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Dahak

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Everything posted by Dahak

  1. 1. The script faults when you attempt to access the market with more than 14 types of stolen good. Reproduction: Do the above, see the log. Fix: See this thread for a naive patch-job based on the trading upgrade. 2. The displayed value is 25% of the good's value, when it buys for 15% Also a quick fix. 3. When selling stolen goods to the smuggler, using the appropriate menu, they will buy your non-stolen copies first, for the listed price, before buying stolen ones. Reproduction: Get nonstolen and stolen copies of the same good. Attempt to sell the stolen. It will sell normal goods until you run out, then sell stolen ones. Fix: Just needs an override of the functions to only pick stolen copies out of cargo.
  2. Its me again, with another quick patchjob. Smugglers Markets would crash with more than 14 types of stolen goods on board, due to their coding. Correcting their coding causes a crash with more than 15, as the base script it inherits from only has 15 buy lines. I fixed this by adding pages identical in function to the trading upgrade. An additional bug fixed is that while stations buy for 15%, it was displaying 25% price. This does not fix the bug where the station buys nonstolen goods first, unfortunately. I can do that, but I haven't yet since it requires a serverside script change, and I don't have access to that on the server I play on, so don't feel like messing with it at the moment. The bug report thread is here. smugglersmarket.zip
  3. It's a rendering bug. I've been pirating a bit, and have had to fix the smuggler station script to work with more than 15 items. So there's more than 15 for sure, but it's not displaying right.
  4. Something a person in discord brought up also, is maybe modding all turrets the player has, and then looking for a way to block out mailing, etc. Didn't see anything related to mailing though.
  5. I think I agree with MMaster - but like him, I'm not sure I'm understanding that well. I would be perfectly happy with mod folders and a "mod.lua" file that's automatically loaded that tells the game how to interpret the mods.
  6. Really, we probably need to mod most hardcoded lists in the scripts into registries. Probably not too hard. Actually probably just more time consuming than hard, given Lua's amazing table handling. Though we'll still need the above suggestion for a folder that gets called automatically. :/
  7. I looked into blockplan, but I believe that's only for blocks - turrets don't count, as they're not part of the blockplan AFAIK. Now if there's a way to detect when the player goes into the build menu, well, that works fine :)
  8. On that topic, have you figured out if you can grab a turret when its removed from the ship (or shot off)? I'd like to start making weapon upgrade Systems, but that's a serious requirement to prevent it from being abused.
  9. It does so by getting all of the fighters in a sector, then figuring out which ones belong to the player. That's functional, but we're hoping to figure out if there are any lua functions that will access whatever the game uses internally when a carrier gives commands to its fighters. This is pretty much what I'm trying to achieve, and you are correct the mod does not do that atm. I have been dumping lua tables left right and center in an attempt to find out what is and isn't possible. Tbh, what you want is pretty much what i need to take the carrier commands to the next level. Aye. There are a number of components that we don't have interfaces to yet ;_;
  10. Fantastic! I frustrated myself quite some bit the previous night with this, and here you are explaining it :) also saves me some time knowing that I can simply replace the turret and don't have to destroy the old.
  11. It does so by getting all of the fighters in a sector, then figuring out which ones belong to the player. That's functional, but we're hoping to figure out if there are any lua functions that will access whatever the game uses internally when a carrier gives commands to its fighters.
  12. I am also interested in this. I have seen stuff about Components, but I can't find any way to get the Entitys in the ship's hangar, rather than their templates... Speaking of that, is there a list of children accessible on a ship anywhere?
  13. I'm not sure if this happens often, but the server I play on has some issues with stations having 0 max stock of some items. As such, I did this quick modification, using a filter function found online to filter out bad goods. tradingoverview.lua
  14. You can temporarily avoid the log messages by changing Player(self.factionID) to Faction(self.factionID).isPlayer. Though it'll probably be gone by the next hotfix :p
  15. My apologies. We saw the error message a ton, and the server op was seeing more and more ships cluttering g up systems, so we assumed it was an error. Thanks for replying, and I'll make sure to check more thoroughly from here out.
  16. Edit: solved. Debug message, not error. The Player(var) function (constructor? The documents say its a constructor that returns a new Player object, but it's getting an existing one...) errors with the lines: Sat Jan 28 18:00:52 2017| error constructing Player: No player with index 2000760 found at [C]:-1: in function Player Sat Jan 28 18:00:52 2017| data/scripts/entity/ai/passsector.lua:37: in function ? whenever passed the factionID of an AI faction. This is causing the passsector.lua script to fail. Reproduction: I've seen it in multiple logs at this point, so I'm assuming its an ubiquitous engine problem. Expected Behavior: It should return false or nil. Or, if Player(var) is supposed to error when passed an AI ID, then a different function should be in place for checking if a ship belongs to a player.
  17. Getting this error message in my logs, spamming them up horribly. One log from a day of playing is almost 800mb. Wed Jan 25 22:53:45 2017| GL DBG: HIGH TYPE_ERROR API 1281: GL_INVALID_VALUE error generated. View frustum must not have a zero values of: (right-left), (top-bottom), or (zFar-zNear). Have a GTX 960 and am running latest drivers. Settings are mostly maxed except SS at 1.5x. Obviously can reproduce it on my end, but, uh, might not be easy elsewhere.
  18. Okay, so if I'm understanding this right, actually modding stats and so on requires I make scripts that the game runs on anything I want to mod? So if I wanted to mod the behavior of fighters, I'd need to have a script to run on them, and a script that runs that script on them and is attached to the sector or something else. Similarly to wanting to mod fighters, does the same apply to any weapon and so on too? Having a bit of trouble though. I didn't see any callbacks that are specific to fighters, so I'm wondering the best route to go about hooking things to fighters. To start with very basically, I'm thinking just tagging their on-death function to replace them in the carrier after a period of time and deduct some minerals. Since this is super basic, they'd probably just 'hang' there as debt until you could pay for them, and would lack any UI for this... Past that, more advanced behavior I might be interested in is how to, say, change them into modules the same as turrets, but based on hangar space and so on; which documentation I'd need to be looking into, especially to make the AI continue to use them. Basically just hoping to get pointed in the right direction.
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