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Hammelpilaw

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Posts posted by Hammelpilaw

  1. Your logfiles does not show any issue. The client crashes without printing anything to the logs, and as intended in singleplayer game, the server is shutting down regularly when there is no client logged in.

     

    Can you try to reproduce while playing on a server? Or do you have any more informations?

  2. 2020-03-17 13-51-39| CPU: Intel(R) Xeon(R) Gold 6140 CPU @ 2.30GHz 1 Cores
    2020-03-17 13-51-39| RAM: 0GB

     

    Afaik there is no Xeon Gold CPU with only one core, also 0GB ram looks strange... are you sure that it is a dedicated machine? Not a VM or cloud hosted root server? You may have performance issues if you really only have one Xeon Gold Core. Once I had 12 Xeon Gold cores and performance wasnt too good. Can you add more information about the server?

     

    2020-03-17 13-51-55| OnP2PSessionRequest from 76561198008673901
    2020-03-17 13-52-10| Client 76561198008673901 lost connection

     

    The cleints seem to reach the server, but connections fails. Maybe some of the required ports are blocked, please ensure all relevant ports are open:

     

    27000 - UDP & TCP

    27003 - UDP

    27020 - UDP

    27021 - UDP

  3. Modify server.ini from

     

    workerThreads=1
    generatorThreads=2
    scriptBackgroundThreads=2

     

    to

     

     

    workerThreads=8
    generatorThreads=4
    scriptBackgroundThreads=4

     

    Should solve all your issues.

  4. Ok those ready made hosters may not be good enaugh to host Avorion. I recommand a dedicated server.

     

    However, you should find out how many cores the server has to adjust the server.ini. Please send us a server logfile, it may help to figure that out.

  5. Sounds like an issue in your configuration or too low hardware performance. Please give us some informations about your server hardware and show us your server.ini.

     

    Your issue is at least not related to any known performance issue from 2017.

  6. The offline player protection seems not to protect entities with shields.

     

    How to reproduce:

    • Have LogoutInvincibility enabled in the galaxy
    • Player1 creates 2 ships: one with shields, one without shields
    • Player1 logs off
    • Player2 attacks both ships: the one with shields installed will not be protected, hull can still be penetrated

    This may not be related to the bug, but when talking about offline protection Id like to ask, why alliance ships are never protected at all? Is it a bug or a feature? When no player of an alliance is online, I think alliance entities should be protected too.

     

  7. Update: Not a bug, just a change in scripting API thats not been announced.

    Since 0.25 createDirectory() does not work on client side anymore. Must be related to the security patch. Simple test script attached:

    • Start a new galaxy
    • Be on a ship
    • Interact with any station

    It will print 'Create directory' in client log. When on Avorion <0.25 it creates a new directory: 'moddata/test', in 0.25 or higher not.

    MyAwesomeTestmod.zip

  8. I want to give some general feedback to the yellow flashing warning icons "Game simulation load" and "Sectors with your property aren't loaded".

     

    Server load

    I think a server owner may not want to share the servers performance data, so it should be possible, to prevent the server from sending these data to the client, wich should disable this icon on client side - at least for non-admins.

     

    Also the server load is not always correct. I did some tests on an Intel I9 9900k - this CPU has a variable clock (down 800MHz on low load in this case) wich falsifies the Server load in Avorion. Example:

    Have a sector and spawn ships until server load (when printing /status) hits like 55% or 60% - load warning pops up. In my test the CPU has not been on max clock, cause the CPU load was still very low. Then I started a CPU benchmark wich pulls every single core to 100% CPU load - clock switched to max and server load in Avorion (/status) switched from 55% to 35% while benchmark is running, the warning disappeared. This is really bad... The CPU load is still very low, but Avorion tells all users, the server is overloaded. I really do not want to show this to the players on my server, the player should not think "oh bad performance here, I better play on another server".

     

    If it helps I could sum up more detailed information about the behavior regarding the CPU clock.

     

    Popping the warning icon at 50% server load is not necessary. It should be enaugh to pop it at 75 or 80% server load. Frame times usely do not decrease much until server load hits like 80% on a good CPU.

     

    Unloaded sectors

    Having informations about loaded and unloaded sectors is really great. But in endgame most players have a lot of sectors and they know that not all sectors are active. To me it is a little annoying to always have a flashing warning sign on my screen.

     

    When having like 30 sectors with own entities in, it is not helpful to see the 25 sectors that are not simulated, you need to know wich 5 sectors are actually active.

     

    My suggestion is to move this information somewhere else in the GUI and let the player switch between show atcive/inactive sectors.

  9. With the advent of the Steam Workshop mods paradigm going to take over our little modding scene here on the forums, how interested are you in continued maintenance of a thread like this?

     

    Hi Shrooblord,

     

    First: Thanks for your work you put into this.

     

    With the workshop mods we now have lists and versioning for the mods. But we do not have an overview wich mod is still compatible, and wich mod in workshop may be outdated because steam dont know the Avorion versions, so I think it would be nice to have a list of supported mods.

     

    If you really want to maintain this list alone (watch the amount of mods in workshop, there are sooo many of them  :) ) it would work with this thread. Using the wiki instead could make it easier for you cause other could help too. Im fine with whatever you decide to do.

  10. We still want mods to be able to communicate with external tools, of course. In order to make up for the lost functionality, we'll be adding a socket library in the near future.

     

    Awesome. Do you already have any information about how this will work?

  11. Thanks for the Mod. I see the Update to 25 broke it :(

    Just  aFYI

     

    Yes, a whole workshop rework for this mod will definitely come, but will take some time. I have some other Avorion projects running before this.

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