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w00zla

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Everything posted by w00zla

  1. Hey guys, I really want to rewrite the mod for the current gamestate and maybe repurpose its features (that could even mean take out stuff for what vanilla already does) , BUT there are several issues for me at the moment: not enough freetime for developing mods the rewrite WILL take a lot of time (I also want to integrate Move-UI) too many game updates which from time to time break mod features One feature I really like about the mod (and which has not been published yet) is the selection of ships, groups and their commands directly via the HUD 8) but some general issues prevented me from releasing the new mod version. And with the improvement of the vanilla GUI widgets I also hope to break the current group and ship-per-group limits (its only a usability limit, nothing technical)! You see, much to do but little to no time for it :-\ I would really appreciate if someone would help me updating the mod or even completly overtake its development, since it will be longer until I have time again for modding !!
  2. As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon). Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance! i am the alliance leader and i checked i do have fly ships rights. currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works. thanks for the quick response., ok put it back on this morning and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW new ships i create don't appear to take any orders,. old ones seem fine i can change their orders. so rolling it back out to carry one playing. is there any other info i can provide. Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace. Execution Context (inner to outer): #0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"': data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value) stack traceback: data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts' data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips' data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171> ah, you mean you can not see youralliance ships ;) that error is rather strange, I need to troubleshoot it further before I can give you any advice or deliver a fix!
  3. As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon). Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!
  4. How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago. In the folder where the server saves the galaxy data (i.e. "%APPDATA%\Roaming\Avorion\galaxies\<yourgalaxyname>\" for Windows) is a file called "admin.xml". Edit this file and add the new "<command name="fleetcontrol"/>"-line to the "<defaultAuthorizationGroup>"-block. But be aware that multiplayer support for the mod is not 100% done yet, it could cause problems or unwanted behaviour if multiple players have the same ship(s) in their ship-groups!
  5. Yes, fact is that on servers only admins can execute any non-standard command by default. One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!
  6. Hello everybody, there is a new update for the mod :) but its mainly for bugfixing and stability since last release. FleetControl v0.5.1 Changelog: fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord for feedback) added 'clear' action to '/fleetcontrolconfig' command for removing all saved mod values (for troubleshooting purposes) DOWNLOAD v0.5.1
  7. Hello everybody, I finally managed to get a new release done :) FleetControl v0.5 - the "better late than never" update Changelog: made the mod compatible with the latest versions of the game (0.18-beta & 0.17.1-stable) added support for playing random sounds when giving orders (configurable) added script namespaces, fixed and refactored much infrastructure code DOWNLOAD v0.5 Also a little guide on how to create own custom order sounds will follow 8)
  8. Word ..."Message" From Modder w00zla From Web Page : https://github.com/w00zla/avorion-fleetcontrol/compare/v0.4...master " Commits on Jul 06, 2018 @w00zla w00zla fixed basic errors and infrastructure code b458bbe Commits on Jul 11, 2018 @w00zla w00zla fixed everything & finished sound integration ee8e064 Showing with 895 additions and 493 deletions. " -End of Line- Oh Happy Day :) ;) :D ;D :-* 8) From Link looks like a "Fixed" version is up for D/L About to go try it out now ! And Again I can not Thank w00zla enough 8) Update: Did Not Work :( :-[ I D/L fresh file. Replaced old files . Loaded "Saved" [sp] game. open Chat, Typed command "/fleetcontrol" then /fleetcontrol disable , then /fleetcontrol jumped , jump back nothing ... please don't download anything from the github-repo until I post the new release, it's not completely ready yet!!
  9. Hey guys and girls, is this mod still working for everyone or are fixes required (besides the obvisious ones, like namespace etc.) ??
  10. Thank you very much for this excellent report :D I am quite busy at the moment due to a new job, but I will try to fix the problem on the weekend, seems not to be a big issue to resolve ;)
  11. are all of the mod-files in the "textures" folder available on your client?
  12. Please use "/findstationconfig galaxypath D:\SpielstƤnde\Avorion\galaxies\avorion_galaxy2" chat command to set the correct path to your save-files!
  13. w00zla

    Where to start?

    Unfortunatelly, there are no real modding guides yet that i would be aware of :-[ But there is this forum and some info in the official wiki here. Also, some modders are hanging around at the Avorion Discord. I hope there will be more guides and wiki stuff after the next big update (since many rather huge changes like "unique index" and "new UI" are planned, and nobody wants to write insta-outdated guides at the moment)
  14. unfortunatelly, a localized search is not possible at the moment (this is because the search itself is executed on the server, and you cannot localize text server-side)! EDIT: i had another thought on it, and localization can be implemented theoretically, but it would require LOADS of bandwidth (since >every< sectors complete station data has to be sent to the searching client). Will cost traffic on one side, but might actually even reduce performance cost on the server-side :) I will try to integrate this as a new optional setting, stay tuned for an update...
  15. Hello Mr. Twirpy ;) happy to hear that you and others like my mod! Concerning your questions/ideas: 1) the mod is only able to read the sector XML files at the moment, and this information is not available from them. therefore this cannot be integrated in the mod, since parsing the sector binary files is hard to do and would cost tooo much additional performance! 2) same thing again, the displayed info is all the valuable info available from the sector XML files, more data would require parsing the sector binary files 3) this is actually not a bad idea and i might integrate that into the next version(s)!
  16. Currently, its not possible to alter any aspects of the drone, all its stuff is hardcoded in the engine, unfortunatelly!
  17. yes, and you seem to imagine quite the same possible results as me with this ;) Next stage gonna be the addition of new dedicated orders like "only collect all dropped loot" and the like, so this gets more CODEA like (despite i dont know it since i've not played X for myself ;) )
  18. Good news everyone ;D I created a mod that should make having multiple ships in the game just more fun! DESCRIPTION: This mod tries to make the management of a ship fleet in Avorion easier and to provide additional features like custom ship orders. In the first place, the mod provides an UI window which you can use to: assign fleet ships to groups give orders to complete ship-groups or single ships configure the look and feel of the UI (group-names, colors etc.) enable highly customizable HUD display (so you have the info about your ships right at the screen!) SCREENSHOTS: FLEETCONTROL v0.5.1: Commands: /fleetcontrol Enables/disables the Fleet Control UI (menu item & window). Usage: /fleetcontrol /fleetcontrol enable /fleetcontrol disable /fleetcontrolconfig Command to change advanced server-configurations used by Fleet Control UI. Usage: /fleetcontrolconfig updatedelay <NUMBER> /fleetcontrolconfig enablehud <BOOLEAN> /fleetcontrolconfig clear <TARGET> Parameters: <NUMBER> = any positive number or 0 <BOOLEAN> = true or false <TARGET> = player or server INSTALLATION: Download ZIP for latest release from GitHub and extract it to <Avorion>\data\ directory. No vanilla script files will be overwritten, so there should be no problem with other mods! Server/Client: The scripts are server- and client-side. All files have to be available on the client for multiplayer games! HOW TO: Integration of custom orders/other order mods: The mod does not bring its own version of the default ship orders, instead it calls functions in the vanilla "craftorders.lua" script. If you or one of the mods you are using modified this script, this version will also be used by Fleet Control! In most cases there should be no issues with a modified "craftorders.lua", but be aware of potential problems here (please PM me in this case)! Easy integration of additional custom commands added by other mods or yourself is planned for the near future! Known Issues/Limitations: Only ships in player's current sector are listed as selectable ships in several places: this is due to game engine limitations and cannot be changed at the moment (just visit every sector your ships are in, the UI remembers all your ships once seen) Only states of ships in player's current sector are available: this is due to game engine limitations and cannot be changed at the moment Destruction and sector-change of a ship which is not in player's current sector is not recognized this is planned to be improved in the near future (maybe even not possible at the moment) Selecting order "Escort Me" results in order "Escort Ship": currently, its not possible to get the ships (escort) target via script, so the more general order is displayed Planned Features/TODOs: integration/configuration of other order mods like "Haul Goods" etc. integration of additional custom orders: - order "Escort Chain/Polonaise" - order "Collect Loot" improvements for multiplayer: - improved state-handling for out-of-sector ships - recognize if ships are controlled by other players add sounds for actions like "give order" (with config) notifications for orders and other events (with config) keyboard-shortcuts for GUI and HUD display more ship state infos in UI and HUD, like hull, shield, velocity etc. better HUD alignments based on actual HUD size warning on improper player jump-distances when escorted by ships (required API requested from koonschi, waiting...) info on current target for states like "Escort" (required API requested from koonschi, waiting...) Changelog: 0.5.1 fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord for feedback) added clear action to /fleetcontrolconfig command for removing all saved mod values (for troubleshooting purposes) 0.5 made the mod compatible with the latest versions of the game (0.18-beta & 0.17.1-stable) added support for playing random sounds when giving orders (configurable) added script namespaces, fixed and refactored much infrastructure code 0.4 initial public release Feedback on bugs on suggestions for new features are of course welcome!
  19. since its called drawDebugSphere, i suppose you wont see the sphere until some debug option is enabled (maybe its the "DebugScript" key binding? see game options for it). I use other draw functions like drawText and they work fine in updateClient()and onPreRenderHud()!
  20. this looks kick-ass, will defenitely try it out ;D
  21. since the galaxy/sector files are saved on the server, the server-side scripts need all to be installed, sry about that! My question is does everyone have to have it installed on there client if there not going to use it and I have it installed on the server? I have a friend that can never install mods correctly with out a loader, so can he connect to my server where this mod is installed but he has none of it on his client? a player is not required to have any scripts installed at all. and even without client-install, everybody can use the /findstation chat command! only the search UI and therefore /findstationui require client files to be installed!
  22. i get that, but it doesnt really answer how GetLocalizedString theoratically handles localization, i mean the function should not work/translate server-side, or?
  23. one thing i need to be clarified for localization is: where does the localization aka translation actually take place? in theory only the clients should be "able" to translate into correct player language, but i donĀ“t see evidence for this in the scripts at first glance...
  24. the function is not safe related to your concerns, as every invoked function should be prepared for invocation and you could produce errors with wrong parameters or timing ... BUT i think thats not really an issue, since a normal function call can fuck up the same way! plan the functions, invoke only functions that should be invoked and which have onClient() / onServer() conditions ... with producing "bad" code you are always at risk of corrupting things in the game... and invokeServerFunction is just essential to use, since many important function/properties are not available client-side
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