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Devious

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Everything posted by Devious

  1. Try (re-)installing Catalyst and manually assign the game .exe to your AMD card in the settings.
  2. I must say, the Linux server seems to run a lot more stable than on Windows after moving the exact same galaxy. This suggests that the Windows server is a lot more unstable since it was crashing multiple times a day. Now on Linux this is the first crash we had in more than a week so there's definately something faulty in the Windows server process. Here is the log of the crash: https://we.tl/cQNlYOcB4q Here are the errors that I've been seeing from the start, I've tried looking for the origin but it doesn't seem to be related to a mod. Sat Mar 18 15:09:22 2017| could not execute function 'onDestroyed' in '"data/scripts/sector/relationchanges.lua"': Sat Mar 18 15:09:22 2017| data/scripts/sector/relationchanges.lua:50: attempt to index local 'faction' (a nil value) Sat Mar 18 15:09:22 2017| stack traceback: Sat Mar 18 15:09:22 2017| data/scripts/sector/relationchanges.lua:50: in function <data/scripts/sector/relationchanges.lua:13> Sat Mar 18 15:09:22 2017| Sat Mar 18 15:15:18 2017| error constructing Entity: Entity with index 1260 doesn't exist at [C]:-1: in function Entity Sat Mar 18 15:15:18 2017| data/scripts/sector/factionwar/temporarydefender.lua:50: in function ? Sat Mar 18 15:15:18 2017| error constructing Entity: Entity with index 1260 doesn't exist at [C]:-1: in function Entity Sat Mar 18 15:15:18 2017| data/scripts/sector/factionwar/temporarydefender.lua:50: in function ? Sat Mar 18 15:15:18 2017| error constructing Entity: Entity with index 1260 doesn't exist at [C]:-1: in function Entity Sat Mar 18 15:15:18 2017| data/scripts/sector/factionwar/temporarydefender.lua:50: in function ? Sat Mar 18 15:41:16 2017| error constructing Entity: Entity with index 2271 doesn't exist at [C]:-1: in function Entity Sat Mar 18 15:41:16 2017| data/scripts/sector/factionwar/temporarydefender.lua:50: in function ? Sat Mar 18 15:48:29 2017| error constructing Entity: Entity with index 1664 doesn't exist at [C]:-1: in function Entity Sat Mar 18 15:48:29 2017| data/scripts/sector/factionwar/temporarydefender.lua:50: in function ? Sat Mar 18 15:50:40 2017| data/scripts/entity/regrowdocks.lua:42: in function 'regrow' Sat Mar 18 15:50:40 2017| data/scripts/entity/regrowdocks.lua:9: in function <data/scripts/entity/regrowdocks.lua:6> Sat Mar 18 15:50:40 2017| Sat Mar 18 16:07:25 2017| could not execute function 'updateServer' in '"data/scripts/entity/ai/patrol.lua"': Sat Mar 18 16:07:25 2017| data/scripts/entity/ai/patrol.lua:47: attempt to compare nil with number Sat Mar 18 16:07:25 2017| stack traceback: Sat Mar 18 16:07:25 2017| data/scripts/entity/ai/patrol.lua:47: in function 'updateFlying' Sat Mar 18 16:07:25 2017| data/scripts/entity/ai/patrol.lua:26: in function <data/scripts/entity/ai/patrol.lua:16> Sat Mar 18 16:07:25 2017| Sat Mar 18 16:15:43 2017| error constructing Entity: Entity with index 11 doesn't exist at [C]:-1: in function Entity Sat Mar 18 16:15:43 2017| data/scripts/entity/ai/trade.lua:51: in function updateServerAI Sat Mar 18 16:15:43 2017| data/scripts/entity/merchants/tradeship.lua:62: in function ? If there is anything you need to track down the errors, let me know ;)
  3. Look for Laserzwei's PvPSecure, that mod protects all player owned entities in the sector where the player logs out ;)
  4. Batch normalizing can seriously affect your files if you use the wrong settings, most software has options to do all tracks at once. This is generally not what you want since it will take either all audio and find an average volume level or it just takes the first one and applies the same boost to the rest. This is useful for tracks on a well-produced album, not for a random collection of mp3's since they are all mastered differently, not to mention the loss of sample rate compared to lossless audio. If you want to use mp3's without losing quality in such conversions I wouldn't use mp3 at all, definately not below 320 kb/s, but that's just my audiophilic opinion and am very spoiled with having most of my audio in a lossless format :)
  5. Please fix this in the coming patch so we can actually start playing the game like it is meant to instead of snowballing to the core without doing a single quest because there are gates going to the center.
  6. I agree, even a German message which we could translate ourselves is better than nothing. Small messages here and there won't reach your large public, look at the steam forums for example ;) Too many concerned players there, while everyone here knows Koonsch is busy working hard. Players who bought the game through Steam and didn't bother to look further than the length of their noses think this game is already dead because the developer started off good with weekly messages but now hasn't published anything in weeks.. That is not how you want your players to think about an EA game and it's developer! Personal energy should not be an excuse, this game earns enough to at least outsource the promotional part of this game. If things keep going the way they are going, this game might not even make it to it's potential as players are already deserting the game because they think it failed.
  7. I must've messed up somewhere with compiling the modpacks. I went through all the files again and I think I have fixed all errors now. I removed everything in my data folder, verified the game and then installed the modpack. IF you had issues with one of the previous modpacks I suggest you do the same. Download the latest modpack (v2.5) here:https://we.tl/0Ixy7G1mnV Changes for this modpack: Thank you for your message, I indeed noticed something similar. This wasn't really the case before so I have contacted our new host in the hope they can resolve it. If that is not the case we will move the server to another host and a better machine again.
  8. That is because your ship is too large, doesn't have anything to do with the mod itself. Ships being too big for gates is actually a bug, which Koonschi said to address soon.
  9. Installing your mod gives the following errors for me which causes green blips to dissapear on the map: Fri Mar 17 15:57:21 2017| could not execute function 'initialize' in '""': Fri Mar 17 15:57:21 2017| data/scripts/sectorspecifics.lua:29: module 'sectors/Spemincolony' not found: Fri Mar 17 15:57:21 2017| no field package.preload['sectors/Spemincolony'] Fri Mar 17 15:57:21 2017| no file '/usr/local/share/lua/5.2/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file '/usr/local/share/lua/5.2/sectors/Spemincolony/init.lua' Fri Mar 17 15:57:21 2017| no file '/usr/local/lib/lua/5.2/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file '/usr/local/lib/lua/5.2/sectors/Spemincolony/init.lua' Fri Mar 17 15:57:21 2017| no file './sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'sectors/Spemincolony' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/lib/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file 'data/scripts/sectors/Spemincolony.lua' Fri Mar 17 15:57:21 2017| no file '/usr/local/lib/lua/5.2/sectors/Spemincolony.so' Fri Mar 17 15:57:21 2017| no file '/usr/local/lib/lua/5.2/loadall.so' Fri Mar 17 15:57:21 2017| no file './sectors/Spemincolony.so' Fri Mar 17 15:57:21 2017| stack traceback: Fri Mar 17 15:57:21 2017| [C]: in function 'require' Fri Mar 17 15:57:21 2017| data/scripts/sectorspecifics.lua:29: in function 'addTemplate' Fri Mar 17 15:57:21 2017| data/scripts/sectorspecifics.lua:46: in function 'addTemplates' Fri Mar 17 15:57:21 2017| data/scripts/sectorspecifics.lua:200: in function 'initialize' Fri Mar 17 15:57:21 2017| data/scripts/sectorspecifics.lua:22: in function <data/scripts/sectorspecifics.lua:17> Fri Mar 17 15:57:21 2017| (...tail calls...) Fri Mar 17 15:57:21 2017| [string "..."]:10: in function <[string "..."]:8> Fri Mar 17 15:57:21 2017| Fri Mar 17 15:57:21 2017| Setting script "" to invalid. When I first installed the factions I could get it working by changing the capitals of Spemincolony but now I don't seem to get it working anymore so could you please have a look at it? Edit: I remembered the changes I made, now that I think of it it is probably due to the script calling "Spemincolony.lua" while the file is "spemincolony.lua". After changing that an error came for speminsector and dweenlebreeder, I commented those out and now the map is working again. It appears that there is no file for the dweenle breeders and speminsector is probably double there since there is already Spemincolony.
  10. One thing we noticed on our server is that the scanning for the permit seems to be causing a decent amount of lag during faction battles, players mentioned that this is while they are being scanned multiple times by both factions ships. There are a few players who still use the mod so I'm reluctant to take it away immediately. Not sure if possible but could the code be further optimised to perhaps do fewer checks? Another QoL issue is that I gave the permit a very high price, which makes misclicking very unforgiving. Could you make some sort of confirmation before buying such as the MineCorp mod has or something similar?
  11. You glitch out of your ship on teleportation, so you need to enter it again or it will stay in that sector. I've tried adding color codes as well but without success unfortunately :(
  12. Devious

    admin.xml

    The commands are already enabled for admins by default, so you don't need to put it in the xml!
  13. The server is moved to a better host, the tests so far seemed pretty promising. Fortunately, we didn't have to wipe so everyone who didn't get to endgame yet still has a chance. Although a few players requested a wipe we have decided to delay that till the next balancing patches if no further problems arise.4 Use the new IP for connecting to the server: 213.202.233.151
  14. You clearly get me wrong, which I can understand if you haven't followed the development from the start. The shitpile I am referring to is exactly the cause of what is keeping him busy but since he is the sole creator of this shitpile by releasing EA, how does that make it our responsibility as you state with "your shitpile"? When the game released there was an update after a week, with a few announcements concerning that on steam. After that, all messages to the outside from Steam stopped. Those who have been active here know that Koonsch has been working hard on the "shitpile" he made for himself by releasing the game EA and in MP. This, however, does not apply to the gross of the players who bought the game through steam, they have been kept in the dark since the first update. No message on steam, causing the players to raise suspicion on the steam forums. Another thing, from day one of EA release there have been a few possible and actual fixes from the community without a single one being implemented. One of the things a team could do is actually test these fixes or incorporate them in a serious attempt at fixing them while the main dev can focus on content. Basically, the same what the dev should be doing already, but isn't really happening since he has so much to do. This will only allow for even more errors over time while slowing down content. Does that make you more capable than someone who would let his client/customers know the progress of the situation when they arise? I disagree to the fullest. It only shows how well in over your head you are, especially when the delivered product still does not meet up to the standard you hardly claim it to be. Ofcourse mistakes happen but just because you let them happen due to too much work/stress doesn't mean you can't be held responsible for your actions. Not that I am keeping Koonsch responsible for this, on the contrary. It's ment as suggestive feedback, since it has been very successful in other games. Again, not our responsibility nor what we are doing. What I did with my comment was giving suggestive feedback, which has helped for a lot of other games. Imagine Garry Newman still working on Rust on his own every week or Chris Roberts developing Star Citizen on his own. Both wouldn't be the games that they are now if the devs were still doing everything on their own. Instead of attacking others here in stretch of your ego, use it to everyone's advantage by thinking along ;) :-*
  15. He should look into hiring a team or outsourcing some of the dev work, the shitpile is growing every day and it's becoming more silent from his side with every dung thrown on top of it.
  16. It could go a lot faster when the community involved fixes are implemented by the dev (he should have a team), as we have seen fixes coming up days after the release who are still bugged in the latest beta versions. Here is one that might fix the current problem: https://www.avorion.net/forum/index.php?topic=2593.0
  17. Should be yeah, not the case tho. There is still a calculation mistake in the code causing gates to spawn 1 sector outside the core.
  18. They indeed still happen on the beta-branch and there is a way around it as well, but the sector itself seems to stay corrupt. What you could try is teleporting yourself to another sector from the server console, or ask the admin if you don't have acces, while you are trying to sign in. Some players on our server were able to go back to the sector afterwards, but most of the time it would cause a crash after which they would be stuck again.
  19. We are moving to a better host today so hopefully this will gain us more stability, in the mean time I have fixed the interaction with mines if that wasn't working for you and set up a website. Here are the full changes: - {v2.4.7} Fix for interaction with abandoned mines - Your ship and everything you build in that sector will be protected from log off outside the center barrier - Custom Insurance message added which shows location and cause of destruction Download link for latest modpack v2.4.7: https://we.tl/lG4Ui39aTG
  20. I'd love to make one but the current limits in the game engine don't really allow for the creative I had in mind together with the space the main server is taking, but who knows there might be one soon ;)
  21. By not doing anything at all, by default only admins have permission to use all commands. To give players permission for a specific command you have to edit the admin.xml.
  22. Take your time, school is much more important :)
  23. Would it be possible to include the player name and location when a command activation is logged to the console? Some players are abusing salvage fighters by using a shitload of them with high dps in salvage yards, creating giants amount of lag because the netcode can't handle that many updates.
  24. If I understand correctly the current official wiki allows for user input, I think that will be valued by a lot who want to get into modding!
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