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Hammelpilaw

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Posts posted by Hammelpilaw

  1. This does work, as ive used something similiar on my server.

    However wouldn't this be better:

     

    function InitFactionWar.tryStartBattle()
    terminate()
    ...
    end
    

     

    or if you wish to undu this change in the future:

     

    function InitFactionWar.tryStartBattle()
    do return end
    ...
    end
    

     

    First one isn't the nice way I think imo, do you exactly know which scripts it terminates?

    The 2nd one is similar to my script, its only a few less characters. But since this does not touch server performance at all it does not care (watch below). Maybe I'll do the 2nd if there will be any next version, thanks.

     

     

    Unfortunetly adding more cpu wont increase the performance of the server

    see: http://www.avorion.net/forum/index.php/topic,3448.0.html

     

    Thats true, but the real reason for performance issues is only the network:

     

    http://www.avorion.net/forum/index.php/topic,3578.0.html

     

    You can also test by the way i told you to finish faction wars (sadly it is not possible to stop them by scripts):

     

    leave a ship in a sector with faction war and jump out, to keep the sector active and wait outside until the defenders win.

     

    The sector is still active and calculated by the cpu. But the data must no longer be sent to a client, wich frees network ressources, the lags will stop.

  2. Hello guys,

     

    i made some changes in the "entity/merchants/factory.lua" script to expand stations based on their volume. Just add

    function updateProductions()
        local self = Entity()
        local newProductions = 2 + (self.volume - (self.volume % 10000)) / 10000
        if(maxNumProductions ~= newProductions) then
          maxNumProductions = newProductions
        end
    end
    

     

    above the update method and add

     

    updateProductions()

     

    in the first line in the update method itself.

     

    You will get more productions cycles in bigger stations. No Name changes jet.

     

    Grettings Chaos

     

    Client & Server?

     

    Server only should do it I think. But you should test it before using on a server.

  3. Hi,

     

    this small mod disables the initialization of all faction wars. Already running wars keep running til attackers get killed, but no new war will start.

     

    Only tested with Avorion >= 0.12 yet. Use at own risk in lower versions. A version for Avorion 0.11.x maybe coming soon if requested.

     

    What is the reason I'm releasing this mod?

    If you play offline, wars between factions are a part of the game. But on a server they just could kill the game by causing huge lags on the whole server.

     

     

    How to stop already running wars?

     

    If you use Avorion >= 0.12 you could leave a ship in a sector with faction war and jump out, to keep the sector active and wait outside until the defenders win. You could also order your captain to attack the defenders. These wars only causes lags, when a player is IN the sector, but not when an empty player ship/station keeps the sector active.

    disableFactionWars-1.0.zip

  4. I don't understand what exactly you need...

     

    This mod adds some missing factories to the game (coal, raw oil and so on):

    http://www.avorion.net/forum/index.php/topic,2686.0.html

     

     

    This one adds equipment docks, repair docks, research stations and turret factories to the found station menu:

    http://www.avorion.net/forum/index.php/topic,781.0.html

     

    The release version of the last one is only working up to Avorion version 0.11.x. If you use Avorion >= 0.12 you could use a modified Version I offered for download on last page of the mod thread. This one also adds shipyard to the founding menu.

  5. They changed a lot of things from 0.11 to 0.12. Whatever you try, you should try in the version the galaxy was created with. But to me it sounds like its completely broken...

     

    Killing the server by "Exe has stopped working" does not always kill the whole galaxy, but an Avorion server doesn't like it. Especially when this error is caused by overclocking, some files may be corrupted.

     

    At least you could try to delete the sector where you currently are. When the galaxy is still in version 0.11.x it will cause a lost of everything you had in this sector. But all other sectors will be unaffected. If it works, you will start in drone in your current home sector.

     

    To do this use explorer to get to glaxies-folder\galaxy-name\sectors and delete the 2 files from the sector you are in. Maybe server or client log could tell you where it is.

  6. Deprecated notice

    This mod moved into my new mod Ham Galaxy Settings. So updates for this as a standalone mod will stop from now on. Currently it is still compatible with Avorion 0.18.2 though.All features of this mod are ported to the new one, so in future you should use the Galaxy Settings mod instead.

     

     

     

    When you reach the end game, got a 15 slot ship and good weapons, fights were to easy to me. Especially the guardian is much too easy to be called endgame boss, even if you play on hardest difficulty. So I started to change this.

     

    This mod makes the boss taller, stronger and he makes much more damage. It also increases his range, so there is almost no chance to outrange him. But it does not spawn when you enter sector 0:0. Instead of the guardian there is only the "Wormhole Scout", wich is almost equal to the vanilla guardian, only its damage is slightly increased. Killing the scout will spawn a beacon, wich can be used to call the Guardian, wich got very much stronger then the vanilla guardian. New players with smaller ships can just kill the scout to farm stuff, the Guardian will only spawn if it is called with the beacon.

     

     

    B5A96ECD514B877AABE0AB1EB357510C2E3FC47C

     

     

    • The damage should be about 1 mio ohm in default settings. The displayed value of 4mio ohm is falsified by some balancing calculations and wrong. It makes the fight very interesting, even if you got about 80mio shield.
    • His plasma turrets are replaced by pulse cannons, so he is able to hit your hull while your shields are still up (can be disabled).
    • Because it got much stronger, the drop rate is slightly increased.
    • You can also improve server performance (should not be needed anymore since multithreading update, but will remain in mod though).

    You don't like the default balancing of this mod? Then change it by easily editing the settings in the config file:

    /mods/GuardianScout/config/GuardianScoutConfig.lua

     

     

    Remember:

    His weapons can drop, that means if you set the reach to 15km, it can sometimes drop weapons with 15km reach, but their damage is very low. The damage of weapons can be modified by the values "dmgMultiplier" and "pulseDmgMultiplier". If you increase it too much, the damage could get op. Change at your own risk. This values are for balancing the pulse cannons damage in relation to laser/railgun damage. You better only decrease these values to balance its pulse damage.

    The total damage should only be modified with "entityDamageMultiplier", wich does not touch the weapon damage (it changes an entity property, not a weapon property, to modify the damage of all equipped turrets).

     

    If you need any help send me a pm.

    Known issues

    • Increased range does not work very well yet. At least it is enaugh to make it hard to outrange the Scout/Guardian.
      Update for Avorion 0.16.x: Guardians range really needs a rework since comabt update I.
      Update: Range still does not work, although his weaps really have a range of 22km. It may be be a KI problem, or I missed anything... However, same settings work well for XsotanDreadnought, but not for Guardian.

    Version History

    0.6.5

    - Upgraded mod to provide compatibility to Avorion 0.17.1

    - Did improvements to range settings, but still does not work very well. Watch known issues for more information

     

    Older Versions:

     

     

     

    0.6.4

    - Added anti torpedo weapons to boss - Compatibility to version 0.16.2

     

    Added range rework to the roadmap, not implemented yet!

     

    0.6.3

    - Improved compatibilty to Avorion 0.15.7

     

    0.6.2

    - Fixed issue that the boss weapon reach was set to 0

     

    0.6.1

    - Fixed an issue where the Guardian did not open wormholes and got immortal shields this way

    - Guadians support ships got even more stronger

     

    0.6.0

    - Fixed issues in version 0.5. Beacon should spawn correctly now and error messages in log are fixed.

    - Moved modfiles to the /mods directory

    - Wormhole Scout will now also open wormholes to call support ships

    - The support ships called by the Guardian are stronger now

     

    0.5

    - Changed modname to GuardianScout

    - Added the Wormhole Scout. Killing him spawns a beacon wich can be used to call the guardian. If you do not use the beacon, the guardian will not spwn

    - Reduced Guardians shield loss when opening the wormholes. Now you have to kill the shields by yourself

    - Improved balancing

    - Improved compatibility with Avorion 0.14 (added namespaces and so on).

     

    0.3

    - Release: GuardianBuff

    GuardianScout-0.6.5.zip

  7. This sounds to me like a broken galaxy.

     

    "In Beta Mode!" is a local 0.12.x server? However, when you logged in there the first time, was a new player created? You can see in the log file.

     

    Once I had a broken galaxy, where I was created as a new player instead of loading my stuff...

  8. It would be pretty useful for letting friends use your ships temporarily instead of being forced into an alliance which doesnt let you use personal ships/stations.

     

    Ah permissions... I agree, this is really useful. Vote for not patching out.

     

    But I think it's a bug that the game is still searching for?

  9. Prozessor: Quad Core CPU

    Arbeitsspeicher: 6 GB RAM

    Grafik: A graphics device that supports OpenGL 4.5.

    Netzwerk: Breitband-Internetverbindung

    Speicherplatz: 1 GB verfügbarer Speicherplatz

     

    The requirements say yes. At least I don't know at all, but I think it should run. -20% in steam shop until July 5th btw  ;)

  10. I got the same error, but the game and console keep working. The logfile on our server is completely spammed by errors like this.

     

    It seems this happens everytime, a player joins a sector with stations wich was not visited since last update... but not sure about that.

     

    2017-06-29 18-22-15| Error converting database from 0.1 to 0.2: Found a table name that has an index to a non-existing entity: 0, table: 502_ec2bf666-d93d-48b5-8a23-68f37f769fa4_Weapons_weapons; skipping.

     

    Also the game is tries to find a file, wich does not exist and is also not added by any mod we use.

     

    2017-06-29 18-22-17| Warning: Couldn't add script from table: Script 'data/scripts/entity/collaboration.lua' not found. Tried the following paths:

     

    Already sent this as bug report, but maybe anybody knows what collaboration.lua is?

  11. Old thread, but still up to date.

     

    I absolutely agree to Devious, the reputation system needs a rework. I also thought about modding out asteroid selling, but how to gain reputation? So i did not do.

     

    Maybe anybody got a better idea for a reputation mod? If there was at least another way, to gain reputation...

     

    Rebuying asteroids from factions is not the nice way imo...

  12. OOSP is a vanilla feature as of version 0.12 r8487(beta). Therefore the mod won't be continued!

     

    In vanilla >0.12 every player gets few sectors wich are active. But all the npc factorys are inactive, also if the player got many sectors with factorys there are not many that are always online. On our server we still run this mod, that really improves trading in the galaxy a lot, npc factorys would not produce much without it.

     

    I vote for continue this mod. Also it was very easy to me to merge it into current beta version, you could still stop continueing this mod when it gets harder to merge it into the current versions  ;)

  13. You can disable/nerf faction wars in the scripts, also another ways to smoothen things out.

    The MP scripting isn't optimised for 10+ players at all, heck even some scripts give 1.5x multiplier for spawns for every extra player in a sector while the whole server still needs to wait for that slowed down sector to update.

     

    lol great idea... never thought about that. Just gave it a try, I hope it works.

  14. Yes thats the point, the trading posts stop selling when you use this file for a long time. I edited the orignal mod file cause the vanilla file was modified in 0.12 or later.

     

    require ("cargotransportlicenseutility")

     

    This line was added in current patches, but when i add this line to the mod something gets broken. If the original mod still works its fine. But the modified mod file works too for some time until the error appears, please tell us if it still works in some days  :P

     

    What you can do at least: use vanilla file on server side, and mod file on client side, this works cause the issues with trading posts are on server side.

    At all I dont understand why cargotransportlicenseutility was added in this file... shouldnt it be anywhere else?

  15. It is a bug. I dont know why, but the server connection gets overloaded, even if the outgoing traffic is only about 4MBit (wich is not much for a server).

    Even other games, running on the server, get lags too. Maybe too many packets or too many connections...?

     

    The only thing you could try is to upgrade the connection, but i can't say if it helps.

  16. How can we restore a destroyed craft? It happens often that a player is destroyed while loading into a sector, which obviously shouldn't happen.

     

    What I found out yet: If a player is in a crashed sector (server crashes when he logs in) you have to delete the sector to make the player able to login without crashing the server again. Before 0.12 his ship(s) in this sector were deleted, but now all player ships and stations get restored from the player files and spawned into the sector as soon as it gets regenerated.

     

    I don't think you could restore a destroyed ship, but im not sure.

  17. Hi,

     

    I did some testing about server performance on our server, and figured out why performance problems did not change much on current beta update (but problem is the same in stable version, so I did not post in beta forum).

     

    What I exactly did:

    I entered a sector with faction war, to cause huge lags. After 3min (give the server some time to increase the lags  ;) ) I printed out the profiling stats file (live_server.txt). The lags were incredible, the response time was huge, I was unable to hit any ship and so on. But the server cpu load was low (yes, already a known problem).

     

    Performance[ void Server::update(float): 3803.11 ms; 100% ]

     

     

    Then I downloaded a backup of the galaxy (I created the backup directly before testing), set up a server on my local computer and let a friend join it. Cause of my 6mbit connection it was very slow for him, but it worked.

    I teleported him into the same sector with faction war I just tested on the live server. He got the same kind of lags like on live server, but much worse cause of my bad connection. But I did not get any lag, the response time was very good and cpu load was not too much, although the faction war went on and I had the client running too (local-copy_net-client.txt). I was in another sector and could play like there were no war.

     

     

    In the end I restarted the galaxy with the backup and joined the faction war sector. There were some small lags cause the cpu load of the client was over 50%, cpu usage at all 100% (local-copy_local-client.txt). But I did not have any problem to hit other ships, the only few lags were very short.

    Performance[ void Server::update(float): 646.4 ms; 100% ]

    That was the worst value i got, most times it was 50ms.

     

     

    Conclusion:

    All the performance issues are a result of networking problems. This is the answer on many questions I saw in the forum like "why is the cpu load on 20% while lagging?" and so on. The server is really bored, he is just waiting for the network.

    Version 0.12 has lot of performance improvements (wich is really good), but did not change the lags cause networking did not get improved.

     

    Imo this should be the most important milestone for game developing: improve the network performance wich is currently really bad (not only in boss fights or faction fights).

     

     

    Avorion and Server Verion: 0.12.3

     

    Live Server:

    Intel i7 2600k @ 4x 3.4 gHz

    16gb ram

     

     

    Client and local server:

    Intel i5 6600k @ 4x 3.5gHz

    32gb ram

    NVidia GeForce GTX 1060 6gb

     

     

    Sorry for my bad english, I hope it helps though  :)

    live_server.zip

    local-copy_local-client.zip

    local-copy_net-client.zip

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