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Rinart73

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Everything posted by Rinart73

  1. I think the problem isn't about number and size. Generator just produces NPC ships that literally have energy cores, crew quarters and that vulnerable stuff uncovered by an armor. Players can build a functional ship and then just make a thin layer of crew quarters to make visibility of "windows" e.t.c. NPC can't. Now NPC generator just makes interesting and sometimes beautiful ships and stations. But they're not functional, not optimized. Well, what you said.. it's about ship design restrictions. You can build an armor over engines and trusters. That's bad but it should be fixed with mods, cause it seems that creators will not make restrictions, because the game will be a space simulator then and some of the players will just leave.
  2. I think I know which file contains smuggler's trading, but it's not related to this mod. Probably you should create a mod request thread or ask about fixing it in the "Troubleshooting". "Ich glaube, ich weiß, welche Datei Smuggler's Trading enthält, aber es steht nicht im Zusammenhang mit diesem Mod. Wahrscheinlich solltest du einen Mod-Anforderungs-Thread erstellen oder nach der Feststellung in der "Troubleshooting" fragen."
  3. For some reason game says that I can't use this command. Is it for admin only?
  4. Windows 8.1 x64. Have all installed .NET frameworks from oldest to 4.5.2. Program works just fine, great work :) It's sad that there is no 'voxelizer' that can make not only voxels, but triangles too.
  5. You can find patches for both versions of BetterTransfer in the "Compatibility patches" section. Sie finden Patches für beide Versionen von BetterTransfer im Abschnitt "Compatibility patches".
  6. Hi. Using your mods (and modloader I noticed that I'm getting rare loot often. I got an Avorion Legendary Trading system in the titanium sector. Also C34 orange in the iron sector. Can you explain please, can you mod change the drop chances of default systems?
  7. v0.1.0 is out Bug fixed 'faction is nil' Collaboration/Permissions window interface redone (inspired by NexusNull's mod NexGenUI). Currently supports:Scrolling of lists in the tab. Nearly unlimited amount of tabs-permissions. When tabs count will reach 11, buttons to change page will appear. [*]BetterTransfer patches now add 2 more permissions: 'Give Fighters' and 'Take Fighters' Screenshot of the new UI:
  8. Can you give full logs please? Können Sie bitte volle Logs geben? And I actually need list of your mods. Just names. Is there any mods that add or change stations? Und ich brauche eigentlich eine Liste deiner Mods. Nur Namen. Gibt es irgendwelche Mods, die Stationen hinzufügen oder wechseln?
  9. Do you have any other mods? We have this mod installed on server where we're playing with friends. It works just fine. I'll re-check it. Also it would be good to see the full logs.
  10. My mod has nothing to do with the smugglers trading. Google Translate: "Mein mod hat nichts mit dem Schmuggler-Handel zu tun."
  11. Oh.. that thing, the ComboBox. I'll see what I can do. If scrolling will not work for that UI element, possible I will just redesign the whole permissions tab like in this mod Thanks, yeah, that was some dark magic involved in a process. I'll do fighters and I think I'll explain how to use the main module as a modding resource. Maybe this will help somebody.
  12. Sure, make a ship that need 40 mechanics for example. Fill it with crew. Then make a small ship that need 5 mechanics. And give it more than a 5 mechanics. Yes, this is a very small bug, I have a natural talent of finding those XD In the previous version of the mod (by Laserzwei) I see that we can input up to 3 digits. I understand, that icons of crew members took some place and line shouldn't be too short.
  13. So.. is this mod still relevant or turret factory errors had been fixed?
  14. Do you mean horizontal scroll for other mods that will add their own permissions? Thanks, I'll look what I can do. As for now compatibility patches added for the both versions of the mod "BetterTransfer : UI upgrade & Transfer cargo/crew/fighters 1.12" - "vanilla" and "convenient". Also, since BetterTransfer adds fighters transfer and it's the only UI transfer mod that updates now, maybe I should add permissions for fighters transfer too..
  15. Thank you for the great mod. I found an issue (I suppose). Its non-critical but messes with the interface. This happens when you try to give more crew than the ship can take. Also, can you make an inputs a bit wider please (convenient version)? For now it can show only one digit, which is a bit confusing sometimes.
  16. Updated, I love Google Drive, you can't even post a static link to the image. By the way, most of screenshots is UI :)
  17. I'm looking for a function that can add a some sort of overlay, just draw itself over the surface of an Entity in the position that I'll specify. All I found currently is Sector (Client) methods to create glow, sparks, explosions, dust, laser and hyperspace animation. There is no way to make a texture overlay currently, am I right?
  18. Attention: This mod was developed before Alliance Update. Now we have the ability to share ships, fighters, trade e.t.c in vanilla. Also the Collaboration tab is gone now. So this mod is outdated, will not be continued. Thanks to everyone that used my mod. Version 0.1.0 is out! Bugfix, new UI and fighters support. This mod adds 4 permissions: "Give Crew", "Take Crew", "Give Cargo", "Take Cargo", which can be managed through the original Collaboration/Permissions window. It works for ships and stations that are controlled by players. Also, starting with version 0.1.0 it changes UI of the Permissions window. Now there is a 2 lists in each tab: "Denied users"(left) and "Allowed users"(right). UI change was mostly done because the old UI doesn't support big amount of people (combo box isn't scrollable). These permissions are useful if you want to: Share your cargo space in some of your factories and ships with your friends Leave some cargo/crew gifts for someone following your path Help your teammates to reach nearest station as quickly as possible (by giving the some of you crew to them) Get some benefits of your space-vassals Trade and exchange cargo with other players Installation
  19. I have a problem related to localization. As I understand there is currently no way to show an error message without server calling this function sendChatMessage(string sender, int messageType, string message, string... arguments) I mean I just need to show a message to the player when he did something wrong. It will be player:sendChatMessage("Server"%_t, 1, "You did something wrong"%_t) right? Well there is a problem. It will translate this message according to the locale that was chosen on a Server side. So, for example we have a German player and he will see English message. There is a function with the same name on a Client side but it's not the same. Just look sendChatMessage(string text) I think it really sends the message in the chat, not shows it in the right side of the screen. I could do something like this: send player chosen language to the Server. But I can't because there is no way to get chosen language using Lua. Just some workarounds that will require more user attention that should.
  20. It seems that game just finds all strings that end on "%_t" in lua files and replaces them before executing. Because as I can see this is not valid lua code, because "%" is a 'modulo' operator. And you can't apply arithmetic's operators to strings. I just need to know how it works, is there a way to understand, which language did player chose and is it possible to translate a string that already stored in the variable. Because this code doesn't work: local say = { "Say Hi", "Say Hello", "Say Goodbye" } for k,v in pairs(say) do printlog((v)%_t) end
  21. 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 I totally agree that invokeServerFunction is essential, but it would be good to just implement some sort of 'flags' or 'labels' in Lua for the functions that can be invoked. Like public/private but in the client-server terms.
  22. 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.
  23. Extension is discontinued Short foreword When we want to remove a mod that attaches some scripts to the Entities, we replace these files with scripts that terminate() itself when Entity is being loaded by the server. This is fine in most cases except: When another mod utilizes scripts with the same name When we're dealing with some bugged or incredibly huge mod that spammed all sectors with its scripts So I developed a small utility that allows you to remove an attached scripts from all sectors and entities. How to use [*]Navigate to "%appdata%\Roaming\Avorion\galaxies\yourGalaxyName" folder [*]Place "AvorionSectorCleaner.exe" in it [*]Make a backup of your "sectors" folder [*]Drag and drop Uninstall File on "AvorionSectorCleaner.exe" [*]Launch the server and try to fly to the sectors where mod worked before. If sectors look the same as before, it worked probably. If your ship is completely gone or sector looks absolutely different, you should restore "sectors" folder from backups and try the old method of 'deleting' mods. Uninstall File - What is it? This is a json file that anyone can create. I suggest to name it something like "uninstallModName.json". At the moment the Uninstall File has the following structure: { "RemoveScripts": [ "data/scripts/path/to/script/scriptName.lua" ] } You can remove as many scripts as you want: { "RemoveScripts": [ "data/scripts/path/to/script/scriptOne.lua", "data/scripts/path/to/script/scriptTwo.lua" ] } For now "RemoveScripts" is the only parameter available. I'm planning to work on this utility more if some will find it useful. Notice This utility is in Alpha stage. It may not work or work in some cases and doesn't work in others. If you want to help me develop it, write your suggestions and post program logs. Also it would be good to attach your modlist and sector file, when you get an error. This program is useful only for Server. As far as I know Client can safely uninstall mods by deleting related files. Planned features (maybe) Possibility to remove custom variables that were added by "setValue()" and "secure()" calls AvorionSectorCleaner_0.0.6305.22283.zip
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