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w00zla

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Posts 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. while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.

    is there something i have missed ?

     

    Execution Context (inner to outer):

    #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

     

    could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'

    invalid argument 'nil' at stack position 1, expected 'Player'

    stack traceback:

        [C]:-1: in function invokeClientFunction

        data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

     

    Setting state to invalid.

    Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

     

    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. while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.

    is there something i have missed ?

     

    Execution Context (inner to outer):

    #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

     

    could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'

    invalid argument 'nil' at stack position 1, expected 'Player'

    stack traceback:

        [C]:-1: in function invokeClientFunction

        data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

     

    Setting state to invalid.

    Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

     

    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.  

    One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

     

    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. I get the message

     

    <Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

     

    Any ideas?

     

    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. good news,

     

    I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D

    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. ich habe ein problem, habe spielstände auf d:spielstände, aber findstation sucht die sectoren auf c://benutzer appdata/administrator........

     

    SCRIPT findstation [v0.6a] p#229 => START SEARCH -> searchterm: modulator | framesectorloads: 10 | maxresults: 30 | searchmode: player | galaxypath: C:\Users\Administrator\AppData\Roaming/Avorion/galaxies/avorion_galaxy2/

    2017-05-07 13-14-18| SCRIPT findstation [v0.6a] => ERROR on parsing player known locations -> C:\Users\Administrator\AppData\Roaming/Avorion/galaxies/avorion_galaxy2/players/player_229.dat: No such file or directory

     

    Spielstand:

    2017-05-07 13-14-27| sector (33:-110) saved to "D:\Spielstände\Avorion\galaxies\avorion_galaxy2\sectors\33_-110"

     

    Please use "/findstationconfig galaxypath D:\Spielstände\Avorion\galaxies\avorion_galaxy2" chat command to set the correct path to your save-files!

  10. 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)

  11. Will there be localization support? Many players on my server play with non-english localization, but this mod for now works properly only if player write keywords on English even using UI

     

    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...

  12. Heeellloo W99zla, I like this mod, very useful when one is collecting stuff for having a custom weapon build!

     

    Three small questions though,

    1) At this moment, the mod does not take into account the factories/stations/mines masquerading themselves as Resistor Outpost or Smudgeller Hideout or something... Is a fix to this on the planning board?

     

    2) Would it be possible to have the search a bit more in detail? For instance, if it's a Nobbly Metal Main, or Steal Factory, could it somehow indicate the specific version? As in NMM <Gold, Silver> or SF <Scrap/Ore> ...? That could be very useful when allocating supplies to factories..

     

    and finally 3) When looking for say research stations or rare stations, such as a HPT factory or something, this point is not much relevant, but when looking for, as an example, Equipment Docs, it could be damn useful to have in the search somehow shown the stations in recently visited sectors, so that one would not run around in circles, revisiting the places he's already been in 2 jumps back.

     

    But even without these small points, this mod is brilliant, thanks once more for investing your time to see it done. Thank you!

     

    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)!

     

  13. Do i get this right, i can assign multiple of my ships to groups, and then give those groups the known "Vanilla-AI" Orders, like Patrol or Escort, instead of clicking through each individual one?  :o

     

    Woow, definetly gonna watch this! Any chance you know the CODEA Software from the X Series? The Fleet Management itself opened a whole new Level of interacting with the enviroment, automated collecting Stuff, assign Scouts for Recon and Patrols protecting the Fleet, define Fire-Orders for bigger Frigates and Destroyers...

    Point is, the Game suddenly felt totally different from the "1 Ship with Fighterescort"-Philosophy you'd more or less automatically prefered before for simplicity... i'd expect the same happening here, ppl would go on their playthroughs very different from what they do now with a nice fleet management!!

     

    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 ;) )

  14. 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:

     

    Fleet Orders:

    EMfY

     

    Fleet Groups:

    hZod

     

    Configuration:

    uIjPfxh1

     

    HUD Example:

    IUcO

     

     

     

    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:

     

     

    First use in a galaxy:

    (following instructions have to be done once per galaxy and player)

     

    To enable the Fleet Control UI for yourself, you must enter following command into chat: 

    /fleetcontrol

     

    This will create a new menu icon which you can use to show the UI window: 

    YPDI

     

    If you want to hide/disable the UI (or remove and uninstall the script), then use: 

    /fleetcontrol disable

     

     

    Advanced server configuration

    These configs will help server admins and curious users to tweak performance values and en-/disable features of the UI.

     

    updatedelay:

    - defines the delay (in milliseconds) for the update of ship-states etc. in UIs and HUDs of players

    - possible values: 0 - 99999999

    - default: 750

     

    enablehud:

    - can be used to disable the display the Fleet Control HUD globally for a server

    - possible values: true or false

    - default: true

     

     

     

     

    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!

  15. Would this work installed only on my client?  The server owner is anti-modding.

     

    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!

  16. As I understand, using invokeServerFunction function client can call almost any lua function of any entity on a server side. And if this function isn't supposed to be called by the client, some random junk arguments can cause error on a server side and affected script will be unattached. And this eventually will get us to the entity that doesn't work properly for all players.

    Am I right or I don't understand something? Yes, I know that function must be in the same attached script.

     

    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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