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Devious

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Everything posted by Devious

  1. The asteroids don't show up on the HUD yet like they do before jumping, this is a feature Laser will have to implement. For now, you can drag a box across your screen while being zoomed out in RTS view, this will light them up.
  2. Yeah I noticed the freaking out about too many spaces, took a while tho! I don't know what I've done wrong but I have wiped the server after the patch and gates are still being generated, the odd thing is that the gates we've found all were 1 sector outside the barrier.
  3. Would it be possible to implement a function to call all fighters back at once? That would make it even less tedious to operate them with your mod :D
  4. I have updated the server and main forum post, most bugs have been fixed and there have been a few new additions: - Updated Out of Sector Production mod, this fixes stations not updating when there is a Turret Factory near. Players are now also reminded when they don't have this mod installed. - Permit module for transportation of dangerous goods, purchasable at Trading Post at a hefty cost of 250 million. We would love to make this cheaper but for a limited time, but due to the possible profits obtainable it is expensive. - fix for relationchanges.lua spam - Factions are a little harder to befriend, most stations will be equipped with turrets to defend themselves. - You will now start to find custom factions throughout the galaxy, for now they are from an old game called Starflight but we will be adding more. - Added a /crew command on trial that allows you to hire labour crew at a pricey rate, this does not apply to senior officers so you will still have to find those. - Range of miningsystem module increased so they become actually useful - Attempt to fix Xsotan and Adventurer spawns - Fix for transfer of crew and goods, cargo list increased to 50 slots - Hopefully removed claimable Xostan breeders untill gamedevs nerf it themselves - Improved permission overview - Fixed stash spawn and increased interaction range to 0.5 km. - Increased scale of factory prices Download link for latest modpack v2.3: https://we.tl/YisLoIrQgC
  5. Loving the mod so far, only upgrading turrets seems to be a bit buggy sometimes. Not sure if this is because of your mod or an ingame bug, but sometimes with stacks of 10 after researching 5 the old 5 dissapear. Also it would be very nice if the auto research function came with a scalable or configurable cost, this would benefit the economy.
  6. I found this line of code in the gatesmap.lua in the lib folder that should stop the gates from generating into the center: -- check if it's not crossing the ring if passageMap:insideRing(a.x, a.y) ~= passageMap:insideRing(other.x, other.y) then goto continue end Could it be that that line only applies to gates outside of the ring and not to gates being generated inside the ring?
  7. Hey, still loving your mod and our players do too :) One thing that came up to me was that in one of the recent patches the gate generation was changed so that they shouldn't spawn gates anymore going through the core barrier, could it be that your gate.lua is interfering with that? I have tried comparing your gate.lua against a vanilla file from the current beta branch but the layout was a bit messed up and I don't understand enough from lua to see if anything crucial was changed so perhaps you can look into that?
  8. Would it be possible to have the permit for a limited time instead of permanent? Having this module permanently will mean that players are able to make even more money with trading, so I would like to drain some of the money back in the server in some way, an the best way I can think of is that the permit would have a limited time.
  9. Are logs still needed about this problem? This keeps happening for some players while authentication is turned on. Turning it off does seem to fix the problem, but that opens another array of troubles.
  10. have been looking for it too but it seems to be hardcoded.
  11. I wouldn't load them in memory on multiplayer servers, the updating of every sector after a player leaves could be a lot on performance as well as we can see with the OOSP mod but perhaps it's not as intensive. If you store the data per sector, how do you have it in mind on bringing the data back together so it can be searched through on a galaxy/faction level?
  12. Sweet, that will save some trouble with setting up turret factories :D
  13. Thanks for your mod, I'm sure the helpless stations will love their turrets. One note for the hostile factions, a way I found for players to bypass most bad relations is to sell asteroids from nearby sectors to that faction. This allows them to befriend any faction within minutes and without too many effort. Would you know any way to battle this?
  14. We have run into a serious problem while using the option "is authenticated". Sometimes when a player gets randomly disconnected, their steam authentication fails forcing them to wait 30+ minutes before they can reconnect. I have asked for client logs so they will be on the way. Not sure if you guys are aware of this, I also noticed that the server overview shows the server empty when this setting is not activated.
  15. Due to the unstable authentication process I have turned it off again, this causes the server overview to show as if the server is empty. Therefore it's best to directly connect to the IP, once authentication becomes more stable we will add it back.
  16. We have the same issue on our server, after the auth request from the player nothing else is posted to the logs. What helps is teleporting the player to another sector while they are in the loading screen.
  17. As the name says that server is a test server for the devs to analyze the game. When you update your game to the beta branch you can use the server overview to look for other servers, or pick one from this section of the forum.
  18. You have to build the stations yourself, the mod only allows you to also build the stations that can't be build in vanilla. If you are wondering how to create a station, you have to go to a shipyard and create a ship (or block) there with the option "Station Founder" selected.
  19. Haven't tried it myself but inputting "/admin NameorID" should do the trick as long as you are recognized by the game as an admin. Is your name correct in the admin.xml file of the server? Otherwise, you could just add his name and ID to the list of admins in admin.xml, this only works while the server is offline tho.
  20. For you to be recognised as admin you need to set the right steam ID in the startup parameters and make sure that the name/ID is correct in admin.xml
  21. I have noticed an error a couple times now and it looks like I have finally traced back the cause of this error: Player at playername has no script number '-1'. This seems to appear when players are looking for the AI boss, I found out because 5 players were looking for him at the same time which caused a lot of console spam, not sure if it inflicts with performance. what I could find in the client logs around the same time: Error reading network message: 3: not implemented GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 73 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
  22. Thanks we will give it a try. I have now set the worker threads to 8 and the generator threads to 4. The processor only has 4 cores (8 threads) while the log mentions that there are 8 cores so that is a little confusing. Is it safe to increase the generator threads as well or is it best to keep those low? That's why I asked if they run in parralel and if they are both set to the same maximum amount since Windows also utilizes the first processor core for background processes which might interfere.
  23. Traced the issue, authentication needs to be turned on. It would show the correct player count before without it but now appears to be required for the server overview. The normal direct connect overview shows the correct amount without authentication.
  24. Allright, we are thinking about moving to Linux anyway. Will it give problems when moving over the galaxy from Windows to Linux?
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