extender added before Artemis had keyboard shortcuts, and added those in with 1.66. The only real benefit of the Artemis Extender in its current state is its Jump Drive functionality, though I personally don't like the way it implements it with mouse movements (though that is personal preference). I'd like to see a pop-up that allows you to enter numbers for bearing and distance, instead, which is one of the features I'll probably play with adding at some point now that the source code is open for it. I'm not particularly fond of how he changes the Jump Drive settings (he changes the values in RAM directly), but that may be the only way to implement such functionality. Problem is that an update to Artemis may break this functionality if the organization of Artemis's RAM changes. As long as the RAM position of the Jump Drive settings is at the exact offset from the Engineering presets that the Extender is expecting, it'll work fine. But if it changes, then the Extender will change some random thing in memory instead, and you might see Artemis do some really bizarre things.

Personally, I'm most interested in using it to add a keyboard shortcuts to switch between consoles. The functionality isn't there in the Extender, yet, but looking at the code, I don't think it'll be too rough to add.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
RussJudge said Jan 16, 2013 14:16:16
And now, version 2.0 is released! Big update--it should be a great tool for managing and developing your Mods. I welcome any feedback.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
RussJudge said Jan 16, 2013 16:11:22
I started looking into the code for the Mission Editor to help update that and noticed I may have forgotten something with the vesselData.xml file. If you use the drone_ports tag, don't use version 2.0. Fortunately, due to my internal design, it was easy to add the drone_ports. Version 2.0.1 is released. You might want to make sure to back up your vesseldata.xml file just to make sure--at least until we know the kinks are worked out.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
RussJudge said Jan 16, 2013 16:33:47
Take 3: found "carrier" missing as well and added, and fixed an issue I introduced with adding drone_port. Should be okay now.

Also, the installer now correctly automatically removes the old version of Artemis Mod Loader, starting with version 2 (it can't remove 1.1).
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
MarkBell said Jan 16, 2013 17:49:49
Ok, so this looks fantastic! :) I really like having a point and click vessel data editor, etc. Having everything laid out like this makes it much simpler to track what vessel has what in terms of beam ports etc. The Ship Size feature is great, I like that it confirms the size I was going for with the ship scale feature. It took me a second to figure out that the vessel list looped as I clicked through, I expected the buttons to stay still :P

Is there a way to have all the beam ports laid on top of each other? Like a "Here's your total beam coverage" kind of image? Not necessary, but could be slick. Also, I'd like to be able to filter the ships in the vessel data by side, so I'm just looking at player ships, or Side 7 ships, or whatever - just to avoid button overload :P The Window for doing stuff to the vessels is nice, can I expand that to have more space? I really love the new features!

Also, got a crash when I tried to open a .ini file. The log file is ~65 megs, though - how do you want to proceed with that one? :)

EDIT - 284kb .rar'ed, so that's on its way
[Last edited Jan 16, 2013 17:50:30]
avatar
RussJudge said Jan 16, 2013 18:19:36
Updated with a fix, including changing the logging level so we don't get another 65MB file. Link is the same.

The odd behavior with clicking on the vessel buttons is thanks to Microsoft's WPF TabControl. I might try to play around with alternatives at some point. I wanted the buttons on the left where you could scroll down the list of them, but alas, no scrolling ability with the TabControl with tabs on the left (there's probably some way to fix it--just haven't found it yet).

As far as all the beam ports laid on top of each other--I want that too. Worked on it awhile, but discovered I'm going to have to refactor a portion of my code to get it to work, so left it for a later release. It'll get done--just a matter of time.

Filtering by side (hull race) is a good idea. I'll add that to the list. I'll have to think it through, though, since the user can make a vessel change sides, which would affect the filtering.

I'll work on a way to expand the vessel window. It'll expand vertically as you expand the window, but not horizontally. Most of the development work was on my home laptop, which doesn't have much space to work with, so it seemed huge to me at the time.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
MarkBell said Jan 16, 2013 18:21:32
gotcha. Updating now.
avatar
RussJudge said Jan 16, 2013 18:23:06
BTW--you'll have to try out the vesselData merge function. I kind of like how it works.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
RussJudge said Jan 16, 2013 19:07:23
Couldn't take it--that vessel panel was rather cluttered with all those buttons. Did a little googling and figured out how to get those tab items to scroll. v 2.1 should now look a lot better.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
MarkBell said Jan 16, 2013 20:02:08
Hm, 2.1 downloads, the installer shows 2.1.0, but the program shows 2.02.23378 for version number. Also, vessels don't scroll
avatar
RussJudge said Jan 16, 2013 20:09:03
Dang--had the installer pointing to the wrong files. Should be okay now.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
MarkBell said Jan 16, 2013 20:14:03
*huge sigh* ooh, it's so niiiice.... Seriously, that's fantastic. Don't mind me whilst I use it to formulate the next release of my mod, for realz. This is nice, man, thanks again :)
avatar
RussJudge said Jan 16, 2013 20:18:37
np--Anything to see Artemis expanded. I've grand ideas now that I've started working with Hissatsu on his Mission Editor tool. If you get any ideas for new features or improvements on the Mod Loader, let me know. Can't guarantee quick results, but I am willing to do what I can.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
avatar
MarkBell said Jan 16, 2013 20:20:52
Hm, the MDM didn't import the carrier complement of the single carrier type I had in my vesselData file. Other than that, it looks like everything ported in ok.
avatar
RussJudge said Jan 16, 2013 20:22:04
k--that's something for me to look at--probably pretty simple. I kind of whipped it in pretty quick when I discovered I had missed it this morning.
Russ
Author of Artemis Mod Loader.

Sign up for a free Dropbox account.
Login below to reply: