Artemis Bridge Build
Here is the current list of parts and expense of each
16-Channel 12-bit PWM Driver: $14.95
Raspberry Pi: $39.95
FTDI Adaptor: $14.75
N-Channel: $8.36
4-Pin RGB Extension Wire: $17.50
4*5M RGB LED Light Strip: $39.91
Total: $135.42
Update: 6/16/14
Hey everyone, Loads new in 2.1, download the client upgrader at http://www.artemis.eochu.com/?page_id=35
changes for V2.1.0 -------
In the script command "destroy_near", the list of valid values for "type" now include "whales", "drones", and "all".
When at warp, turning on reverse caused you to coast to a stop, not drop out at the normal rate. Using this with high warp, you could coast from one end of the map to the other through nebulas and everything while only using 100 or so energy and actually gaining energy if you so choose. This has been fixed.
The "showScrnPopups" value in artemis.ini can turn off the popup messages in the lower-right of the screen.
On Science and Capt's Map, WASD keys scroll the map.
ALT-f toggles the framerate counter, thought the feature has been in the game for a while.
More DMX flags, mostly for torp tube function.
Start and confirm a jump with the ENTER/RETURN key, cancel it with SPACE, TAB between the two text boxes.
The "showVisTab" value in artemis.ini can turn off the VIS tab for old machines that aren't happy with the 3D view.
updated list of AI blocks for brain stack, reflecting the new ai block, GUARD_STATION. also added new page of server-side mission debug info (accessed by the F7 key), to help with debugging/understanding the AIShip brain stacks
Fixed bug causing all ships to "stick" on a heading when the "sideValue" was set.
Changed the set_ship_text script command ATTRIBUTE: hailtext VALID: text this ship will reply with when comms "hails" them
The version numbering system has been changed, to 3 integers.
Added 8 new stations, and radicaly upgraded what stations can do.
Each of the 4 standard enemy races has its own base type. These bases can all defend themselves, and have various shield strengths.
There are now 5 TSN bases. The old base has been renamed the Deep Space Base. Some of these bases can also defend themselves.
All friendly bases still produce torps for you, and let you dock. But different bases have modified production speeds.
All coop and single-player games used to have exactly 4 stations. Now that has changed. A random number of different player stations appears in each game, but the total production potential of the friendly bases won't change. In other words, you might get lots of science stations, or a few bigger stations.
There's a new layout option. Deep Strike lets you play a game where only the enemies have stations, and you're all alone against the enemy hordes. In both single and coop modes, you must destroy all enemy stations to win. In single player mode, you must also destroy all enemy ships.
We've upgraded the PC engine to the latest version of DirectX 9 (we were using a very old version before).
The terrian adjustments for missions are now much more granular.
There's a new client mode, called Data. This mode toggles between LRS, TACT, and INFO modes by pressing space. This client mode exists so, if you are blessed with extra computers/screens, you can have an extra screen that's locked to a specific data presentation.