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Salminar

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Everything posted by Salminar

  1. Ok, it's a test but can you try this one, i removed the variable partially handle by my script that design the size of fighter's squads. I think she might be altered one way or another on your version, leading to index overflow in the table of UI components. And since the error shows only on the ships that have a hangar, i'm pretty sure it's something like that. *Cross his fingers* https://raw.githubusercontent.com/Salminar/Avorion/test/transfercrewgoods.lua (Make download link) @infal > I think it would work with two ships that don't have any hangar at all, the line reported as error is on the fighter UI part.
  2. Alright this helped me a lot this time. That's trange the error is not on the same line anymore. Really seem like there is a wrong use of the index. I'll check for this later tonight.
  3. I did some testing with my friend. So it works on his computer, on both normal and beta version. So it don't really help for your issue. But looking for what was wrong, we came to another bug i'll have to investigate. Anyway, with issues i had with him installing the mod, i'll ask a few more things. If you are on windows 7 and what is the size of the file? And maybe try to download it again and install it. And lastly if the reinstalle didn't solved anything, could you open the file installed on your directory with an editor like notepad++ and tell me what is written on the line 475. I know it's a bit boring but need to go step by step.
  4. Well maybe someone will be able to send you the original file. Always do a backup for any mode and drag and drop my file in the good folder. As if you have a bug, i really don't know, there are reports that it don't work, while on my computer all run absolutly perfectly. The other tester seem to be busy and haven't tested anything so far. So i'm a bit looking for a needle in my garden. I want to find what is the problem, but so far i can't with what i know. This and don't have much time to make many tests. And i have many downloads but not much reports, don't know if it works only for me, for many people but a few. I really don't have much clues so far to figure what is wrong. I'd love to know if it works at all on someone else than me.
  5. Really strange line 475 is for fighters display. Are you using vanilla or convenient? I assumed it was vanilla version. And are you using the beta or normal branch of the game?
  6. Ok, look like there is an issue when you don't have fighter hangar on your ship. I'll work on that and fix it.
  7. Can you give me a bit more informations? Cause i tried both versions and both are working just fine on my computer. I'm waiting for a tester to look at this too when he have time, but is a bit busy. Since the bug don't happen on my computer i need more details. Can you please asign the console to a key in your keybindings and look what the console says when you have the error?
  8. 1.12 is out. As i had to rush a little bit for the bugs from the last version, the fighter tab isn't completely finished. Know issue, the UI always display 7 squads even if none are created on the ship. This will be adressed in next version. I will only make fixes for a few days, and finsh dilsplay issues with fighters squads. So please submit all bug or remaining bug so that i can fix them before working on something else.
  9. If you play in singleplayer, only need to be installed on your computer. If you play multi player and use join to reach a distant server, it needs to be installed on this server too.
  10. Thank you, yeah it seem like the error before the hotfix, but apparently Github haven't handle it correctly or it's me that still have some troubles using this platform. I didn't renamed correctly on of the table that hold the UI objects. Should it will be solved in next version anyway, i put a warning on the convenient release. I'll post the new one this evening with the few new features and reworks. Was aiming to make a bigger update at once but need to solve this correctly.
  11. Well i'm sorry but i can't find the issue. The script is pretty simple and inspired from aki's command pack and is even now integrated in. The only thing that could prevent the script from running is when you install it on a distant server, you need then to allow it for all players, but it don't seem to be your issue. So i really don't know what's wrong, it run well on my computer and on the distant linux server i use for tests.
  12. Alright, can you try this one? https://github.com/Salminar/Avorion/blob/modified/scripts/entity/transfercrewgoods.lua It's a preversion of convenient and all bugs should be solved on this one.
  13. Again what version are you using? And it really looks to me like it's not installed on the server. If not you can't transfer fighters. Anyway there is a new version almost finished and i had a bug on the convenient (that had been hotfixed on the repository) and it should be solved in next version. So that's why i ask a little more info about what you are using, to be sure remeaining bugs are removed before the next version that should be out tomorrow or this evening, depending how much time i have.
  14. Hi, i'd prefer you post on the dedicated topic. Anyway i'd ask a few more things as what version are you using? Is it installed on the server too? Don't know if you are using dedicated server on singleplayer.
  15. Yeah when you collide with stations, trying to dock, you have this kind of things too. Not long agao i approached on really slowly, cause i know how it can behave and you are required sometime to be rediculously close to be able to trade (and it depends greatly how you designed your ship) I was at maybe 1 or 2 m/s and then i hear the sound of collision, but not a single "bam" no it was a lot of closely repeated sounds and before you can even react, a block was destroyed from the station (since i have trinium heavy armor + IFG that was no surprised the station would have troubles before me). But to me this is fake collision, cause you should only have one, then your ship stop, but here i can't explain this, i wasn't pushing anymore on the engine but it was colliding again and again. It more like as long as you have 2 blocks touching each other no matter if you are moving or not, you take damages and they are not small ones (and at somepoint the station will be puched away from you, so it will stop), you can see you lofe going down pretty fast while in this kind of cases.
  16. Well take care if you push them without force turrets, you will more likely have a lot of damages to your ship as shields don't work on collisions and the HPs go down continuously while "raming" the thing.
  17. Angular momentum being different from linear momentum doesn't automatically means its smaller. And yes, you always has the full control over it. You're just not as careful or patient enough to avoid it. You shouldn't enter build mode in the asteroid field either. You also can just turn your camera to face the rear of your ship just like you view it in flying mode, so there's no rotation at all. Finally, Koonschi already informed of his awareness of tha tparticular issue, and it will likely be resolved soon, so there's no point being upset about it. That's simply a question of situational awareness. You always has the opportunity to see everything, as long as it in front of you and not below. Personally, I can point my ship trough any asteroid field, find the opening that allows me to see the background space, and fly right trough it without ever touching steering controls. Even so, when you're in a big ship you should not take it lightly to pass trough a goddamn asteroid field in the first place. It's hilarious really how some people complain about lack of control in a large ship, while (hopefully) other people complain how there's no reason to specialize. I'm sorry i'll be a bit rude right now with you, but what you are saying is trash. You don't want to hear other people view on the issues arguing all is perfect as it is and it's only players fault. Look my post, i did point yes you had to be carefull but no, it's just pretty annoying at somepoint. I feel like being on FTD forum right now. Again i said pushing an asteroid almost stoped mean destroyed blocks and what you answer? "You are too fast" guy, if you can't read a post, don't debate. You don't have to go in building mode near asteroids? Again, that's the point of view the most narrowminded possible. Of course you don't, but when you buy a turret at an equip dock it's EXACTLY the same thing and what? You buy it, back a few meters and enter building mode to place your turrets. And that's more than once that you actually ram the station when going back to normal mod, cause you can't, i really mean you can't, always take care about things that are counter intuitive. I really feel reading those kind of messages that there are a few guys, when they post for a game, it's their whole life, they only play this game, do only this, they sleep, eat and and only play a single game not working or anything. So normal people when they come back on Avorion and are faced to a few of this issues, (cause yes they are issues, it's not a big deal, they will be solved in futur, be though about, but still they are issues) yes they can rage a little bit. And saying "You are bulshit lear to play" like you just did is really the worst possible, cause that's exactly what you did in your post. And i'll end with your "hillarous" comment. On a game in alpha, where having more than one ship is actuallyuseless cause they aren't managed correctly, frozen out of sectors, can't jump in gates but cost your salary, i don't see the point currently to have more than one ship, yes and a big one cause the game is only oriented combat wise, so far. So yeah people take huge ships to go take containers or to go buy from the stations, untill you can have docks with smaller ships or real escorts it will be like this. If you like bondage, good for you, but don't expect other people to do the same. Again sorry if i have been a bit harsh, but to me, you are just slapping people that don't share your ideas in the face, but i can be wrong and miss understood, but when you find hillarous, something, that's basically you find people idiots.
  18. Yeah this is something that keeps happening even in the beta branch, making you spawn in your station and not in your ship, so you have to kump out in drone to reach where you were before logging out/crashing.
  19. Well i do agree when in an asteroid field you should slow down and raming even a small rock at 1000 m/s should get you blown in peaces, of course. But that's just plain carricature. There are a few bugs or unpolished behavior with asteroids that can get on nerves, and with collision in general. One simple exemple, to trade between 2 ships or with a station when you have a big ship, sometime you have to almost "physically touch" the one you want to trade with leading with a collision at less than 10 m/s and you get blocks destroyed for this, or blocks on the other ship/station, leading to rep loose, destroying the dock or some funcky effects. That shouldn't happen, really. I mean ok, raming a station with a big ship, even at low speed will make damages, for sure, but here it's a bit ridiculous as you can't have much control over it. And my ship have heavy trinium armor all on the hull, if the plating can't take a railgun shot but can't ram at low speed something, there is an issue. It's the same with asteroides, sometime you need to go take a container, you slow down to be almost immobile, take it, then you rotate really slightly and bam you touch an asteroid, 1 block destroyed. Seriously ... So you will tell me "You shouldn't rotate close to asteroides then". Alright, but when you enter building more, or when you use the shift key to look a bit around you, the ship WILL rotate once you exit the mod, so you can't avoid it. And lastly, and for me it's really the thing that makes lot of issues, the fact you can't see what is below your ship. The rear view is fun, but sometime you are flying in a sector, all seem clear and BAM, there was a rock in front of you, slightly at the bottom and you had never the opportunity to see it cause you don't have a better view like a cockpit one. This leading to the fact a cockpit block would be really something that could help a lot, placing it wisely to have a correct view on the ship, of maybe even a "camera" or "sensor" block that would place the camera in 1rst person view and prevent this kind of things.
  20. Tracking speed on bigger turrets should be lowered by a lot yes, but travel projectile time maybe too. The bigger you shoot your bullets the slower they become, preventing them to fry fighters while waiting for them to pass in front. Anyway i'm pretty please with what Koonschi said and i fully agree with his vision of the game on this point, it will be better to not let people totally custom their weapons so that it will prevent exploits issues, specially in a game with multiplayer. Still i hope at some point we will have some kind of fixed weapons to put in the nose of your ship and go with the bigger turrets *.*
  21. My ships are nor flat nor cubes and they can shot all their turrets at front facing enemies all of the 17. Personnaly i like the actual system that have pretty turrets that actually don't look like blocks and only hope there will be more variety in them for the size and stats (and maybe some fixed weapons), but this will surely come later. Making something like that will be a nightmare to balance and i don't think it will bring much more to the game. I prefer simple rules that make your brain work to have a nice design, than overcomplicated rules like in FTD where you end up building for 500hours to finally understand there is only one design that works.
  22. That's strange, are you running it on a dedicated server?
  23. I made a report on the forum and sent a PM but if you want me to post something that will make all the server crash cause of people with bad intention, i'm ok with that.
  24. I pmed you the issue a few days earlier so that it's not displayed on the forum cause the bug is quite a big issue. I tested it yesterday to see if things were differents and on the server of my friends i disabled the shop (nobody couldn't buy anything after that) and the trasnfer of goods. Of course a server reboot bring all the scripts back again online but that could force a lot of reboots for the servers. Or there is something wrong with this specific server, but i doubt a little bit as it diplayed an error in my console.
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