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koonschi

Boxelware Team
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Posts posted by koonschi

  1. Patch 0.20.5

     

    Date: February 21st, 2019

     

    "We reverted yesterday's changes to captains from the previous version of this patch. We still want to make fleets somewhat more mid- and late-game focused, and mostly get exponential growth of mining fleets under control, but not at the cost of early game becoming a mindless grind."

     

    Gameplay

    • Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
      • Fighters approach their target slower and fly away later

    UI

    • Crew salaries are now visible as tooltips in Fleet Tab

    Bugfixes

    • Fixed an issue where mining fighters would generate less revenue without a player in the sector
    • Fixed an issue where Xsotan were not attacking
    • Fixed an issue with scrolling in quick selection

  2. Even though tick rates are reduced, mining lasers still fire in the same patterns as they did before, so your yield per minute should not vary.

     

    We've run quite some simulations now and cannot reproduce the problem that they stop mining. We've tried both simple miners with normal mining lasers as well as carriers that mine with nothing but fighters. In both cases, these ships ran perfectly fine over long periods of time, until all resources of the sector were exhausted.

     

    We did note that there were some discrepancies in income though, and those should be fixed in the next patch.

  3. Patch 0.20.4

     

    Date: February 12th, 2019

     

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    Pathfinding + Flying AI

    We improved the pathfinding and flying AI, so now ships will fly full speed and use boost whenever they safely can. They will also maneuver a lot smarter, for example through sectors with lots of objects like asteroid fields. Keep in mind that this will make the game harder, since you won't be able to run from enemies as easily as before!

     

    28b81dc7d33603d37674063782cea61170edc3c7.jpg

    Mining + Salvaging AI

    We added improvements to the AI for harvesting, ie. mining and salvaging. Before, this was done by the same AI that's responsible for attacking enemies, making mining look silly and be rather inefficient. We've now implemented a separate AI for harvesting, which will improve some behavior of miners and salvagers a lot.

     

    956cd4bdfa86a8d039fa9dcdf4b2396edb79a1ed.jpg

    Player Fleet Window

    We reworked the player fleet management window. Aside from obvious layout and overview improvements, it can now display every ship's plan so you can easily see which is which. You can also rename your ships in this window now, and it shows you what each ship is doing, and where it is - including a button to show you on the map.

     

    Inter-Sector-Communication

    This is one of the main reasons the update took so long and this technical background will probably mostly interest modders or other Avorion-tech-enthusiasts: We've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts of another sector. This wasn't possible at first, due to the asynchronous structure of the Avorion server and its simulation. But this will lead to a lot of great features, like...

     

    ec7a5998c78d6f9fffb3e328d0b2bb146029e474.jpg

    Remote Commands & Queues

    The above groundwork allowed us to do the following: Inter-Sector commands for ships! You can now command ships over the galaxy map even when they're not in the same sector as you. But that's not all: We're also adding command queues, so you'll be able to order your ships to fly to one sector, mine asteroids, trade goods or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well, so you can now have ships doing more complex things all over the galaxy.

     

    253f9fc26d32c372131e3388550764c08149b8e3.jpg

    Improved security and Modding

    VERY IMPORTANT INFORMATION FOR MODDERS AND SERVER ADMINS: We've added extra security for calling functions remotely, THIS WILL BREAK YOUR OLD MODS if you're using client-server remote invocations. Check out the patch notes for 0.20.0 for more details!

     

    More and More Improvements

    We added lots and lots of other improvements as well, including

     

    • Massive performance improvements while saving sectors
    • Map improvements (you can toggle various features of the map on/off)
    • Auto-reloading of torpedoes
    • Transporters for long-distance interaction with stations
    • Alliance map editing rules

     

    To see the full log of changes, check out the patchnotes below:

     

    Full Patchnotes

    You can find the full patchnotes posts here:

     

  4. Patch 0.20.4

     

    Date: February 6th, 2019

     

    This time the patchnotes aren't long, but all the more important!

    We could finally fix one pesky bug that's been with the game since the very beginning, and we finally managed to reproduce it!

    We also improved some issues with server performance when sectors with lots of activity or blocks were unloaded.

     

    We're also planning to set the update live to the default branch early next week!

     

    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'.

     

    Misc

    • Improved server performance a lot when sectors are being unloaded
      • This fixes some hangs that could take over 30 seconds and more

    Bugfixes

    • [uBR] Fixed an issue where ships would keep flying during loading screen, crashing into things
    • [uBR] Fixed an issue where craft portraits would contain messed up pictures on AMD

     

  5. Patch 0.20.3

     

    Date: January 16th, 2019

     

    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

    • Attacking ships check for free line of sight before firing (considering allies)
    • Ships without a player automatically comply after the timeout when investigated by an anti-smuggle ship
    • Improved AI while chasing (again)

    Bugfixes

    • Fixed an issue in search and rescue mission
    • Small performance improvements
    • Fixed some scripts changing the player's relations even if interacting as an alliance
    • Fixed a cash in trading stations
    • [uBR] Alliances are now correctly handled in pirate/xsotan attacks and smuggler fight
    • Fixed a crash for objects that are being pushed away by stations

  6. Patch 0.20.3

     

    Date: January 8th, 2019

     

    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

    • Improved flight behavior of ships while chasing
    • Removed PDCs from MAD science lab

    UI

    • Map can now toggle displaying of wormhole and gate routes
    • Turrets and upgrades can now be displayed in ship overview as well
    • Added a new tip for players not to invest all resources into their first ship

    Scripting API

    • Added missing functions for blueprints in script hangar
    • Implemented conversion and comparison of vectors (vec2, vec3, etc.)
      • Allows conversion from/to another vector
      • Allows comparison with == between two vectors

      [*]Added properties to ship infos to check if it can pass rifts

      [*]Added a functionality to Galaxy and Entity to check if hyperspace jumps from A to B are possible

    Bugfixes

     

    "Fixes marked with [uBR] are user bug reports. Thanks for reporting and keep it up! We also improved debug logging to better find errors in the future without you having to report them."

    • Fixed a crash in reading order info in strategy state
    • [uBR] Fixed craft portraits not updating when ships change
    • [uBR] Fixed missing escort icon
    • Fixed duplicated weapon name in german translation
    • Fixed an issue where servers would reload all sectors from disk after a server-wide save
    • Fixed an issue where deadlocks weren't printed as they are supposed to
    • [uBR] Fixed a hang in server
    • Selected object is now correctly reset when AI enters aggressive state
    • [uBR] Fixed an issue where jump orders over rifts would not cause an error
    • Fixed an issue where the repair brush couldn't reconstruct hologram blocks

  7. Posting the reply from another thread to keep you guys updated: I found the issue and the fix will go live with the next update.

     

    The issue is a deadlock in a reworked callback system we introduced for map command feedback. Whenever some stats of ships change, a callback is sent and there was a chance for a deadlock in those. I actually only managed to reliably reproduce it while looking at another issue I saw when I was testing MRT's save.

     

    The hang is not related to antismuggle, the ivec3 issue, weakupdate, mods, tracing, AI Faction with index 0, or invoking "exists" in "".

    It's actually completely random due to parallel execution and in a completely different subsystem.

  8. The issue is a deadlock in a reworked callback system we introduced for map command feedback. Whenever some stats of ships change, a callback is sent and there was a chance for a deadlock in those. I actually only managed to reliably reproduce it while looking at another issue I saw when I was testing your save.

     

    The hang is not related to antismuggle, the ivec3 issue, weakupdate, your mod, tracing, AI Faction with index 0, or invoking "exists" in "".

    It's actually completely random due to parallel execution and in a completely different subsystem.

  9. 2019-01-03 06-57-03| error constructing ivec3: not enough arguments, expected a value of type 'int' at stack position 3 at 
    2019-01-03 06-57-03| stack traceback:
    2019-01-03 06-57-03|     [C]:-1: in function ivec3
    2019-01-03 06-57-03|     data/scripts/entity/ai/dock.lua:87: in function flyToDock
    2019-01-03 06-57-03|     data/scripts/entity/ai/trade.lua:81: in function updateServerAI
    2019-01-03 06-57-03|     data/scripts/entity/merchants/tradeship.lua:63: in function ?
    

    This is definitely an error, but not one that can even remotely cause hangs of this magnitude. I resolved this one and could still reproduce the hang thanks to your save. I'm looking more into it.

     

    Edit: Found the issue! Hooray! Will be fixed in the next update.

  10. The log you posted can't be from a session where it deadlocked, there are lines indicating the server shut down successfully. So no infinite loop. Just because a line is repeated in a trace log doesn't mean it's just meaningless looping.

     

    I also can't find any indication for a real hang in the log because the server shows lots of different output, especially for scripts.

    My best guess is that there is a big performance issue on this server.

     

    Please post the logs from a session where it hanged or tell me in which line (or time) it hanged.

  11. Out of curiosity, if dumb question, my bad, but have you guys done so with "weakupdate=false" on a dedicated server?

    Haven't tried that yet, and I can only seriously, seriously discourage you from doing so if you want reliable server performance. Please reenable weak updates and report if it still happens.

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