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Rinart73

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Posts posted by Rinart73

  1. any chance of getting a mod that will increase the number and/or size of enemy ships when they spawn based on the omicron rating?

    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.

     

    it just seems like an easy way to cheese through the game at the moment is to build a big brick covered in guns and just stomp enemies with brute force.

    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. Normalerweisse kann man ja beim Schmuggler, wenn man mehr als 13 geklaute ware hat seit dem letzten update nach unten scrollen, das geht bei uns nicht mehr, möglich das ich es bei einem mod überscdhrieben habe? weißt du wo in welcher datei das ist?

     

    "Normally you can at the smuggler, if you have more than 13 stolen items since the last update scroll down, which is with us no more, possible that I have it with a mod overdrubbed? Do you know where in which file?"

    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. 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.

  4. hmm hab ich was falsch gemacht?

     

    https://steamuserimages-a.akamaihd.net/ugc/80345569856271611/A62E00E3D94F423F10B11C794C4BAFFB6F07D591/

     

    https://steamuserimages-a.akamaihd.net/ugc/80345569856271834/177E678976DB8C6EC9BC0C9E9648B3487193B793/

     

    Modpack for client:

    http://lost-survivors.com/index.php?attachment/67-modpack-1-6-zip/

     

    kannst du bitte transfer convenient version nicht vanilla version reinmachen bitte?

    weil bei transfer convenient version eingabefelder sind und bei vanilla nicht

     

    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".

  5. 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?

  6. 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:

     

    Preview.jpg

     

  7. ja, aber kein mod wo in die sector.lua geschrieben wird

     

     

    -- [PermissionsExtender]

    package.path = package.path .. ";data/scripts/mods/PermissionsExtender/?.lua"

    package.path = package.path .. ";data/scripts/entity/?.lua"

     

    local PermissionsExtender = require("PermissionsExtender")

     

    -- [end PermissionsExtender]

    if onServer() then

     

    function initialize()

        local dockables = {Sector():getEntitiesByComponent(ComponentType.DockingPositions)}

     

        for _, entity in pairs(dockables) do

            entity:addScriptOnce("entity/regrowdocks.lua")

        end

     

        Sector():addScriptOnce("sector/relationchanges.lua")

        -- [PermissionsExtender]

     

        for _, entity in pairs({Sector():getEntitiesByType(EntityType.Ship)}) do

            local faction = Faction(entity.factionIndex)

            if faction.isPlayer then

                if PermissionsExtender.debug then

                    printlog("[PermissionsExt]", "Sector initialize()", faction.name, "ship", entity.name, entity:hasScript("permissionsExt.lua") and "hasScript" or "noScript")

                end

               

                entity:addScriptOnce("permissionsExt.lua")

            end

        end

        for _, entity in pairs({Sector():getEntitiesByType(EntityType.Station)}) do

            local faction = Faction(entity.factionIndex)

            if faction.isPlayer then

                if PermissionsExtender.debug then

                    printlog("[PermissionsExt]", "Sector initialize()", faction.name, "station", entity.name, entity:hasScript("permissionsExt.lua") and "hasScript" or "noScript")

                end

               

                entity:addScriptOnce("permissionsExt.lua")

            end

        end

        -- [end PermissionsExtender]

    end

     

    end

     

    -- [PermissionsExtender]

    if onClient() then

     

    function initialize()

        for _, entity in pairs({Sector():getEntitiesByType(EntityType.Ship)}) do

            local faction = Faction(entity.factionIndex)

            if faction.isPlayer then

                if PermissionsExtender.debug then

                    printlog("[PermissionsExt]", "Sector initialize()", faction.name, "ship", entity.name, entity:hasScript("permissionsExt.lua") and "hasScript" or "noScript")

                end

               

                entity:addScriptOnce("permissionsExt.lua")

            end

        end

        for _, entity in pairs({Sector():getEntitiesByType(EntityType.Station)}) do

            local faction = Faction(entity.factionIndex)

            if faction.isPlayer then

                if PermissionsExtender.debug then

                    printlog("[PermissionsExt]", "Sector initialize()", faction.name, "station", entity.name, entity:hasScript("permissionsExt.lua") and "hasScript" or "noScript")

                end

               

                entity:addScriptOnce("permissionsExt.lua")

            end

        end

    end

     

    end

    -- [end PermissionsExtender]

     

     

    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?

  8. Just installed the mod, when I tested it on singleplayer it seemed to work fine but on the server I get the following error:

    could not execute function 'initialize' in '"data/scripts/sector/sector.lua"':
    data/scripts/sector/sector.lua:32: attempt to index local 'faction' (a nil value)
    stack traceback:
            data/scripts/sector/sector.lua:32: in function <data/scripts/sector/sector.lua:10>
    
    Setting script "data/scripts/sector/sector.lua" to invalid.
    

    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.

  9. habs problem das wenn man bei schmuggler ware reinwaschen will, das man nicht mehr scrollen kann, wenn man mehr ware hat und somit geht auch das reinwaschen nicht mehr. vorher konnte man scrollen jetzt ist es wie vor dem avorionupdate

    Google Translate: "I have problem that if you want to clean with smugglers ware, which you can no longer scroll, if you have more ware and thus does not wash. Before you could scroll now it is like before the avorion update"

     

    My mod has nothing to do with the smugglers trading.

     

    Google Translate: "Mein mod hat nichts mit dem Schmuggler-Handel zu tun."

  10. What I mean is that the list only shows the first registered players, anyone registered after that is not visable.

    Here is a screenshot, anyone below the player "Roy Mustang" is not visable or selectable.

    http://prntscr.com/euh0bm

     

    And yeah fighter permissions could be useful indeed as they can't be transferred in any other way yet.

    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

     

    PermissionsUi.1.1.png

     

     

    This looks like pure dark magic!

     

    Amazing work, thank you!

    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.

  11. Lol if you can give more details on the first bug.

    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

     

    I'll tweak the convenient to allow 2 digits if possible in the next version.

    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.

  12. Nice work, looks promising :)

     

    One thing that really bugs me about the permission screen is that the list is not scrollable, so anyone who registered later is not visible on the list.

    Do you think you could find a solution for that?

    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..

  13. 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

     

    [*]Make a backup of the following files:

    • data/scripts/entity/collaboration.lua
    • data/scripts/entity/transfercrewgoods.lua
    • data/scripts/sector/sector.lua

    [*]Unpack contents of the folder "Install" in the mod archive in your Avorion installation folder

     

    Uninstallation

     

     

    Debugging

     

    Mod produces a fair amount of debug logs especially when you're constantly giving or taking away the new permissions. You can turn off most of it in the "data/scripts/mods/PermissionsExtender/Config.lua" file.

    But in case of errors mod will log them even if you're disabled logging.

     

    Localization

     

    You can change the mod language in the "data/scripts/mods/PermissionsExtender/Config.lua" file. If the mod can't find translations in its "LocalizationClient.lua" and "LocalizationServer.lua" files, it will try to look in the "data/localization/yourlanguage.po" file.

     

    You can help me to adjust English in my mod or provide translations to other languages. You can also translate the mod by yourself. Edit the "scripts/mods/PermissionsExtender/LocalizationClient.lua" and "scripts/mods/PermissionsExtender/LocalizationServer.lua" files.

     

    Compatibility Notes (2)

     

    If you're making mod that may change faction for ships and stations from NPC to player, use following script on the converted ship/station to allow the new permissions to work:

    package.path = package.path .. ";data/scripts/entity/?.lua"
    entity:addScriptOnce("permissionsExt.lua")

    If you will not use this code, entity will not allow you to give/take crew/goods until its reload (you will need to allow sector with the entity to unload and load again)


    This mod will require compatibility patches for all mods that change following files:

    • data/scripts/entity/collaboration.lua
    • data/scripts/entity/transfercrewgoods.lua
    • data/scripts/sector/sector.lua

    I separated all my code in these files by this comments:

    
    
    -- [PermissionsExtender]
    mycode
    -- [end PermissionsExtender]

     

    Also the next example shows how it looks when I replace some original code with my own.

    
    
    -- [PermissionsExtender]
    --player:sendChatMessage("Server"%_t, 1, "You don't own this craft."%_t)
    player:sendChatMessage("Server"%_t, 1, PermissionsExtender:translate("You don't have permission to take cargo from this craft."))
    -- [end PermissionsExtender]

     

    Compatibility patches (2)

     

    BetterTransfer (updated for 0.1.0)

    Just install patch after Permissions Extender mod. You don't need to install original BetterTransfer.

     

    Integration (Modders resource) - Coming soon

     

    Coming soon

     

    Known bugs (0)

     


     

    Screenshots

     

    Preview.jpgcbn8iH.jpg

     

    Changelog

     

     

    0.1.0:

    • 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'

    0.0.9:

    • First public release

     

    Planned features

     

    • "Free Buy" permission that will allow players to get from your station only cargo that this station produces
    • "Free Sell" permission that will allow players to give your station only cargo that can be used by this station (this excludes ability to "spam" factory with some junk cargo that will prevent it from running)
    • Visually show when player can't do something by hiding some transfer buttons or the entire tab

     

    The mod must be installed on both Client and Server.

     

    Thanks to w00zla, infal, Dirtyredz, Splutty, Aki  for valuable information that helped me in process of creating this mod.

    PermissionsExtender_0.1.0.zip

    Uninstall.zip

    [*]Restore 3 files that you backed up before

    [*]Delete these files/folders:

    • data/scripts/entity/permissionsExt.lua
    • data/mods/PermissionsExtender/

     

    If you want to uninstall mod from Server, after that you have 2 options:

    • Unpack contents of the folder "Uninstall/Default" in the mod archive in your Avorion installation folder
    • You can delete "data/scripts/entity/permissionsExt.lua" file only when you're totally sure that sectors with all player ships and stations were loaded at least once after mod uninstallation

    Or

    • Unpack contents of the folder "Uninstall/Utility" in the "%appdata%/Roaming/Avorion/galaxies/yourGalaxyName/" folder. You will see a new file called "uninstallPermissionsExtender.json"
    • Place the Sector Cleaner utility near uninstall file
    • Drag the .json file on program. If you'll see any red text, restore affected files in your "sectors" folder from the backup folder that utility will create
    • If some sectors will change/re-generate, restore sectors files

  14. 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.

  15. 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

  16. 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.

     

    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.

  17. 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.

  18. 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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