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Dirtyredz

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Posts posted by Dirtyredz

  1. 1.1.0

      -Added ScrapyardLicenses

          Special Thxs to dnightmare, for working with me and collaborating on how to get this to work.

      -ResourceUI now had valid currency format

          Special Thxs to dnightmare, for adding this in.

      -MoveUI should work with alliance ships now.

  2. could not execute function 'Scrapyard.updateServer' in '"data/scripts/entity/merchants/scrapyard.lua"':

    data/scripts/entity/merchants/scrapyard.lua:293: attempt to index a nil value

    stack traceback:

            data/scripts/entity/merchants/scrapyard.lua:293: in function 'updateServer'

     

     

    this error happens when an Alliance ship purchases a salvage license.

     

    Here is a Temporary fix until Koon can fix it:

     

    https://www.diffchecker.com/6MwNfeoY

     

    Just grab it all or replace the specified lines shown.

  3. Dirty Server Manager Updated to version 1.2.3

     

    Supports @avorion  0.14 r9252, server.ini options

     

    Check It Out: https://github.com/dirtyredz/Dirty-Server-Manager

     

    Updated Server.ini default config options
    Removed Enablerestart command
    changed disablerestart command to work properly with how the auto restart cronjob works
    new disablerestart feature, ./manager disablerestart 30 this will stop current restart sequence, and re start the sequence for 30 minutes.
    apache_install will now properly stop galaxies running php webserver.
    fixed error message in stop-web when php_server is not running
    apache_intaller will now place backups config files prior to modifying the configs.
    fixed manager always saying its out of date
    help command now displays all available commands in the manager/ directory, with descriptions of each.

  4. It does not mod fighters, it gives you an UI to control your own ships.

     

    Yeah i know that  ;) 

     

     

    Koon says that the fighters will now interact differently, which means any exsisting code has the potential to not work and deffinetly wont take full advantage of the new api, and fighters new interactions.

     

    if you want to modify the exsisiting code prior to the patch, feel free. Im not stopping anyone, simply suggesting its better to wait.

  5. many thanks for this nice mode.

    i modify the ui for money and res for a dec-point in ResourcesUI.lua with the info from this site:http://lua-users.org/wiki/FormattingNumbers

    change '%1,' to '%1.' in the code from Richard Warburton:

     

    Many thanks, to be honest i never even considered having a comma seperated, was so focused on getting to to dispaly properly.

    Ill see this gets into the next patch Thxs.

  6. MoveUI

     


    A mod designed for custom UI elements to be displayed on the players screen, and give them the ability to move those UI's around on thier screen.

     

    The best way to show off this mod is with a video so here ya go:

     


     

    Heres also a couple picture of the current UI's I have available:

     

    CargoNotifier

    Tired of getting stopped by the local faction because you forgot you had that suspicious cargo left in your hold?

    Well no more, for this UI will display 4 separate alerts when carrying: Illegal, Suspicious, Dangerous, or Stolen Cargo.

     

    L3vK83V.png

     

    DistCore

    This UI will display how far you are from the core of the galaxy.

     

    HOwmJjF.png

     

    ResourcesUI

    Tired of being frustrated that you cant see your resources all the time anymore?

    Well this UI is for you, It will display credits and resources on your screen at all times.

     

    w7rYjMM.png

     

    ScrapyardLicenses

    This UI will show all ScrapyardLicenses that are currently active.

    The UI will only countdown on Loaded Sectors.

    It will aslo change colors depending on time remaining.

     

    R26PXPS.png

     

    ScrapyardLicenses UI also has the ability to click one of the lines to show that sector on the galaxy map.

    SYqJIAy.png

     

    SPECIAL THANKS AND CREDIT: dnightmare

    For his original idea, and work. He started this idea while working on: http://www.avorion.net/forum/index.php/topic,3850.0.html

    He continued to work with me on the best approach to make this UI possible.

    Thxs again!!

     

    ObjectDetector

    This UI will display when your C43 Object Detector Module, has detected a valuable object inside the sector.

    not only will it detect it, but it will display what was detected, and maintain the UI until you leave the sector, so you always know if thiers a valuable object inside the sector.

     

    6gdhrMw.png

     

    SPECIAL THANKS AND CREDIT: dnightmare

    He and I infact started work on this together, but he beat me to it.

    So I took his work and incorperated my work in to his.

    Thxs again!!

     

    PVPSector

    This UI will display when you are inside a Player Enabled/Disabled Sector.

     

    S4SPW7R.png

     

     

    Remember with all these UI's they can be Moved, Enabled, Disabled, or even restricted to specific situations (coding skill required)

     

    oy5WRlG.png

     

    I look forward to everyone feedback, and I welcome ideas for more UI's that I can add.

     

    FactionNotifier

    This UI will display the factions that are present in the sector.

    The names of the factions will be colored in relation to your relationship status with that faction.

     

    If you have any one of the 4 cargo licenses for that faction the UI will display the license you have for that faction to the right of thier name. allowing you to quickly identify if youll be safe to transport goods in the sector.

     

    Clock

    Simple UI to display your computers current time.

     

    SPECIAL THANKS AND CREDIT: dnightmare

     

    PowerSystems

    A simple UI that displays additional details about your power systems.

     

    Notepad

    A UI that displays notes added via the MoveUI Menu.

     

    INSTALLATION


    1. Download the zip file

    2. Drag and Drop the contents into the /Avorion/ directory,

        File structure:

            /avorion

                |---->/data (do not place inside this directory)

                |---->/mods

                      |---->/MoveUI

     

     

    3. Place this line at the bottom of this file: data/scripts/entity/merchants/scrapyard.lua

       

    if not pcall(require, 'mods.MoveUI.scripts.entity.merchants.scrapyard') then print('Mod: MoveUI, failed to extend scrapyard.lua!') end

     

     

    4. Place these two lines at the bottom of this file: data/scripts/server/server.lua

       

            local s, b = pcall(require, 'mods/MoveUI/scripts/server/server')
            if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); end end else print(b); end
        

     

     

    Note


    I wanted to also notify other modders that this mod and all my future mods/patchs will be using this new file structure.

    After discussing it with several other modders including koonschi himself, its been agreed upon that a separate directory mimicing the main data directory will be the best approach.

    I encourage all modders to adopt this file structure as default, as its likely to became standard possible required for future mods, when avorion supports steam mods.

     

    Downloads


    MoveUI v2.2.1

     

    Older Downloads

     

     

     

    Changelog


    2.2.1

      --Added 12/24 option for the Clock

     

    2.2.0

      --Support for 0.20 security update

     

    2.1.1

      --Fixed bug in PowerSystems

      --Changed how Clock UI gets current time

     

    2.1.0

      --Added PowerSystems UI

      --Added Notepad UI

      --Adjusted core moveui to use local data storage, increases client and server performance.

      --Decreased the amount of space used by FactionNotifier

      --Dynamic UI's now shrink and grow depending on the individual UI.

     

    1.4.0

      --Added Clock UI, Thxs  DNightmare

      --Added FactionNotifier UI

      --Added ability to delete scrapyard licenses data from the UI

      --Removed Vanilla files from zip, follow installation instructions please

     

    1.3.0

      --Every UI now utilizes delayed server/client communication

          Will help tremendously with any high ping issues.

          This will also cause a 1-5 sec delay when activating Movement of the UI's

      --Added PVPSector, will show if a sector has pvp damaged Enabled/Disabled.

      --ScrapyardLicenses now has the option to Allow for Clicking to show the sector on the map.

      --ScrapyardLicenses now has the option to show both alliance/player licenses at the same time.

      --CargoNotifier now has the option to have the UI Flash

      --ObjectDetector now has the option to have the UI Flash

     

    1.2.1

      -Fixed Entity Creation bug error.

     

    1.2.0

      -Added ObjectDetector

          Special Thxs to dnightmare, we were apprently working on this at the same time.

      -Cleaned up the files, and added ExampleUI.lua to easily show others how its done.

      -Added tab support to the main MoveUI interface.

      -Each UI can now build its own tab inside the main MoveUI interface, allowing for more options and descriptions

     

    1.1.0

      -Added ScrapyardLicenses

          Special Thxs to dnightmare, for working with me and collaborating on how to get this to work.

      -ResourceUI now had valid currency format

          Special Thxs to dnightmare, for adding this in.

      -MoveUI should work with alliance ships now.

     

    GITHUB


    https://github.com/dirtyredz/MoveUI

     

     

    DONATE


    Wanna show your appreciation?

    http://dirtyredz.com/donate

     

    Become a patron:

    https://www.patreon.com/Dirtyredz

     

     

    MY OTHER MODS


     

     

    DSM

    -A project dedicated to server deployment, management, and exposing features to a web interface.

    http://www.avorion.net/forum/index.php/topic,3507.0.html

     

    Reganerative Asteroid Fields

    -Regenerates designated sectors, and randomly appearing sectors, of minable asteroids.

    http://www.avorion.net/forum/index.php/topic,3055.0.html

     

    MoveUI

    -A mod for adding custom UIs to the screen.

    http://www.avorion.net/forum/index.php/topic,3834.0.html

     

    Subspace Corridor

    -A modders recources, designed to mimick /teleport, due to server commands not being available through the api.

    http://www.avorion.net/forum/index.php/topic,3148.0.html

     

    Dirty Buoy's

    -Allows players to spawn Navigational and Sentry Buoys, More to come soon.

    -These buoys have unique features players cant get in normal game play, for example: Navigational buoys are invincible and cannot be moved. A great way to mark a distance wreckage or minarable rich asteroid field.

    --Rusty Servers only at the moment.

     

    LogLevels

    -LogLevels gives modders the ability to set levels for there print functions.

    -Aswell as allowing server owners to clean up there consoles, making it easier to read.

    http://www.avorion.net/forum/index.php/topic,3799.0.html

     

    NoNeutralCore

    -A small script for stopping the creation of neutral zones inside the core.

    http://www.avorion.net/forum/index.php/topic,3472.0.html

     

    DirtyCargoExtender

    -Extends the cargo hold of any NPC station discovered with low cargo holds.

    --Patreon Members only

     

    DirtySecure

    -A mod which assigned PVP or PVE sectors based on distance from core.

    -Provides Offline Protection to Players ships.

    -Provides protection for NPC stations.

    --Rusty Servers only at the moment

     

    Reganerative Claimable Asteroids

    -A mod which respawns claimable asteroids, when theyve been moved or turned into a mine.

    -Also will unclaim or unsell an asteroid after a configured number of days

    -Keeps the galaxy alive, providing claimable asteroids for new players.

    --Rusty Servers only at the moment

     

    Death Info

    -Used to track cords of a players death point, assigning player values, for other mods to use.

    --Rusty Servers only at the moment.

     

    /Back

    -A command using DeathInfo and Subspace Corridor, to teleport a players drone BACK to there death point.

    --Rusty Servers only at the moment.

     

    DistCore HUD

    -Displays distance to the core on the players hud

    --Rusty Servers only at the moment.

     

    Any mod listed as Rusty Servers only, are live and active on the Rusty Servers.

    Want the mod for your server? Lets talk and ill see about releasing the mod to you/public.

    Not all mods on Rusty will remain there, they will eventually be released to the public.

     

     

    MoveUI.v2.2.0.zip

  7. For anyone not understanding how to settup rcon

     

    --rcon-ip 0.0.0.0
    --rcon-port 0000
    --rcon-pasword supersecretpassword
    

     

    you can set these in the Command Line ie where you would start the server

     

    bin\AvorionServer.exe --galaxy-name RustyUniverse --rcon-ip 0.0.0.0 --rcon-port 0000 --rcon-pasword supersecretpassword
    

     

    This can be done in the server.bat or manager-config.ini if your using the Dirty Server Manager

  8. Awesome, looking forward to working with some of these  scripting api changes.

     

    [uBR] Fixed setting and getting script values from alliances

    [uBR] Fixed some components always being added, even when they've been removed from the descriptor

    [uBR] Fixed an issue when multiple mines with the same name are founded

    [uBR] Fixed alliance ships being deleted when entering (0, 0)

     

    thxs for this, Rusty Servers were already enjoying a couple of these fixes vefore hand. But im glad its now available to the community.

    Glad to be of some assistance.

  9. So ive finally solved this bug. The bug originates in /data/scripts/player/spawngaurdian.lua when the gaurdian is not spawned, and an Alliance vessel jumps in, the vanilla script will delete every Entity that is not a player.

    thats the issue, Alliances are not seen as players, so the script deletes the Alliance vessel.

     

    Here is the commented out vanilla code, and a replacement code to fix the issue.

     

        -- clear everything that's not player owned
        local entities = {sector:getEntities()}
        --[[for _, entity in pairs(entities) do
            if not entity.factionIndex or not Player(entity.factionIndex) then
                sector:deleteEntity(entity)
            end
        end]]
        --Dirtyredz|David McClain
        --Fix for alliance ships being deleted when entering 0,0
        for _, entity in pairs(entities) do
          if not entity.factionIndex then
            sector:deleteEntity(entity)
            goto continue
          end
    
          local faction = Faction(entity.factionIndex)
          if not faction then
            sector:deleteEntity(entity)
            goto continue
          end
    
          if faction.isAIFaction then
            sector:deleteEntity(entity)
          end
          ::continue::
        end
    

     

    like I said this snippit includes the vanilla code commented out its located at the bottom of the file mentioned above.

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