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- Yesterday
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Add a filter to ignore Git files on mod upload
quyxkh replied to pliniojrm's suggestion in Suggestions & Idea Voting
You can use `--separate-git-dir=../mymod.git`, then the only thing that gets uploaded with the mod is the dinky little pointer file. To convert an existing repo, move its `.git` out of the work tree into a sibling and `echo gitdir: ../sibling >.git`. -
I have a theory, there is a 50/50 chance that this is caused by not configuring the cores correctly in the config file. The description of the settings for kernel allocation does not specify whether to use the number of cores relative to physical cores or to match hypertracing, virtualization of cores. Therefore, a person can set the wrong number of cores, which leads to errors within the game. I have so far just lowered the number of cores in the settings to physical cores, and so far I have not gotten this error. But it could just be a coincidence.
- Last week
- Earlier
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problem: after starting the game and entering a galaxy, the frametimes look like this: after leaving the games focus, for example for checking a discord message, navigating on youtube or just writing this bug report, returning to the game, the frametimes look like this: this problem can be reproduced and happens many times during a play session every day, restarting the game is the only fix. on average, i restart 1-3 times per hour. just going to main menu and back into the galaxy does not work. it happens both on singleplayer and multiplayer. my specs: Windows 11 Pro Version 24H2 Build 26100.2894; 5900x 32GB RAM; 5700xt 8GB VRAM; AMD Adrenalin Pro 24.Q4 possible cause: >>> OpenGL <<< im eager to get help and provide more information if necessary. i am also willing to run a frametime analysis tool, if it even exists for OpenGL clientlog 2025-02-08 05-01-54.txt serverlog 2025-02-08 05-07-05.txt
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General Scenario presets have been added to free play settings Added a free play setting to set the minimum block size value for new galaxies You no longer have to edit server.ini directly We have extended the allowed values for the minimum block size limit Values can now be between 0.00001 and 0.01. This is only a lowest allowed value, it doesn't impact precision or bigger values. E.g. you can still build blocks with size 0.0125. Build Mode Added new highlight modes to show blocks that are smaller than the default and the server's minimum block size limit You can use these to verify your builds before publishing them to the workshop Added an info box in the bottom right corner which shows how many small blocks the current craft has Added a notice to the Saved Design Window and Workshop Upload Window if your craft contains tiny blocks The view settings button now pulsates slightly when there are active settings Bugfixes As usual we have a few bug fixes for you. Thank you everyone for reporting those pesky little buggers! [UBR] Added map context menu entry to remove death location marker [UBR] Fixed an issue where mission bulletin of Cover Retreat would show the wrong faction name [UBR] Fixed an issue where the mass constraint wasn't updated correctly in mission descriptions [UBR] Fixed an issue where escorting ships did send incorrect warnings when following their leader to another sector [UBR] Fixed an issue where turret group icons behaved like they were clicked while mouse pointer was not active, e.g. while flying and fighting
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Eyedropper Tool/Color search bar/Color Favorite Tagging
Gotin replied to enthnal's suggestion in Suggestions & Idea Voting
Sorry to bring this back from the dead but um, what about that color search function?? :P -
Multiplayer dedicated server - sector crash in fight.
Rymaca replied to HonorQ's topic in Troubleshooting
Did this issue appear again? Can you reproduce this reliably? In this case it would be very helpful if you could zip and share the galaxy your playing in with me. -
Attention, water park enthusiasts! Today marks the start of our Dev Diary for Aquapark Tycoon! We’ll take you behind the scenes and share exciting game development insights on a regular basis. Let’s dive into the heart of every water park: pools! Before we dive into that, we’ve got something exciting to share: the all-new look of Aquapark Tycoon! Over the past few months, we’ve been hard at work refining the game’s visual style. With this fresh design, we’re bringing a more immersive, lifelike atmosphere to your colorful water park. One of our main focuses was the color palette: gone are the overly bright hues. Instead, Aquapark Tycoon now shines in natural tones. Trees, plants, and grass have a more authentic, vibrant feel. We hope the new look makes you fall in love with your parks all over again! 🌴 Now, we’re making a splash with a closer look at how you can create pools in Aquapark Tycoon. Pools are the centerpiece of every water park, and we’ve ensured a wide range of pool types and customization options. From shallow children pools to wave pools, you’ll have everything you need to delight guests of all ages. So grab your pencils, jot down some ideas, and let’s dive into the art of pool building together! The Art of Pool Building In Aquapark Tycoon, guests have diverse preferences when it comes to pools. While some enjoy swimming laps in a sports pool, others are drawn to the thrill of wave pools or the fun of splash zones. Now, we’re excited to explore the construction feature in Aquapark Tycoon, which allows you to transform even the simplest pool into something extraordinary. Here’s how it works: You’ll begin with a basic square pool shape. If your budget allows, you can expand its length and width for a larger pool or keep it compact if resources are tight. Even this basic shape can be upgraded into something special, like a sports or wave pool. For the more creative builders, the sky’s the limit! You can experiment with rounded corners or mix circular and square shapes to design the wildest layouts. The key is that every new addition must connect to your basic pool. Let your imagination flow – your creations could look something like this: Get ready to make a splash with your unique pool designs! In Aquapark Tycoon, you have the freedom to design your water park exactly the way you want it. Whether you’re recreating a real-world park or building a completely unique aquatic adventure, the possibilities are endless. Customization begins with pool construction and extends to choosing equipment and shape, and even setting the depth of individual pools. This flexibility allows you to create safe, shallow areas for non-swimmers while offering deeper sections for experienced swimmers to enjoy. Your park’s success (and your profits!) depends on how well you fulfill your guests’ diverse needs: Sports pools for fitness fans, fun pools with thrilling attractions for the adventurous, wellness pools for those seeking relaxation. Your goal is to bring all these elements together into a water park that delights every visitor. In our next Dev Diary, we’ll check out how you can adapt pools to suit the various needs of your guests and reveal the exciting pool types you can look forward to in the game! We’d love to hear from you: What features or options would you like to see for pool construction in Aquapark Tycoon? Let us know in the comments! 🐙
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Multiplayer dedicated server - sector crash in fight.
HonorQ replied to HonorQ's topic in Troubleshooting
server has bad date :D It's +1 hour. Those logs was created at same time. -
Multiplayer dedicated server - sector crash in fight.
Rymaca replied to HonorQ's topic in Troubleshooting
The serverlog indicates a crash at 09:04 but the clientlog doesn't start until 09:32. I need the clientlog that is related to the serverlog. -
Multiplayer dedicated server - sector crash in fight.
HonorQ replied to HonorQ's topic in Troubleshooting
Helo. Logs in attachment. profiling_stats.txt serverlog 2025-01-22 08-30-46.txt clientlog 2025-01-22 09-32-06.txt -
Multiplayer dedicated server - sector crash in fight.
Rymaca replied to HonorQ's topic in Troubleshooting
Could you share the server and client log? And also this file "/AMP/avorion/565060/profiling_stats.txt"? -
Hello! I play with friend on Debian dedicated server using AMP. Most time when I use /status command I can see: 2 players online, in 2 sectors 2 players in memory, 2 registered 8 factions in memory, 96 registered 11 sectors in memory, 264 sectors in total Memory used by scripts: 794.37MB Sectors Updated: 11 avg. server load: 6.84% avg. update: 2 ms max. update: 4 ms min. update: 1 ms Wrote memory stats to "/AMP/avorion/565060/profiling_stats.txt" After 8 days of game, when my friend start battle with pirates, the sector where he is just hang and crash. In server log I can see: Warning: Sector (-64:141) is hanging and has not finished its update tick for over 30 seconds. To gather info, use /profile, or enable profiling in your server.ini and run /status. Thread 140573323286208 Received signal SIGUSR1 Thread 140573331678912 Received signal SIGUSR1 Thread 140573340071616 Received signal SIGUSR1 Thread 140573893695168 Received signal SIGUSR1 Thread 140573927265984 Received signal SIGUSR1 Thread 140573910480576 Received signal SIGUSR1 Thread 140574561625792 Received signal SIGUSR1 Thread 140574586803904 Received signal SIGUSR1 Thread 140574595196608 Received signal SIGUSR1 Thread 140574578411200 Received signal SIGUSR1 Thread 140574570018496 Received signal SIGUSR1 Thread 140573902087872 Received signal SIGUSR1 Thread 140575150737088 Received signal SIGUSR1 Thread 140573918873280 Received signal SIGUSR1 Thread 140574603589312 Received signal SIGUSR1 Thread 140574611982016 Received signal SIGUSR1 Thread 140575159129792 Received signal SIGUSR1 Thread 140573944051392 Received signal SIGUSR1 Thread 140575175309248 Received signal SIGUSR1 Thread 140573935658688 Received signal SIGUSR1 , sending stack trace Sending crash report ... Crash report sent successfully! He said, the game freeze when enemy destroy his shield. Next the sector crash and after ~30 sec he can fight again, and same situation happen (shield destroy - freeze - crash). After reboot same situation appear. Other sectors works normally. Is there any option to get more debug information?
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aliveSectorsPerAlliance - can we get a individual setting for Alliance active sectors. Being able to tune them separately would be great
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aliveSectorsPerAlliance - can we get a individual setting for Alliance active sectors. Being able to tune them separately would be great
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Game fails to launch, citing mods or outdated GPU drivers
nickmane replied to nickmane's topic in Troubleshooting
Today I downloaded driver for my sound card, and I can play this game with my sound card without crash and bugs -
The thing is that as a “non-programmer” I don't even have the tools to determine which of the 20 people is generating this error. I can only assume that this is the fault of not correctly configuring thread in the server settings, because there is no explanation of how to configure kernels (there are virtual kernels and physical kernels) in the description does not say which ones to configure in certain columns. Give me the tools to determine which sector this is happening in, or who this faction belongs to, or who is causing the error, then I can start working on figuring it out.
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Seems to be a complicated case. How large is the galaxy? Can you zip the galaxy, upload it somewhere (e.g. google drive) and send me the link via private message?
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In order to investigate this further, I need server logs from playsessions where this crash occurred. So far you have only sent me client logs. Server logs can be found in the folder of the galaxy you are playing on (%AppData%/Avorion/galaxies/...).
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Hello We have small server for friends running avorion server, and all works fine. But sometimes (mostly evenings) steam networking have huge lags, making playing impossible. So we decided to connect to server directly, and there problems start. I added --use-steam-networking 0 to server.sh, and disable all steam-related options in server.ini and server seems to start fine [root@mc avorion]# ./server.sh Enabled Traces: Avorion server 2.5.5 5d4d2f754247 running on AlmaLinux 9.5 (Teal Serval) starting up in "/root/.avorion/galaxies/avorion_galaxy" Version Hash: -7210734170771434761 CPU: AMD Ryzen 9 5950X 16-Core Processor 4 Cores RAM: 19.3GB The server will not be authenticated via Steam and won't show up in public server lists. WARNING: The fallback TCP/UDP protocols are deprecated and potentially UNSAFE! If you're running a dedicated server, this is HIGHLY discouraged! Use steam networking instead; Enable with --use-steam-networking 1 Starting RCON server...RCON server started. Port: 20515 ok Found 0 mods in "/root/.avorion/galaxies/avorion_galaxy/modconfig.lua". name: *** seed: *** port: 27000 password: yes max online players: 10 save interval: 600 broadcast interval: 5 max loaded sector time: 300 weak update: yes worker threads: 4 generator threads: 2 script background threads: 2 difficulty: Insane scenario: Normal tutorial: no collision: 1 access list: Blacklist multiplayer: yes vac secure: no listed: no steam networking: no send crash reports: yes Backup creation disabled. administrators: Warning: Your server does not have an administrator assigned. Commands file: /root/.avorion/galaxies/avorion_galaxy/commands.txt Initializing sector database... Initializing faction database... Starting up 4 worker threads... Starting up 2 script background threads... Loading groups... Loading script data... Galaxy initialized. Server startup complete. [root@mc avorion]# ss -ap | grep Avorion udp UNCONN 0 0 0.0.0.0:27000 0.0.0.0:* users:(("AvorionServer",pid=667401,fd=22)) udp UNCONN 0 0 0.0.0.0:27003 0.0.0.0:* users:(("AvorionServer",pid=667401,fd=26)) tcp LISTEN 0 128 *.*.*.*:20515 0.0.0.0:* users:(("AvorionServer",pid=667401,fd=10)) tcp LISTEN 0 128 0.0.0.0:27000 0.0.0.0:* users:(("AvorionServer",pid=667401,fd=15)) [root@mc avorion]# firewall-cmd --list-all public (active) target: default icmp-block-inversion: no interfaces: eth0 sources: services: cockpit dhcpv6-client ftp ssh ports: 25565/tcp 19132/udp 25565/udp 19133/udp 27000/tcp 27000/udp 27003/udp 27020/udp 27021/udp 27001/udp 27002/udp 27022/udp 27023/udp 27003/tcp 27001/tcp 27002/tcp 27020/tcp 27021/tcp 27022/tcp 27023/tcp 1194/udp 20515/tcp protocols: forward: yes masquerade: yes forward-ports: source-ports: icmp-blocks: rich rules: (i opened bunch of ports trying to solve problem) We see server online in the game, and password dialog appears if trying to connect But then After some investigations, found in client log: 2025-01-13 03-28-10| remote address: ip (*.*.*.*:27000), init: steam 2025-01-13 03-28-10| corrected port for connection from 27000 to 27003 2025-01-13 03-28-10| Steam Networking: Connecting to server at *.*.*.*:27003 and then 2025-01-13 03-29-13| Connection to *.*.*.*:27003 failed: Client TCP Error: Connect failed, Game client trying connect via steam network, changing port for some reason, and after all, obviously, cant connect to changed tcp port Trying turn steam to offline mode, autonomous mode, nothing changes. Any suggestions how to fix this?
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Game fails to launch, citing mods or outdated GPU drivers
nickmane replied to nickmane's topic in Troubleshooting
I solved this issue by changing the playback device... The problem was that your game doesn't support the Minifuse audio card driver. This issue should be resolved, as some players will have to either play without sound or reconnect it. I changed the playback device to Nvidia High Definition Audio.