Jump to content

koonschi

Boxelware Team
  • Posts

    1772
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by koonschi

  1. That ping is also actually a lot higher. Please enable profiling in your server.ini and type /status into chat, the server will then print stats about performance. I also need detailed information about your system and the servers system, what CPU do you have, what operating system, ram, etc. Everything you can give me.
  2. What exact version are you on, the rolled back one 0.16.5 or the beta 0.16.6?
  3. Working on fixing the crashes.
  4. Patch 0.16.6 Date: March 29th, 2018 In this patch we've fixed an issue with torpedoes that has been affecting several players: Tunneling. In some cases, it was possible that torpedoes were tunneling shots - that essentially means they were moving so fast that from one frame to another, they "skipped over" PDC shots, resulting in them not colliding with these shots. This behavior is now fixed and torpedos should get hit by PDCs correctly, no matter how fast they're going. We've also added some tips to the loading screen on how to best defend your ship against torpedoes. As a general tip: Don't fly around too crazily if you want your PDCs to hit torpedoes. While they have a high turning rate, they still have to aim, and lots of orientation changing through turning will make it harder for them to hit torpedoes - so try to avoid that. Flying around also causes torpedoes to start flying in curves, making them harder to hit for your PDCs. General Improved performance of threaded calculations UI Added loading screen tips for defending against torpedoes Bugfixes Improved tunneling of torpedoes when shooting at them [uBR] Fixed an issue where enemy ships could spawn with empty shields [uBR] Fixed several issues that led to bad performance
  5. To those that have the issue of their PDCs not being able to take down torpedoes, what exactly happened? I've never run into the issue, so I need more information as this is clearly not intended, especially when you have lots of PDCs. What do your PDCs look like, where in the galaxy did this happen (for torpedo tech level)? Did the torpedo come straight at you or flying a curve? Did you fly around and if yes, how fast?
  6. Torpedo damage is very much affected by difficulty. No, max HP stays the same. This is one of the reasons behind why you can't edit a damaged ship, amongst other things. You'd also see ship HP bars going up again if that was the case (had an experimental build in very early times that did that, it didn't feel very good).
  7. Got it, can you tell me exactly what happens again? What do you see? Are you in game or are you still on the loading screen when you try to connect? There's definitely networking connectivity issues involved, you should check if your server isn't behind a firewall or in a DMZ or something like that. Because for some reason, the client thinks it's not properly connected to the server, resulting in those messages.
  8. Patch 0.16.6 Date: March 28th, 2018 We've heard your feedback after setting torpedoes live on the default branch, and one of the biggest complaints is that torpedoes can wrecks ships hard, especially the shield-penetrating ones. We're adding a few countermeasures for you in this patch, and we're also trying to create more trade-offs so that combat stays interesting in the end. There's some explaining to do here. Torpedoes have a high potential to damage your ship's hull. When your blocks start breaking off, your ship's stats go down - crew dies, energy levels sink, etc. While this can be a great tactical move, it can also be very frustrating, especially early game, when your ship becomes unmaneuverable due to a lucky hit by the AI or your turrets get shot off immediately. This can lead to an unrecoverable downward spiral during combat, making fights unfun and frustrating as long as you don't have shields. We've got a few changes in this patch to improve this behavior. First off, we're buffing integrity fields. Second, we're adding a system where blocks won't be immediately blown off, to ensure that you get a fighting chance while taking damage. In order to understand why we're doing what we're doing, here's some explanation on how damage in Avorion actually works. Each block has its own HP, which is a threshold until it breaks, which is normally its HP that it contributes to the ship (with several exceptions, but we're not going into too much detail here. For example, inner blocks have a higher break threshold to make intricate ship designs combat-viable and to make designing more fun). Damage to blocks is ALSO directed to the normal HP of a ship (health bar). What integrity fields do, is reduce the damage that a block itself takes, so it takes longer to break, while damage to your durability stays the same. With this patch, we're doubling damage reduction to block HP through integrity fields, and blocks protected by integrity fields also only send 50% of the damage taken to the ship's HP, instead of 100%. We're also adding another major change: Blocks on PLAYER owned ships (not NPCs!) that take damage start breaking only after a certain threshold of ship HP is reached, based on difficulty. For example, on "Normal" difficulty, this threshold is 40%, so your ship's blocks only start breaking after your ship has 40% or less health. In total, this should make fighting without shields and taking hull damage a lot less punishing and combat more fun. Gameplay Implemented an upgrade that makes shields impenetrable This upgrade redirects shield durability to make shields impenetrable, except for collision damage This upgrade also increases the time that shields take to recharge after a hit by a lot Balancing Increased break-damage reduction for blocks from integrity fields from 90% to 95% Blocks can now take double the damage before they break [*]Ship damage from integrity-protected blocks reduced by 50% Shot hits to blocks protected by integrity fields will only cause 50% damage to your ship's durability [*]Blocks start to break on ships only after the ship's durability has been lowered to a certain point This threshold scales by difficulty: Beginner: Threshold is 0%: Your blocks will never break. Easy: Treshold is 20%: Your blocks will start to break once your ship hits 20% or less HP. Normal: Treshold is 40% Veteran: Treshold is 60% Difficult: Treshold is 80% Hard & Insane: Treshold is 100%: Blocks will start breaking immediately (pre-patch behavior) [*]Increased time that shields have to take to start recharging after the last hit from 10 seconds to 30 seconds This was actually an oversight of ours and one of the reasons why shields are so strong. We upped recharge time to what we actually had in mind while designing shields to make it a little harder to continuously fight even with strong shields. Bugfixes [uBR] Fixed shield penetration not working [uBR] Fixed several performance issues which might have led to players experiencing weapons not dealing damage To all those who had this issue: Please try if this makes it work, if not, report back to us! We're taking this very seriously!
  9. 0.16.5 - Combat Update I Date: March 26th, 2018 These are the full patchnotes for the combat update, since the last major update on the default branch. These include all changes from the beta branch, although we didn't list changes that only affected the beta branch, such as fixes for bugs that were introduced to the beta branch or balancing that happened on the beta branch. Gameplay "You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Random dialogs popping up were quite the nuisance, we've improved this behavoir and added a hailing system where players can decide to answer calls or just reject them - with consequences though." Added a "Switch to Sector" command that lets a player switch to several sectors on the map Players can now switch sectors to their own ships, alliance ships and *online* group members [*]Increased refresh rate (and thus accuracy) of turrets [*]Added a "Defensive" mode for independent targeting turrets Turrets in "Defensive" mode prefer torpedoes and fighters over other ships The current ship stays where it is, only the player moves [*]Added a Search and Rescue mission event [*]Added a bulletin board mission to explore a sector [*]Added an upgrade that increases pickup range of loot [*]Stations now have upgrade slots [*]Ships of disbanded alliances can now be claimed by everybody [*]Turret and system upgrade loot now only despawn when there is no player in the sector [*]Fighters whose mothership got destroyed can now be commanded by all ships of the same faction [*]Implemented passing of time for resource depots when they are loaded from disk [*]Implemented passing of time for shipyards when they are loaded from disk [*]Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly [*]Added a hailing system where players can decide to accept a dialog or not [*]Adventurer hails instead of popping up a dialog [*]Anti-Smuggle ships start hailing before popping up a dialog [*]Added basics for usable items Usable, scripted items are now possible Usable items can be used with Double-Click or Right-Click [*]Added a new usable item: Energy Signature Suppressor Energy Signature Suppressors can be used to shield a sector's energy signatures Sectors which's energy signatures are shielded won't be attacked by persecutors Suppressors are active for 10 hours of playtime Suppressors can be bought at NEWLY GENERATED Equipment Docks Point Defense Chaingun/Laser (PDC/PDL) "Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!" Added Point Defense Chainguns as a new weapon Extremely fast turning speed Very high fire rate Non-scaling damage with tech level Medium range Always independent targeting Added Point Defense Lasers Point Defense Lasers behave similar to Point Defense Chainguns but are more accurate Point Defense Lasers only turn up closer to the galaxy core Anti-Fighter Cannon (AFC) "Specialized to fighters, especially in close-range combat." Added Anti-Fighter Cannons as a new weapon Very fast turning speed Shoots projectiles that explode near the target and deal AOE damage Lower reach than normal weapons Deals fragment damage that's more effective vs. fighters and torpedoes Always independent targeting Torpedoes "This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here." Added Torpedoes Torpedoes are always-seeking one-shot weapons that deal massive damage Torpedoes must be bought at an Equipment Dock (looting them is planned) Torpedoes are made up of a body and warhead Torpedo body determines flight properties Torpedo warhead determines damage, shield penetration and the like [*]Added a torpedo launcher block that launches torpedoes [*]Added a torpedo storage block for storing torpedoes [*]Each torpedo launcher block adds a new torpedo shaft to your ship [*]Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets Material of torpedo shafts determines how many torpedoes it can hold Torpedo shafts have to be assigned to a weapon group in order to work! [*]If a torpedo barely misses its target, it will still explode and deal half damage Turret Scaling "Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!" Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots 2 slot turret: 2x damage, 115% reach 3 slot turret: 3x damage, 130% reach 4 slot turret: 4x damage, 145% reach etc. [*]Maximum scaling depends on the kind of turret (example: PDCs never scale) [*]Turret rotation speed decreases with size [*]Turrets can now use up more than one slot Enemy Specialization "In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range." Enemies are now more specialized and some will carry torpedoes Defender (untouched): Stronger ship that spawns in normal sectors, to defend it Carrier: Carries fighter squads, anti-fighter weaponry Military Ship (untouched): Default ship with armed turrets Torpedo Boat: Attack ship that carries normal torpedoes Disruptor: Shield breaking or penetrating ship, can carry torpedoes CIWS: Anti-Fighter, Anti-Torpedo weaponry Persecutor: Strong attack ship with advanced torpedoes Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes Artillery Ship: Long range weapons and torpedoes [*]Added icons for specialization of enemies [*]Added icons for military ships and civil ships [*]Pirates have ship classes as well now Weapon Specialization "We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes." Kinetic Weapons' main purpose is to do damage to hull Ranges from low to high: Chaingun, Bolter, Railgun General behavior of these remains unchanged [*]Disruptor Weapons' main purpose is to deal massive damage to shields Ranges from low to high: Tesla, Plasma, Lightning Range of Tesla Weapons has been increased Range of Lightning guns has been massively increased and their accurancy improved [*]Artillery Weapons do mixed damage from very high range Ranges from low to high: Cannon, Rocket Launcher General behavior of these remains unchanged [*]Defensive Weapons are meant for defense against torpedoes and fighters Anti-Fighter Cannon (see above) Point Defense Chaingun (see above) [*]Special Weapons: Laser: Mid Range, 100% accuracy Pulse Cannon: Mid Range, shield penetration The general behavior of these remains unchanged [*]Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time [*]Mid ranged weapons have average damage, medium turning speed and can fire for some time [*]Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly [*]Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged Further Balancing "We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships." Turrets can no longer be built on holo blocks Headhunters now spawn as persecutors with torpedoes More pirates and more different pirates are being spawned now Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons Persecutors are disabled for Beginner difficulty [*]Reduced price of reconstruction site setting by 50% [*]Reduced artificial jump calculation time by 50% Note: Jump calculation time masks sector generation time - So it's very possible that on busy servers your calculation time may still be high. Server Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game Chat messages that are sent with the /say command (and others) have their own message type and stand out more Added a config option to enable invincibility for player ships when players log out This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds [*]Added a /difficulty command to change the difficulty of the server Client & UI Added a builk assign/unassign/dismiss UI for crews Improved layout of trade invite window Increased amount of time radar blips are visible on the map Gate and wormhole lines to undiscovered sectors are faded out Reduced maximum intensity of bloom New inventory items are set to non-recent on mouseover, not click Improved hit feedback (damage numbers) Hit feedback displays dodges of fighters as well Added dps, shots until overheating weapons for overheating weapons to tooltips Added block penetration of railguns to tooltips Added description for no shield damage to tooltips Improved overview of crew salary in ship tabs Salary is displayed by default Salary is yellow when due [*]Added a "Press T to Enter" text when approaching a ship that can be flown [*]Added scrolling for ComboBox [*]Added numbers to different corner blocks to tell them apart by name [*]Increased visibility of turret overheating displayer [*]Added icons for home sector and reconstruction site [*]Added multi-key (Ctrl-F, etc.) key assignments [*]Improved layout of controll settings window [*]Added hotkeys for fighter commands [*]Turrets no longer lose their favorite or trash marker when built onto a ship [*]Added a combo box for the ingame game menu to change difficulty Only in singleplayer or when you have the correct permissions on the server [*]Added borders to dropdown menus of UIComboBox [*]Added a pause key [*]Added a warning window for applying ship plans with large block counts [*]Added context menus for right-click on inventory items Mailing items can be done with RMB now Destroying items can be done with RMB now Misc Improved logging when a crash happens Improved description clarity of "All Turrets" turret upgrade Added community localization for Turkish Thanks Corviuse for your hard work on the translation! [*]Added more debug logging output Threads print out what they were last doing on crash and where (sector) Threads print out when they're started and stopped [*]Chat window now prints messages to the console Scripting API "We're taking the first steps towards a more modular modding API and dynamic mod loading." Improved and added missing documentation of several callbacks Added getCurrentLanguage() function to client API Added a new ServerInformation chat message type Added torpedoes to API Implemented init.lua scripts for player, entity and sector Removed sector.lua script and moved its contents to init.lua scripts Fixed addScriptOnce() function so it works when scripts aren't initialized yet Implemented a script callback "onEntityJump" for when entities jump Added a "transferEntity" function to Galaxy to easily move entities between sectors GameSettings class is now available on both client and server Difficulty enum is now available on both client and server Added script callbacks for torpedo launcher events A new script template type for usable items was introduced Bugfixes "As usual, user bug reports are marked with [uBR]. Thank you everybody for reporting and keep it up!" [uBR] Fixed an issue in whisp command for names with spaces [uBR] Fixed several issues with hangar visuals [uBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station [uBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection Fixed swapped line in screenshots [uBR] Fixed several issues with spelling and typos [uBR] Fixed an issue where wormholes to non-passable sectors could be created [uBR] Fixed an issue where energy system would load battery with too high speeds [uBR] Fixed an issue where the sun could shine through planets [uBR] Fixed an issue where keybindings for mirroring were not taken from the config [uBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad [uBR] Fixed an issue where buttons of hint windows could be placed outside the game window [uBR] Fixed an issue where energy weapons fired even when disabled in energy tab [uBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships [uBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches [uBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit [uBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen [uBR] Fixed an issue that lead to one-way gates from start sector [uBR] Fixed an issue where the turret factory ui showed stolen goods Fixed an issue where the building stats UI started off at the wrong position [uBR] Fixed an issue that lead fighters without motherships to attack gates [uBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly [uBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership [uBR] Fixed an issue where action music wasn't triggered for players in alliance ships [uBR] Fixed an issue where turrets could be placed on hangar openings [uBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP" [uBR] Fixed an issue when building two ships with the same name in a shipyard [uBR] Fixed an issue where players in alliance ships didn't get some achievements [uBR] Fixed an issue where player-owned stations could be exploited [uBR] Fixed an issue where players and alliances could exploit stations Fixed an issue where pulse conservation wasn't considered correctly when building [uBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart [uBR] Fixed an issue where ingredients would get reset in turret factory after building a turret [uBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!) [uBR] Fixed non-existing ship styles at alliance shipyards Note: This only affects new alliances [*][uBR] Fixed an issue that caused one-way gates [*][uBR] Fixed an issue where the order of stations in the station founder gui wasn't stable [*]Fixed several client-sided crashes [*][uBR] Fixed an issue where wreckages in a stationwreckage sector had an active deletion timer [*][uBR] Fixed an issue where bonus stats in a turret factory would change when transferring it to the alliance [*][uBR] Fixed a crash when resolving intersections between entities [*][uBR] Fixed an issue that led to hangars and torpedo launchers not being restored after server crashes [*][uBR] Fixed an issue that led to crashes when deleting a selection of blocks while mirroring is enabled
  10. Can you still write chat messages when this happens? Do you see your chat messages after sending them?
  11. Thanks for the report, the crash is fixed and the fix will be live with the next update!
  12. How large is your upstream? This looks a lot like network connectivity issues.
  13. Update: Can confirm the bug, a fix is on the way. Thanks for reporting!
  14. Thanks for the post, I'll look into it. We haven't changed hangars or the interaction menu at all though, so I don't see what would cause the issue. I haven't been able to check myself because I'm not in the office yet. Please post server and client logs from when this happened and provide a clear description of what you did exactly and when it broke so that can reproduce the problem.
  15. Yeah so something definitely went terribly wrong here... Let's forget that happened. Ahem. I fixed it.
  16. Patch 0.16.4 Date: March 19th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Added basics for usable items Usable, scripted items are now possible Usable items can be used with Double-Click or Right-Click [*]Added a new usable item: Energy Signature Suppressor Energy Signature Suppressors can be used to shield a sector's energy signatures Sectors which's energy signatures are shielded won't be attacked by persecutors Suppressors are active for 10 hours of playtime Suppressors can be bought at NEWLY GENERATED Equipment Docks UI Added a warning window for applying ship plans with large block counts Added context menus for right-click on inventory items Mailing items can be done with RMB now Destroying items can be done with RMB now Scripting API A new script template type for usable items was introduced Bugfixes [uBR] Fixed an issue that led to crashes when deleting a selection of blocks while mirroring is enabled [uBR] Fixed an issue that led to torpedo tab crashing the game Edit: Whoops, something definitely went wrong here - fixed now! Ahem... Edit: Hotfixes 20-03-2018 [uBR] Fixed an issue that led to transfer fighters menu breaking due to bad mouseover event [uBR] Persecutor follow-up dialog is now chat messages and no longer a dialog Added sound for incoming hail
  17. That sounds extremely strange. Did you change anything in your system? Virus scanner, firewall, updates, graphics drivers, anything? The 0.16.3 version doesn't have any new things compared to the old one that could even remotely lead to such issues. A client log from when these hangups happen would also be very useful.
  18. Thanks, can you describe when EXACTLY all these hangs happen? What action do you do, how long are the hangs, etc?
  19. These behaviors are related to database corruptions, which we fixed with the latest update on the beta branch, but sadly, we can't fix previously corrupted saves so those that have been wrongly loaded are saved wrongly and there's no way for us to undo these cases - sorry! For newly saved sectors and players these errors should be gone.
  20. This sounds like something is taking very long while loading and makes the window unresponsive. The fact that you didn't encounter it before the beta branch is most likely pure luck if you encounter it now that you downgraded again. Can you please post your system specs?
  21. What you've attached is the console output, I need the logfile from your ~/.avorion/galaxies/[your galaxy] folder.
  22. Do you have a server log from when this happened? Applying an 8 blocks build should be done immediately, there's definitely something else going on then. Does it work when you start a different server?
  23. If this is what I think it is, then it will be persistent over all servers, no matter the version - the build you're trying to apply is simply too complex (ie. too many blocks). How many blocks does it have, and do you have a link to the build in the steam forum? You should be able to just wait it out in theory, the server might just take some time. And you can't use anything any more because the server doesn't respond for you because it's currently processing the build you've tried to upload (all builds you apply have to be uploaded first). We'll add a few more warnings and safeguards in order to make this behavior clearer.
  24. Yes, sorry for not answering, this is it. We're looking into it.
×
×
  • Create New...