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Laserzwei

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Everything posted by Laserzwei

  1. I think I have a good use for that ;) This bug still exists: http://www.avorion.net/forum/index.php/topic,3526.0.html Thank you for updating this wonderful game!
  2. if you modify the turretgenerator.lua it will affect all new weapons in the galaxy.
  3. You want to have a look in the API for FighterTemplate to get an overview of what is theoretically possible to achieve. /data/scripts/lib/fightergenerator.lua does most of the ingame related fighter-stuff. /data/scripts/lib/story/xsotan.lua and /data/scripts/lib/shipgenerator.lua utilize fightergenerator.lua
  4. data/scripts/lib/turretgenerator.lua contains the ingame generation for turrets and weapons. The API has these "common Objects": Weapon TurretTamplate InventoryTurret I made a small proof of concept mod myself a while ago: OWP
  5. The Problem still persists in version [8543]. The error logs look exactly the same.
  6. With every crash I get the windows popup: "AvorionServer.exe has stopped working". When using the ingame dedicated server I can click start shortly after I clicked the popup away. 1) could be related to using windows symlinks to make folders apppear on different harddrives? The "folder" "C:\...\Roaming\Avorion\galaxies\" is actually a Link to the Folder "D:\Avorion\Client\galaxies\". C:\ is an SSD which I don't want to stress too much, therefore I use the HDD D:\ 2)My steamusername is only lowercase letters and my Win username is only uppercase letters- no numbers, no overlength, no special characters, not even ä,ö,ü 3) doesn't change the outcome. I never experienced this bug before the patch and didn't change anything with my setup(neither names, folders, installation locations, etc.)
  7. you could convert your array to a single string and store it in a global variable.
  8. I did a test as follows: 1. start the server(with old player.dat)-> crash 2. remove player.dat before next start. -> no crash 3. close server without joining and restart -> no crash 4. join the server close it and restart -> crash Most interesting logfile-lines: logs attached. I did a different test before the update: As I've mentioned I also use the steamcmd standalone server and the very same savegame works there without any problems. I copied over the AvorionServer.exe from the Avorion installation folder into the standalone server one and it still worked perfectly. Im using the following for startup: --datapath "D:\Avorion\Server\Galaxies" --galaxy-name dedicated_server --admin my-steamID Now I changed the datapath to "C:\Users\name\AppData\Roaming\Avorion\galaxies" and it printed me the following in the command console: logs.zip
  9. It reliably crashes. 100% if a player.dat.~ is in the /players/ folder. If I delete the player.dat files, then the server starts up fine. I attached the player.dat.[0-3]. From a test where I joined the server, left the server and rejoined, before quitting the server as well as the server log. serverlog.zip player_dat.zip
  10. using the dedicated server option from within the game (I never used it before :) ) has the same result as using the singleplayer menu. However I was able to add the "-t all" option. The alliances folder of the savegame is empty btw. Logs attached Edit 2: creating a new galaxy, not joining it, stopping server, closing client, and (re-)starting server works without crashes. When I join the server and leave it crashes. Deleting the player data "fixes" it until the server restarts. The very same galaxy works 100% fine with the steam(cmd) dedicated server-which I previously just called "dedicated server". (The logs of Edit 2 are not attached) Conclusion: 1) The steamdedicated Server is more tolerant to wrong(in every shape this word might bend) playerdata, than the internal dedicated server. 2) The later might produce corrupted playerdata. logs.zip
  11. When I start the galaxy with a dedicated server it's all fine. Loading the same galaxy in singleplayer crashes.(It was created as singleplayermap in the first place.) I honestly have no Idea how to apply the "-t all" option in such a way that it affects the AvorionServer.exe when starting a singleplayer game.
  12. Until now I did not test it on a dedicated server- it was all singleplayer. I did some further testing: , where I made a new galaxy where I explored some systems build my own ship and then reentered as described in 3, with the same result. , whereI updated my private dedicated server and it ran the world without problems- including restarts, login etc. , where I tested it next on a new galaxy, but this time with the steam command options "t -all", sadly again the same result. attached are the clientlog and the creation- and crashLog of the server, from the last test; both server logs seem not to provide any new information. 1client_2server_Log.zip
  13. When I try to load a galaxy saved in 0.12r8487( and up to r8618). I get the infamous executable has stopped working: Steps to reproduce: 1. Create a new Galaxy 2. Play in it for a small amount of time(I did not test anything longer than 5min and did not change sectors) 3. Exit Galaxy, let it save, don't close the game, and reload 4. AvorionServer.exe stopped working. Serverlog: 2017-06-14 12-14-26| Enabled Traces: 2017-06-14 12-14-26| Avorion server Beta 0.12 r8487 running on Windows 7 starting up in "C:\Users\<name>\AppData\Roaming\Avorion\galaxies\galaxyT" 2017-06-14 12-14-26| CPU: GenuineIntel 8 Cores 2017-06-14 12-14-26| RAM: 16GB 2017-06-14 12-14-26| name: my Server 2017-06-14 12-14-26| seed: 1gjcxBV9tz 2017-06-14 12-14-26| port: 27000 2017-06-14 12-14-26| max online players: 10 2017-06-14 12-14-26| save interval: 600 2017-06-14 12-14-26| broadcast interval: 5 2017-06-14 12-14-26| max loaded sector time: 300 2017-06-14 12-14-26| weak update: yes 2017-06-14 12-14-26| worker threads: 7 2017-06-14 12-14-26| generator threads: 2 2017-06-14 12-14-26| difficulty: Normal 2017-06-14 12-14-26| infiniteResources: no 2017-06-14 12-14-26| collision: 1 2017-06-14 12-14-26| access list: Blacklist 2017-06-14 12-14-26| public: no 2017-06-14 12-14-26| authentication: no 2017-06-14 12-14-26| listed: no 2017-06-14 12-14-26| steam networking: yes 2017-06-14 12-14-26| server will exit once all admins logged out. 2017-06-14 12-14-26| administrators: 'admin' 2017-06-14 12-14-26| Initializing sector database... 2017-06-14 12-14-26| Initializing faction database... 2017-06-14 12-14-26| No mods used. The savegamefolder is linked via mklink savegame: savegame Note: I removed personal data (Windows user account, steam name, steamID) Most likely related to: http://www.avorion.net/forum/index.php/topic,3519.0.html
  14. It will be able to handle it on the simulation side. Depending on the size( size of the geometry!) of the complex you might experience lower framerates-the same way any very detailed ship/station will do so. You should definately have a look into the "known issues" on the frontpage (especially the 15 goods in either a buy/sell list).
  15. data/scripts/entity/stationfounder.lua line 377 add: (it should be empty) station:addScript("data/scripts/entity/complexManager.lua")
  16. You can find the documentation for the modding interfaces here: The methods you want to use for resource payment are: player.canPayResource(MaterialType.Iron, 50000) player.payResource(MaterialType.Iron, 50000) They are inherited from the Faction Class. iirc the classes of a factory are soley dependant on how many different resources they take in. The size does not change for playerbuild factories.
  17. If the mod doesn't tell you that it is activated, then the mod is not working! That is why I designed the message to be annoying- so everybody gets to know something is wrong. Please send me your server- and client-Log, so I can see what circumstances lead to this message. They are located in (Windows): %appdata%/roaming/Avorion/clientlog yyyy-mm-dd hh:mm:ss.txt %appdata%/roaming/Avorion/galaxies/<your galaxy name>/serverlog yyyy-mm-dd hh-mm-ss.txt
  18. I have sent you a PM. You can always PM me with possible bugs or installation issues. i have this problem too(( Crispy never answered me, so I have no idea if the problem persists.(I didn't get contacted about it either.) Make sure you have installed the mod correctly: Installation Guide Singleplayer: Extract the "data"-folder in the zip file into your <installdir>\Avorion\data Folder. If ther is a folder called "data within <installdir>\Avorion\data you did it wrong :-[. Leave the "client" folder untouched. Server-Owner/-hoster: Extract the "data"-folder in the zip file into your <installdir>\Server\data Folder. <installdir>\Server\ should contain server.bat and launcher.bat. Then you're in the correct directory. If ther is a folder called "data within <installdir>\Server\data you did it wrong :-[. Leave the "client" folder untouched. Client: You don't want to use this mod in Singleplayer, but your friends play it on a server? You also fear it will interfere with the other awesome mod you found on the forum? Your Calls have been heard! Go into the Client folder. There is also a folder called "data". Extract THIS "data"-folder into your <installdir>\Avorion\data Folder. If you are asked to replace server.lua or claim.lua you did not choose the data folder within the client folder. If ther is a folder called "data within <installdir>\Avorion\data you did it wrong :-[. * You may only follow one of the guides above. There are circumstances where: might be shown even though it gets later activated. If it at some point shows: You can ignore all previous warnings!
  19. iirc every script that runs on an Entity will call the update(timestep) method every gametick- if there is no update method it simply gets skipped. So once an update method is inserted into the code it should be called.
  20. You can use the same key for different stations. But don't use the same key for different kinds of statboni on the same entity. Simple Math: local key = 666 station:removeBonus(key) local volume = station.volume -- also possible Entity().mass local turretNum = math.min(volume / 1e7, 12) if turretNum > 0 then station:addKeyedAbsoluteBias(StatsBonuses.ArbitraryTurrets, key, turretNum) end where key can be any number. 1e7 is short for 10^7 = 10,000,000. math. min selects values smaller or equal to 12. The if is to prevent adding an uneccessary bonus, if zero turrets would be added.
  21. I added this exact functionality in my Complexes Mod. You can use it as a reference. Everything related to it is in /entity/complexManager.lua. (However: Most of the code in it has nothing to do with adding turrets-for obvious reasons ;D). What you want is to use one of these Methods from the Entity()-Object (in your case your station): function var addBaseMultiplier(int type, float factor) function var addMultiplier(int type, float factor) function var addMultiplyableBias(int type, float factor) function var addAbsoluteBias(int type, float factor) function var addKeyedBaseMultiplier(int type, int key, float factor) function var addKeyedMultiplier(int type, int key, float factor) function var addKeyedMultiplyableBias(int type, int key, float factor) function var addKeyedAbsoluteBias(int type, int key, float factor) function removeBonus(int key) where type is an enum StatsBonuses. and one of these: ArbitraryTurrets UnarmedTurrets ArmedTurrets You have to renew the statbonus whenever the sector is loaded(including a restart of the game). Happy modding!
  22. OOSP support is definitely planned! Sadly finding an algorithm that can simulate big complexes( 60+ Stations) over 120,000 Cycles ( =3 weeks) in a way that doesn't make the CPU cry (50ms is the absolute max. amount of time I am willing to dedicate to this task. I am aiming for 20ms) is not exactly an easy task.
  23. There is not a single message from the complex mod. (They all start with [CPX3]) However this here is interesting: What mod uses "asm_UpdateTick"?- I can't remember having it seen before.
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