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Tankbuster

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Posts posted by Tankbuster


  1. 4 minutes ago, skruis said:

    AthenaWeb_Alpha_20221111.zip

     

    Thanks Tank!

     

    New update released. You'll have to replace the dll, addons, wwwroot and there's a new folder that you need top copy to the <appdata>\roaming\Athena folder: Library which is included in this zip. It contains several files:

     

    1. groupMarkers.json

    2. unitIcons.json

    3. vehicleClasses.json

    4. weaponClasses.json

     

    These files are maintained by the extension and are persistent. New vehicles and weapons, as missions are played, are added to the vehicleClasses and weaponClasses files. There's currently no bulk export of all the vehicles and weapons. It works on an ongoing basis. When the app starts or the apps copy of these libraries are updated, the contents of these files are then retrieved by the app via HTTP and are made available to the user. If it's a new mission or a weapon is used mid-mission, you can go into the Vehicles and Weapons menus and click the refresh button to pull down the latest class list so you can make sure the right icons appear. As you add or update the classes, the changes are sent back to the extension webserver and the json files are updated. The reason for this is in case you dump your temporary internet files, the data survives. The same scheme is used for the groupMarkers and unitIcons libraries except those libraries are entirely user maintained. I'll probably have to add a way to 'import' and 'export' values from these files ... because I probably won't want to overwrite your copies moving forward. I had intended on staging the libraries with all the vehicles and all the weapons from vanilla but ... I'd like to force you to add different things so you can give me feedback on the process.

    OK, we just started a mission with 09 version. We'll go with this for now


  2. 1 hour ago, skruis said:

    The group marker menu and vehicle class menus have been added. The GUI's for the weapons/vehicle classes have been revised to replace the clickable class names with a scrollable select control with 20 options showing by default. So, as you encounter vehicles, they'll appear on the list and you can set the desired marker for them. Again, the marker will be selected based on the vehicle occupied by the group leader.

     

    Additionally, I've added group identifiers to the sides of the group markers. So, typically, we have something like Alpha1-1. A1 will be displayed on the left of the marker and 1 will be displayed on the right. It's not entirely positionally correct according to NATO standards but ... I really don't care and the sizing of the markers in Athena Web vs reading font styles makes this into a practical issue.

     

    Group Markers Screenshot

     

    As you can see, with the group markers, unit icons and unit names (in this screenshot, the visible tags were set to player + leaders), it's rather easy to see who's who and get an idea of each groups capabilities. You'll notice that A1-5 and A2-4 are motorized: their leaders are in Hunter HMG's. Everyone else is on foot.

     

    I'll release an update shortly.

    Wow. I've just looked at that screenshot. I really like that. So professional

    • Like 1

  3. 4 hours ago, skruis said:

    AthenaWeb_Alpha_20221107.zip

     

    This update adds 'sleep' commands to the data collection routines which might alleviate the mission startup issues depending on whether or not the issue is time until the players interface is loaded or time until your objective setup sequence (the additional mission prep scripts you've included) is complete. If it's the objective setup, which I think it is, I might not be able to do much about that because to the best of my knowledge, it's really a scheduled environment issue: a flurry of heavy scripts trying to run at the same time. I'd be open to suggestions about minimizing impact. If that's the case though, in this particular example, it should only really affect the server and not the players ... which I think you pointed out.

     

    It's an issue that doesn't affect JIP. All the joins bar one are JIP, so we can live with that. I think the issue is that my mission and your addon are trying to do a heck of a lot in that first minute. I can live with that too. I only mentioned it because of the scale of the slowdown - From 45 seconds to 4 minutes. I'm with you; It's most likely the scheduler working overtime and is unlikely to affect other missions as badly as mine.
    I've optimised the heck out of it in the last 8 years. The first builds used to take 10 minutes before the players got in. 🙂 Things like hilltops, valleys,  large buildings, bridges, deep water, patrol routes, roads and forests were all found by the mission at run time. Now, they use preprepared arrays.

     

    4 hours ago, skruis said:

     

    1. Not following the player after respawn.

     

    2. Units that are no longer 'alive' or who have not had position updates for the last 60 updates/frames are no longer displayed in the follow list

    3. I've added colors for civ, east, guer, unknown, dead units should now have their colors correctly tinted to civilian colors as dead units are civilian I believe

    4. A new signing key for AthenaWeb (included in keys folder)

     

    This update affects the pbos (addons folder) and the wwwroot folders. I don't believe the extension (dll) was recompiled as no changes were needed.

     

    Excellent work!

     

    4 hours ago, skruis said:

     

    Tank, there was a unit in your mission, actually 2 that shared the same name (name unit) but had different netIds. They existed in the beginning but after the objective setup completed and the player was moved, they were removed from the mission. So I don't think the unit was duplicated, in the follow menu, there were just 2 different units with different netIds that had the same name. I think it was Ryan something.

     

    Btw: I got my butt handed to me in your mission.

    The duplicated names thing is random. It's often the arty or cruise gunners on the ship. As we discussed yesterday, I'll be excluding them from the Athena output anyway.
    For reasons I haven't been able to get full answers to, the mission creates an HQ entity for each side in use at 0,0,0. Sometimes, their name gets reused.  I don't remember what I do with these, I think I experimented with deleting them, but don't remember what I settled with.

    It's a multiplayer mission - if you go in single-handed, you will get mashed. 🙂 Even when there are a dozen or more of us, sometimes we get terribly bogged down for an hour or so. The airfield assault is supposed to be a desperate affair. It gets easier later on. You're welcome to play with us  -  2000 GMT on Fridays.

    I read all the stuff about variables. I like what you're doing. It's good when a mod maker has a feel for the mission designer's art. For example, if the server has a lot of players, one of the secondary missions kidnaps a player, whisks him away to an enemy safehouse in an enemy town and players have to go rescue him. I'd want Athena to show zilch for the kidnapped player and not show his position to the rest ofm the players.

     

    I'll try the new version soon and report back. Monday was hard and I'm going to sleep. 🙂


  4. 4 hours ago, skruis said:

    Base Respawn: Was it following player or a specific unit? As soon as the units data exports and shows that its being occupied by the player, it should recenter. Ill investigate. 
     

    It happens on all players. The map doesn't recentre after respawn.
    Also, units get duplicated in the unit tracking select unit dropdown after respawn along with a unit called Error: No vehicle. These are deads.


  5. 28 minutes ago, skruis said:

    Base Respawn: Was it following player or a specific unit? As soon as the units data exports and shows that its being occupied by the player, it should recenter. Ill investigate. 

     

    It was me as a player, alone in the server. I'll get another couple in and observe what happens.

     

    29 minutes ago, skruis said:

    Mission Designers: Theres a couple of variables attached to the player namespace. The intent is that a mission designer/server admin can limit the unit scopes available to the player and them another variable used for the players choice. Ill get you the vars later in a bit but if its something that interests you, using them, you can control if its just you, your group, you and all group leaders, you and all on your side or everyone in the mission.

    If this means I'll be able to exclude some entities from showing on the map such as friendly AI, then yes, I'm all for that. I have the destroyer offshore as artillery and cruise missile support providers so there's 2 AI gunners I don't want to show up, AI pilots (drone and dropship) likewise.


  6. 1 hour ago, skruis said:

    Fantastic! I'm very interested to hear what you find out.

    Right... mission startup without Athena is about 45 seconds, with Athena is 4 minutes. This is with an existing json.
    Now, it's a highly dynamic mission, so startup varies, but it's rarely more than a minute. I'm running it from the editor/ play/multiplayer to get these times.
    It's a persistent battlefield mission and JIPs to the mission that's already up on my server are not impacted. My mission runs for weeks so this 'cold start' is quite a rare thing, I can live with that slow startup once in a few weeks, but the scale of the time difference is such that I thought I should mention it.

    Note that the undef'd var supporton in DEP/airpatrols has been fixed in my dev version and doesn't affect the times.


  7. 1 hour ago, skruis said:

     Also, how do you feel about the visual changes in the map vs the desktop app? It should be fairly easy for me to expose the colors for customization too. Might even add color profiles so users can customize day/night schemes.

    I'm happy with the app being lower res, but it could use being a little clearer when more zoomed, for sure. Day/night would be fancy.
    If you're ready for bug/feature requests, only 2 so far...

    1) On respawn, the map doesn't recentre if the respawn is base type.

    2) Probably for much further down the line, but if player icons could flash red when they shoot, that'd be cool.

     

    If there's anything a mission maker could do to make Athena better or to help the application, let me know. I mean, if you've ever thought "Oh, if the mission designer did X, it would make my life easier", now is the time to say 🙂
     


  8. Not C update, wait 1. I'll get that.
    Log from browser
     

    signalr.js:461 [2022-11-05T21:10:23.888Z] Information: Normalizing '/hubs/mission' to 'http://localhost:28805/hubs/mission'.
    signalr.js:461 [2022-11-05T21:10:23.890Z] Information: Normalizing '/hubs/world' to 'http://localhost:28805/hubs/world'.
    signalr.js:461 [2022-11-05T21:10:32.354Z] Information: WebSocket connected to ws://localhost:28805/hubs/mission?id=uTT5g8bN3UZvkvte1yQoyA.
    signalr.js:461 [2022-11-05T21:10:32.371Z] Information: WebSocket connected to ws://localhost:28805/hubs/world?id=rQ5A_viXjKR4Yqsy-jn2dg.
    utils.mjs:625 
        PixiJS 6.5.8 - ✰ WebGL 2 ✰      http://www.pixijs.com/    ♥♥♥ 
    mapper.js:539 TTL expired. Removing sprite for unit 2:42
    mapper.js:539 TTL expired. Removing sprite for unit 2:134
    mapper.js:158 Rendering foreground for chunk 2965
    mapper.js:158 Rendering foreground for chunk 2966
    mapper.js:158 Rendering foreground for chunk 2967
    mapper.js:158 Rendering foreground for chunk 2968
    mapper.js:158 Rendering foreground for chunk 3027
    mapper.js:158 Rendering foreground for chunk 3028
    mapper.js:158 Rendering foreground for chunk 3029
    mapper.js:158 Rendering foreground for chunk 3030
    mapper.js:158 Rendering foreground for chunk 3089
    mapper.js:158 Rendering foreground for chunk 3090
    mapper.js:158 Rendering foreground for chunk 3091
    mapper.js:158 Rendering foreground for chunk 3092
    sprite.mjs:159 
            
           Uncaught TypeError: Cannot read properties of null (reading 'width')
        at Sprite.calculateVertices (sprite.mjs:159:36)
        at Sprite._render (sprite.mjs:233:14)
        at Container.render (display.mjs:1647:18)
        at Container.render (display.mjs:1649:34)
        at Container.render (display.mjs:1649:34)
        at Container.render (display.mjs:1649:34)
        at Renderer.render (core.mjs:9378:23)
        at Application.render (app.mjs:209:23)
        at TickerListener.emit (ticker.mjs:95:25)
        at Ticker.update (ticker.mjs:458:37)
    signalr.js:455 
            
           [2022-11-05T21:15:06.246Z] Error: Connection disconnected with error 'Error: WebSocket closed with status code: 1006 (no reason given).'.
    log @ signalr.js:455
    _stopConnection @ signalr.js:2709
    transport.onclose @ signalr.js:2647
    _close @ signalr.js:2296
    webSocket.onclose @ signalr.js:2248
    manager.js:68 

     

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