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Kane Hart

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Everything posted by Kane Hart

  1. I do that all the time but a pain in the ass even more when I'm recording as I gotta leave the game and come back.
  2. server crashes are one thing. The vanishing ships is just because the saving out of sync since the last saves and so their ships are there but might be 3-4 systems ahead or behind or something fun :) if they followed the same paths they should find them and no it will not show up in their assets till the jump back into it.
  3. They didn't in demo, so I guess they won't here, too. Maybe Steam Workshop support will change it. Yup this. They don't right now though some server side stuff you can do and the client will work with it even I think load up UI's If I recall. But outside that there will be workshop support but I doubt will see that anytime soon my guess is a few months but will see.
  4. If that script gets updated then yes they do.
  5. Not sure if this works: http://stonelegion.com/Avorion/Documentation/Player%20Callbacks.html callback onSectorEntered(playerIndex, x, y)
  6. Further down the more new the crash is: Might be useless or more likely ;) http://pastebin.com/gf0DbrHu http://pastebin.com/k65SX51R lol another one happen :) http://pastebin.com/fNACSq5C
  7. Thanks friend. Were always working with Koonschi who is working really hard to help make our server better :) He has found somethings might help overtime.
  8. You sure they have the correct faction? I never checked to see if it's always there or not.
  9. Sweet this is such a great idea. Faction one was the best I was thinking charging money and charge more closer to the center but faction is even better.
  10. These are ideas with performance in mind. It's not suppose to be complex but rather make the world feel a bit more alive and offer more meaning. Smaller Faction Numbers Bigger Faction Territory: I would like to see some changes overtime one in Factions. Right now with 10k Systems visited there is over 600 Factions created. Of course 200 of those are players but you get the idea there is still a crap ton of factions. I feel there would be a ton more meaning if there was less factions and more territory size for each faction. You piss them off you pay. If you run into a enemy faction their massive (Not like you can't jump out of harm way anyways as is). I feel this will give you more meaning being in that faction. Plus your faction Interface is getting too damn big. Maybe when alliances come out you can split it into a tab for player factions / npc factions ;) Basic Conquering idea: Very basic Conquering of Territory. When you Conquering Territory it would be kind of unique if you remove all their stations and defeat their ships in the system that you can claim the system as your own faction or a NPC faction that is friendly to you. If you claim it as yourself you can say something like if 12 hours in game time you don't build a station the system might be reclaimed. If you do set to another NPC next time you visit the system say 12 hours it will go from empty to newly generated stations and life. It's a basic basic system. Simulation Ideas: If you ever want to simulated it more you could play a roll of a dice game slowly. The bigger the factions and the lower their numbers the less times you have to roll. You can make this simulation slow say 1 system per minute might have a dice roll action where it will just say a system is now owned by the 2 factions adjacent to each other. Now I said 1 system per minute it could be a lot less or more but remember there is near 1 million systems so it's not like that is really a lot and this is globally not between 2 factions. When a player enters a system that had changed factions it would just remove old stations/ships and add new ones on player entering the system. Will have to come up with an better idea if the player owns the territory though if that becomes a thing and what happens to their stations. Something will need to work on but it's an idea of a very low simulation idea. We could apply sort of other simulation ideas globally over trading and things like that give things a better meaning overall and maybe even an effect overtime.
  11. Hopefully the google doc is a temp measure. It's not a suitable method for a wiki fyi.
  12. Reason I said logs are not going to help is because they show shit all. If it's a bad script slowing down or some bad looping or crazy spawns or some physics issues, etc it's not going to show up and give the info you need. Good news is Koonschi working with a group of people to stress test a server he is running and hopfully can solve some the major issues. But most of us running 5+ people servers that have lag issues are not going to have as much luck figuring out the exact causes without better debugging logs.
  13. Server logs is not going to help him. He has too many people and will only get worse. You can't run 26 player server maybe the first day but the more people play the worse it will get sorry. What is your server specs btw? Are you using Steam networking? Make sure it's enabled via logs.
  14. So I been having a blast in Avorion but sadly I'm quitting my current LP Series as well as my own server. This is not a rage or a protest this is just because I'm not having fun on it and this game is early access and beta and it has nothing to do with :'( :'( :'( it has to do with just not suitable for large public servers. So here is my history :) Day 1: Got the server up about almost 40 players I think was 37-38 players it peaked but we don't have actual numbers. Performance was amazing everything was smooth besides some random crashes and mostly server stalling out then 100% cpu overtime. Day 2: the stalling was happening more and more the performance was starting to get worse we set the max to 30 because of the performance issues. Day 3: We were able to finally get steam networking working and it stopped the stall crashes and everything was going pretty decent though more lag again so we set the max players to 20 Day 4: No real crashes though some issues with /save but /stop worked fine. The server was starting to lag insane amounts with 20 or so on though we have not changed the cap yet it seems that even 10 will soon be too many people in the next couple of days. The hardware specs: Intel Xeon E3 1245v2 32GB Ram 3x 120GB SSD's We hope it's just some bad script or a bad optimization somewhere. Though we know this was never suppose to run big servers to start with and we understand that it's suppose to be more of a Co-Op Experience we still wanted to try hard to run a server for as many people as we could as that is the fun part of testing. I don't know what will happen with the server in the future. I'm the kind of admin does not like to wipe peoples work or shutdown servers. But also the same time we have 200+ characters and 6500+ Systesm (13k) files that is almost 10gigs in space. But is it not a crime to keep providing a server and cutting down max players day by day by day. Either way I wanted to share my server experience I really enjoy the game a lot. My next Let's Play Series is going to start when coop friends gets hotfixed in (seeing them easy in the system / map) Thanks all and good luck to server running!
  15. You can I seen it done before and server side too works on the client without it. These are not mine and not going to publicly say where I saw them since I don't want people to harass the person but I wanted to show you the capabilities: http://imgur.com/a/1o4jf
  16. I wrote this on reddit but first a few suggestion: Title better :) [Mod] somethingname :) I also would suggest rather then doing it your style you add a new menu option for certain stations or it could be all of them. For example colony like stations you can go to them and respawn at them. Maybe also charge the closer you go to the center the more it would cost. Just a small suggestion anyways I feel your current method would end up getting people stuck :)
  17. Try a Pc Reboot I think I seen this before like steam is acting up here.
  18. Server been running all evening just fine :) Steam networking seems to have fix a lot of issues.
  19. They are also impossible to provide the service they are claiming so beware.
  20. Yes, ever since being part of this community I'm having the same issue. It's actually kind of a bit easy fix for Koonshi since he is running it on the hetner it might be highly recommended he have a proxy layer like cloudflare to help manage performance. It should do a decent job for us world wide and easy up on resources on his side too. Unless he has he webserver really badly configured then that would need to be fixed as well hehe :)
  21. That is actually not a bad idea either. Was not sure if that be to complex or not but would like that more :)
  22. Kane Hart

    Sofa's Builds

    lol that cockpit :) Nice
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