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Devious

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Everything posted by Devious

  1. Make sure safe player input is off in the server.ini, thats what caused similar issues for us.
  2. It's not safe at all, only neutral sectors will provide some protection but that can also be bypassed by pushing your ship to another sector through a gate.
  3. Your ship is not protected when you log off in vanilla. Even logging off in a safe sector still keeps the possibility of a player moving your ship through a gate to a normal sector and destroy it there. On our servers we have a custom mod that protects your ship on logoff. There is also protection against PvP damage outside the center ring on the CorePvP servers and full protection on the PvE server.
  4. This bug happens very rarely but when it does a player loses all his hard effort he put into the ship. It mainly seems to happen in an alliance owned ship and not just on our (modded) server, heard about 2-3 other occasions. I tried to reproduce it by jumping back and forth over 20 times but so far no luck yet. Below you can find what was in the client's log at that time. Full client log attached, server log here (In which you can see the server crashed after the affected player logged off): https://mega.nz/#!u0cXRbBY!-osPUtmVYPnJhmZNvTcrI43223OtOKBlbXRNrgUdJhY clientlog_2017-08-15_00-30-06.txt
  5. It only works on ships created after the mod was added and it currently doesn't seem to work on alliance ships!
  6. Title says enough, the ship commands found through entitydbg.lua don't work on alliance ships, even while flying them. What is also pretty annoying is that the functions do not work on targetted ships (player or alliance), which are very useful for admin purposes.
  7. The radar module adds to the range you can green blips on the map, deep scan range determines in what range you can see hidden mass sectors (orange blips). The scanner module that gives % is used for the range in which you can scan objects for their statistics such as health or resource content. I also suggest using the search function, a lot of your questions have been asked and answered before!
  8. Not the first thread or discussion about this but I totally agree. Even if it's not daily, there should be made time for this weekly to answer the serious questions and at least once a month to update us about the development process, even when development is going slow. I still remember the first two months after launch where Koonschi was directly involved and answered a lot of questions, it seems like his interest and motivation dropped hard since then. It takes just a little effort and a small step out of your comfort zone to turn the tide around. This way you keep the community involved and interested, unlike now where more than 90% of the player base (or registered accounts on this forum) lost interest.. But sure, if you don't care about the dwindling interest or decreased sales, then go on with this charade :)
  9. Just remove it from your ship, go to the other ship and select it from your inventory?
  10. Like Daemon said it needs to be both on the server and client. The moved asteroid won't show up like a normal claimed asteroid, it spawns randomly in the sector so you have to search for it. What you can do is press F9, scroll out and drag a box on your screen and then it will highlight it.
  11. The issue of ships duplicating on a server crash still persists after the update, it seems to happen almost every time the server crashes or is shutdown incorrectly. My guess is that the engine tries to restore a ship from the player saves while one of the other saves is still loaded. We've also been experiencing a few crashes, one noteworthy thing is that it seems to happen when a player is uncorrectly unregistered, which might be because of an unregister callback on logoff from two mods (Out Of Sector Production and Asteroid Mover). As you can see in some of the logs this is not always the case while the crash itself seems to be the same. This crash also happened when we modded the mods to not unregister the callback, it is only since Laserzwei updated his mods that we used his original version again which uses the unregister callbacks. Even when this might be caused by a mod it seems like unexpected behaviour that shouldn't happen, if that is not the case we would value it a lot if you can explain how to prevent this. Through the link below you will find the server logs. https://mega.nz/#!i91i0TCY!FpM4ox-xnlfkeOZ79QTw3RN6G_7j7x2jpaFnFGCHaBo
  12. Another big exploit found, it's becoming time to actually address these exploits because they can ruin the already messed up balance on multiplayer servers. (See https://www.avorion.net/forum/index.php?topic=3724.0 for another game breaking exploit.) - Build a small ship at a shipyard and select the station founder and captain checkbox. - Add a huge block of any resource type worth a considerable amount (millions in credits/resources). - Make sure to have full insurance. - Found any station type, cheapest is 3.5m. - While founding the station it destroys the old ship, triggering the insurance. - Collect money from insurance (profit). - Destruct station in build mode to get initial resources back. - Rinse and repeat for huge profits, the bigger the added blocks the higher the profit. So what happens is that the old ship is destroyed when transforming to the new station, instead it should be deleted so that it won't trigger the insurance anymore.
  13. Just replicated this issue on vanilla, here are the steps: - Build a mine on a claimable asteroid, doesn't matter which type. - Build the same type of mine in the same sector or elsewhere, doesn't matter. - When acknowledging the warning screen of the second mine it draws the money but doesn't build the mine. - When you jump out of the sector and back in, the old asteroid is still at its original position but in the center of the sector a glitched mine will spawn of the type you purchased, without any functionality besides being able to hire crew there. Here is a screenshot of the associated error:
  14. Just replicated this issue on vanilla, here are the steps: - Build a mine on a claimable asteroid, doesn't matter which type. - Build the same type of mine in the same sector or elsewhere, doesn't matter. - When acknowledging the warning screen of the second mine it draws the money but doesn't build the mine. - When you jump out of the sector and back in, the old asteroid is still at its original position but in the center of the sector a glitched mine will spawn of the type you purchased, without any functionality besides being able to hire crew there. Here is a screenshot of the associated error:
  15. Both modded EU servers have been wiped so enjoy a fresh galaxy! The US server won't be wiped yet as that galaxy hasn't been running for that long, most area's are still reasonably fresh. Dirtyredz has been working hard on a mod to regenerate claimable asteroids over time so that should help considerably with the durability and persistance of the galaxy. We also have a mod planned that will regenerate the content of sectors over time, which could possibly eliminate the need for a wipe due to the galaxy being farmed clean! I think that is awesome news as that really is something the vanilla game is lacking. Anyway, enjoy the freshly wiped servers and let's hope that we don't have to wipe anytime soon again :)
  16. Otherwise a setting for that in the server.ini config would be appreciated!
  17. Yeah there should either be a restriction or they should be able to stack, otherwise it leads to misunderstanding.
  18. Can confirm this issue, we haven't find out the cause yet as we have a lot of mods aswell. The only one that directly involves claimable asteroids is MineCorp, but there doesn't seem to be an issue with that. This isn't the first time the engine has issues with duplicate entities so my bet is that it's a vanilla bug.
  19. Good to see that you are continuing your work! I have one request tho, could you make it configurable to include player production? The current engine limitations still makes it (almost) neccesary to turn it off on highly populated servers so that would be an useful option.
  20. Thank you for the heads up and coming insight into the development process, this should settle some concerns about the timeline and viability of the game. I think most of us still have high hopes for the game, now that you guys show interest into keeping us informed, surely renews that hope for the game to reach near its full potential. Keep up the good work, we will be waiting patiently :)
  21. Thanks to the lovely contributions of our donators we have been able to get a second server, hosted in the US! We considered upgrading the current server to an overclocked beast first but the difference in costs from the current server was almost as much as the costs for the US server so we decided to get that instead, given that there have been quite some requests for one by our players from the States. I'm curious what this will do with the performance and experience for players from the US, the server itself is a test also due to the increased costs but I'm confident w'll be able to manage for a while! The US server will start out with a modded galaxy with CorePvP, I have doubled the starting resources to accomodate the fresh wipe and our inability to transfer previous progress. You will also have one active sector extra per player untill the performance becomes problematic. I have set the server live, you can connect through: 69.30.246.170 Again a big thanks to our donators, without your support this wouldn't have been possible! Due to a few bugs on the client I have also compiled a new modpack, you can download it from our Discord and the servers have been updated accordingly.
  22. You can increase the amount the ships can trade by looking into the script that spawns the trading ships. There is also a mod called Goods Hauler that let's you haul goods between stations in a sector through a ship with a captain.
  23. It would be very useful if permission groups (admins in particular) could use specific colors in chat as players not always notice the messages in chat. That is from the client side. From the server side it would be cool if scripts could broadcast colored messages, similar to this: http://www.ac-web.org/forums/showthread.php?105949-Lua-Color-Codes We tried this out but it just printed the message without adding the color to it. Another suggestion would be to color the different types of output in the console so that it's a bit better to spot errors/warnings while monitoring the console output and doing something else at the same time. Example: https://github.com/randrews/color
  24. Wondering how gamebreaking this is? This is the amount of modules I was able to get in just 3 minutes: q
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