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Linkfish

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Everything posted by Linkfish

  1. Hi, due to a lack of interest / activity on the server, I've disabled it for now as it was sitting empty most of the time. Also, there's such a massive list of great servers out there at the moment that I couldn't justify paying for it, for the time being. Once the game gets updated and patched more so especially the MP stabilises more (less desync and lag when under load) , I might consider giving it another go. Cheers.
  2. Nevermind! I found the file you were referring to. Deleted it, had it generate a new one, and now it remembers who I am :-) Thanks a milion!
  3. Hi Cepheni, which file is this exactly? I deleted this one: Avorion\players\player_4.dat Where can I find the index file of that player?
  4. I also have this problem, but I'm the one who deliberately caused it. I wanted to delete a character - so I deleted the players index file from the server. The player had no ships at the time I did this, just the little mining drone. I stopped the server first, deleted the index file, and started the server. The player is "new" as expected, a new index is built. When the player disconnects and reconnects, it does not load up the index that was previously made. Instead, it creates a new index again. in other words, it does no longer save the progress of the player. Is this being fixed in the new patch, or is there something I've missed here? Cheers.
  5. Hi guys, this is probably not a bug, but more so me being an idiot. I was running some tests on "how to delete a player" from the multiplayer server, as sometimes people request to be deleted, so they can start over. So, I stopped the server, deleted my own index.dat file, started the server, and connected. Indeed, I was spawned like a brand new player, so all good. I played for a bit, disconnected, and when re-connected, it created a new index again. It did not load up my old index. This happens each time I connect now. Did I miss something? Thanks.
  6. NOTE: The server is now running beta branch, to have the newest changes taken into effect (mainly so it shows up on the server browser feature).
  7. Thank you very much !! :-D If the server does well I might beef it up a bit so it runs even better. Please promote it as much as you can!
  8. Hi Sylar, I've removed my message from this topic. Please accept my apologies, but do please join discord before i amend my banlist, just to make sure. I don't want the save file to get corrupted, people have put insane amount of hours into this server. I'm sure you can appreciate that. Thank you.
  9. Sylar I have sent you a PM. Apologies.
  10. Also, is there a way to fetch the IP's of players from the logs, or from currently connected players, through a chat / console command?
  11. Hi Koonschi, Not sure how to get those logs. I checked my server back-end but the server doesn't output anything like a full log I'm afraid. Apart from some chat logs... it's windows, so console ouput is a bit limited on this one :-( I can try to reproduce it sometime when the server isn't busy. Please elaborate on how I can fetch logs when I reproduce it? Thanks
  12. This guy keeps trying, this time with a new steam ID: 76561198119358511 Make sure to add to the ban list. # Username: Sylar
  13. Also thank you for removing your own post, tehBanned, aka many different names , viewable on: http://steamcommunity.com/profiles/76561198279679854 Also - apologies to Olfart. You connected at the same time as this kid, so we took you for the wrong person and accidentally banned you also. You have now been unbanned, please accept our apologies. Have fun on the server!
  14. Hi tehBanned, this is actually my server, not Quellix his server. Quellix is an admin. I've been informed of what has happened, and you will remain banned, forever as far as I'm concerned. I will also now report you everywhere I can think of. It is sad, that we need to do stuff like this. If any other server admins read this, please refer to this topic: http://www.avorion.net/forum/index.php/topic,1972.0.html Make sure to ban STEAM64ID 76561198279679854 from your server. Kind regards, Linkfish.
  15. Hi guys, We've had one player connecting to our server ( UK - The Holy Checksum ) , literally blackmailing the server. The player connected and demanded a lot of resources. If we did not comply, he would purposely crash the server, and he succeeded doing this by spamming the chat with the following example text: Eurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet DreamsEurythmics - Sweet Dreams It wasn't this text - he spammed the Avorion forum URL. The player is now banned and was using the following steam64ID's : 76561198279679854 Direct link to this guy's steam page: http://steamcommunity.com/profiles/76561198279679854 Please copy / move this to the correct forum where we deal with general player complaints. Thank you, and I highly recommend banning this player on every Avorion server there is.
  16. I've just tested this also where my server was experiencing the "guns don't register any damage". We checked pings, one guy had 450 ping. We asked him to leave, which didn't make all the difference in the world (it improved a little bit). Then another player left and then things became stable again. Teslas have been reported to really mess things up as well. 1. Is there a way to limit a max ping for a server? As in, if ping exceeds X , kick player ? 2. Is there a way to disable Teslas / literally strip them out of the game? Thanks!
  17. This has been fixed now - not sure how but the player managed to reset the quest line with the commands given in https://www.avorion.net/forum/index.php?topic=474.0 at some point, the quest proceeded again after. Can close this one.
  18. Update: It more so also appears to be the mission log that is bugged. Even when the player receives distress signal missions, they are not visible in his mission log (nothing appears).
  19. Hi, We have a problem with one of our players that has a bugged quest line. I have already tried to follow instructions on this post: https://www.avorion.net/forum/index.php?topic=474.0 However, this does not solve the issue. The player has done the following: 1. Got the smugglerdelivery.lua quest 2. Delivered these goods, AI ship flew away, 3. This now triggered smugglerletter.lua 4. Fly to coordinates for smugglerletter.lua quest 5. Initate dialog. 6. This triggers smugglerretaliation.lua 7. Gather all the goods and deliver goods 8. This then gives us an item (hyperspace overloader). Here is where it went wrong, the player received the item but the mission never updated / progressed. The mission is stuck, it still wants the player to gather materials, even though this has already been done, as the player does have the hyperspace overloader. I am unsure which mission is supposed to trigger after this (artifactdelivery.lua or collectxsotantechnology.lua ?) Is there any way to trigger the mission that comes AFTER smugglerretaliation.lua , manually from chat using admin command? Thanks !!
  20. @Thundercraft, can you please leave a post when you decide to leave the game, if you do? Just so someone could pick this up and continue this topic. It's pretty handy for new players out there :-) Quick update for UK - The Holy Checksum : Colission damage set to 0.5 Difficulty set to 2 which equals HARD, which equals 80% damage from enemy ships, to your ship. You do 100% damage to them, so you'll still be superior, a little bit :-) Players were progression too fast on the server and asked for the difficulty to be upped pro-actively. Thanks.
  21. Changes: We wanted to make it a bit more difficult for everyone as people are getting to the stage where they have mahoosive ships with 1M shields.. so: * Changed server difficulty to : "2" , which equals HARD (AI does 80% damage to your ship). * Collision damage changed from 0.25 to 0.5 , so be careful what you hit from now on! Enjoy :-)
  22. Hi Akanos, please raise a separate topic for your issue / raise a bug report with a step by step on how to reproduce your problem, as the problem is in no way related to the error I reported on the server console. Thanks!
  23. Updated my post with a specification :-) Maybe you can move mine to the MOD section now? (UK - The Holy Checksum) Thanks!
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