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struct_Nitori

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  1. I finally found way to rescue a galaxy made before 0.29 by renaming Aluminium and Silicium. The cause of the problem and solution to it is described in the link below. https://steamcommunity.com/sharedfiles/filedetails/?id=2150761512
  2. I finally found way to rescue a galaxy made before 0.29 by renaming Aluminium and Silicium. The cause of the problem and solution to it is described in the link below. https://steamcommunity.com/sharedfiles/filedetails/?id=2150761512
  3. [Edited 01: 2020/06/30 1943JST] This is different from the former post about singleplayer. This thread is about multiplayer based on dedicated server. https://forum.avorion.net/index.php?/topic/6535-product-of-aluminium-mine-of-alliance-is-not-updated-aluminum/ Since version 0.29, Aluminium is renamed to Aluminum. This stopped producution network of whole galaxy which depends on Aluminum (formerly, Aluminium). https://forum.avorion.net/index.php?/topic/5831-beta-branch-patch-029-preliminary-notes/&tab=comments#comment-31480 At the same time, the new economy system was introduced. Existing factories and mines were updated in singleplayer by following way: You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. However, when playing multiplayer connecting to a dedicated server, there seems to be three problems. 1. Product of Aluminium Mine owned by player or alliance is not updated to Aluminum both in multiplayer and singleplayer. 2. Mines and factories of AI faction is not updated in multiplayer contrary to singleplayer. 3. The following code does not cover this problem: "Goods.lua" goods["Aluminium"] = goods["Aluminum"] -- backwards compatibility The way to reproduce this problem is described below. 1. Prepare savedata made before Beta Branch 0.29 including Aluminium Mine of Alliance. 2. Launch dedicated server with the savedata which meets the above condition in singleplayer or multiplayer. 3. Start multiplayer and connect to the server. 4. Go to sector where Aluminium Mine is located. 5. Interact and Trade Goods. 6. You will see Aluminium with always zero stock. I have to apologize that my savedata is too big to attach. I hope this will be fixed.
  4. [Edited 01: 2020/06/30 2005JST] Since version 0.29, Aluminium is renamed to Aluminum. This stopped producution network of Alliance which depends on Aluminum (formerly, Aluminium). https://forum.avorion.net/index.php?/topic/5831-beta-branch-patch-029-preliminary-notes/&tab=comments#comment-31480 The cause seems to be followings: 1. Product of Aluminium Mine of player faction is not updated to Aluminum. 2. The following code does not cover this problem: "Goods.lua" goods["Aluminium"] = goods["Aluminum"] -- backwards compatibility In case of AI factions, there was no problem because Alminium Mine was removed or changed into Aluminum Mine because of the following behavior. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. The way to reproduce this problem is described below. 1. Prepare savedata made before Beta Branch 0.29 including Aluminium Mine of Alliance. 2. Load the savedata which meets the above condition in singleplayer or multiplayer. 3. Go to sector where Aluminium Mine of Alliance is located. 4. Interact and Trade Goods. 5. You will see Aluminium with always zero stock. I have to apologize that my savedata is too big to attach. By the way, I could find no way to change product of Aluminium Mine through Lua API in the Documentation... is there any way to solve this? I hope this will be fixed.
  5. 2 out of 2 cases were solved by the above method. It is evident that LUA_PATH is the cause. Then, we could figure out how to reproduce this bug in Windows 7/10 by the following procedure. 1. In Windows 7/10. 2. Open Control Panel. 3. Go to System and Security. 4. Go to System. 5. Go to Advanced system settings. 6. Go to Environment variables. 7. Register "LUA_PATH" with a path to a LUA library directory or a dummy directory. 8. Restart Windows. 9. Launch Avorion. 10. Start Singleplayer or Multiplayer. 11. Open Galaxy Map. 12. Left click arbitrary sector. 13. No menu pops up. 14. To solve this problem, not only unregistration of LUA_PATH, but also restarting Windows after it is required. I searched for LUA_PATH in this forum. Only one result below is found. It seems to be very similar with this bug. https://www.avorion.net/forum/index.php/topic,4995.msg27355.html#msg27355 Update 1. Restarting Windows was necessary both in registration and unregistration.
  6. Finally, I found a way to resolve this problem: unregistering Windows Environment Variable "LUA_PATH". It is somewhat competing with Avorion "package.path". By the way, I compared inoperable "mappcommands.lua" and "maproutes.lua" with rest operable LUA codes. I found the following differences. require() in "map*s.lua" contains both path and file name, while require() in other LUA codes contains only file name. mapcommands.lua maproutes.lua package.path = package.path .. ";data/scripts/lib/?.lua" require("data/scripts/player/map/common") other Lua codes package.path = package.path .. ";data/scripts/lib/?.lua" require ("galaxy")
  7. I am sorry. I forget to attach client log. And I found this error. Required LUA file did exist. Some error in LUA interpretor is suspected. 2019-02-26 22-44-28| #0: data/scripts/player/map/mapcommands.lua 2019-02-26 22-44-28| 2019-02-26 22-44-28| Error while adding file data/scripts/player/map/mapcommands.lua: 2019-02-26 22-44-28| data/scripts/player/map/mapcommands.lua:2: module 'data/scripts/player/map/common' not found: 2019-02-26 22-44-28| no field package.preload['data/scripts/player/map/common'] 2019-02-26 22-44-28| no file 'E:\[back][][savedata]\[Rigidchips]\lib\data/scripts/player/map/common' 2019-02-26 22-44-28| no file 'data/scripts/lib/data/scripts/player/map/common.lua' 2019-02-26 22-44-28| no file 'E:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\data/scripts/player/map/common.dll' 2019-02-26 22-44-28| no file 'E:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\loadall.dll' 2019-02-26 22-44-28| no file '.\data/scripts/player/map/common.dll' 2019-02-26 22-44-28| 2019-02-26 22-44-28| Starting thread [stacktrace Sender]... 2019-02-26 22-44-28| Started thread [stacktrace Sender] with id 27 2019-02-26 22-44-28| Object: 12ClientPlayer 2019-02-26 22-44-28| Execution Context (inner to outer): 2019-02-26 22-44-28| #0: data/scripts/player/map/maproutes.lua 2019-02-26 22-44-28| 2019-02-26 22-44-28| Error while adding file data/scripts/player/map/maproutes.lua: 2019-02-26 22-44-28| data/scripts/player/map/maproutes.lua:2: module 'data/scripts/player/map/common' not found: 2019-02-26 22-44-28| no field package.preload['data/scripts/player/map/common'] 2019-02-26 22-44-28| no file 'E:\[back][][savedata]\[Rigidchips]\lib\data/scripts/player/map/common' 2019-02-26 22-44-28| no file 'data/scripts/lib/data/scripts/player/map/common.lua' 2019-02-26 22-44-28| no file 'data/scripts/lib/data/scripts/player/map/common.lua' 2019-02-26 22-44-28| no file 'E:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\data/scripts/player/map/common.dll' 2019-02-26 22-44-28| no file 'E:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\loadall.dll' 2019-02-26 22-44-28| no file '.\data/scripts/player/map/common.dll' clientlog_2019-02-26_22-43-47.txt
  8. It seems to be out of troubleshooting (https://www.avorion.net/forum/index.php/topic,5470.0.html). I would like to describe our situation. This is not occational in one environment. [*]Open Galaxy Map [*]Click a sector [*]Nothing happens. No menu pop up. We are currently aquiring information about environment. OS Build CPU GPU Bug Windows 10 Home 1803 Intel Core i7-4790K nVidia GTX 970 No Windows 10 Home 1803 Intel Core i7-7700 nVidia GTX 1050 No Windows 10 Home 1803 Intel Core i5-8250U nVidia MX 150 No Windows 7 Home Premium SP1 AMD A8-5600K AMD Radeon R9 280X No Windows 7 Ultimate SP2 Intel Corei7-7770 nVidia GTX1060 No Windows 7 Home Premium SP1 Intel Core i7-4770 nVidia GTX 1050 Ti Yes Windows 10 Home (?) 1803 Intel Core i7-6700 nVidia Quadro M1000M Yes
  9. As it is wanted by many users so far, I would like to suggest an interface which can see and handle upgrades on ships through fleet panel. Previous suggestions and solutions: https://www.avorion.net/forum/index.php/topic,4646.msg25274.html#msg25274 https://steamcommunity.com/app/445220/discussions/0/1474221865186124349/ https://www.avorion.net/forum/index.php?topic=3359.0 I have more than 10 ships staying in more than 4 sectors. It is not impossible to jump to every ship and check upgrades. However, it is a very time consuming process. Moreover, everytime I get into a ship, order to captain is "silently" unassgined with remaining order icon. I lost my ship with this behavior because "Attack Enemies" became inactive by getting into a ship to check its upgrades. (Also, this is another issue related to fleet commands) For those reasons, if we have a way to see and change upgrades on ships in other sectors from an interface, it will be time-effective and much safer. I think very simple interface should be enough. Only seeing and removing upgrades are enough. Based on latest fleet panel, a pop up panel triggered by placing mouse cursor on a ship's image or an "upgrades" icon right to it can be a possible design.
  10. My friend told me that Avorion 0.20.4 is working well on Microsoft Windows 7 Home Premium Service Pack 1. It is almost as same environment as mine. Probably not OS specific problem.
  11. [*]Did not happen in Windows 10 Home. I experienced it in Windows 7 Home. [*]Though the client is consistent, it is once rolled back from 0.20.4 to 0.19.1 for server shut down. After server shut down, it was re-updated to 0.20.4. [*]Re-installation of Avorion had no effect. Seems to be a OS specific problem?
  12. Hello. I was enjoying Avorion very well before 0.20.4... 0.19.1 : When I am in the galaxy map, I could open the menu that contains "Switch to sector". 0.20.4 : Neither right click nor left click works. No menu shows up. I am caught in a sector now. I have already checked the consistency of the game files. I have no idea what is wrong. I really need your help.
  13. I also confirmed despawn of wreckage. The "container" size wreckage which stayed in one sector from jump to jump seems to be some kind of another bug. Spam on radar is a problem :( Thank you for your comment! I am glad to hear good reputation about 100% hit rate salvaging (possibly mining and force) laser. I do think in the same way. It is much simpler and more effective. I guess "identified" means they are wreckage listed up by sector:getEntitiesByComponent(ComponentType.MineableMaterial) with resource > 0 condition in "salvage.lua". Eating wreckage with zero resource after eating ones with resources should be good because sometimes spawning of Xsotans and pirates exceeds rate of salvaging. On the other hand, stopping generation of wreckage with zero resource is one of the best way as DivineEvil said as follows. Thanks for your great comment. I think this improves Avorion gameplay further better. Here, I summarize the above opinions. [*]Nearest wreckage searching for shorter traveling time. This can be done by calculating distance between wreckage and squadron. Additional Lua API to get Squadron Fighter Entities from Ship() is necessary. [*]100% hit rate salvaging (mining, force) laser. Based on their 100 accuracy laser, it is consistent and effective in dealing with tiny (or too long) wreckage. [*]Automatic despawn timer. It does exist and is working. [*]Let wreckage without resource be salvaged after wreckage with resource are cleaned up. It is important to achieve higher cleanliness. It is not achieved just by deleting two conditions "if resources ~= nil and resources > 0 then" in "salvage.lua". [*]Stop generation of tiny pieces. This is big change in Avorion code which is significant for better gameplay.
  14. Actually, I got one. Tons of Tech 6 Iron Chaingun DPS<50 Range 4 → Several Tech 35 Iron Exotic Chaingun (Waste) + One Tech 35 Legendary Chaingun DPS 7000 Range 7 Q. How to get tons of loots? A. Order "Attack Enemies" to a ship with Bolter Fighter Squadron, order "Salvage" to a ship with Salvaging Fighter Squadron. Wait for several hours.
  15. Stucking on a tiny wreckage has been observed. According to "salvage.lua", this never happens because AI captain does not choose a wreckage with 0 resource. I think in the following way. [*]Wreckage initially consists of several blocks and was big enough. [*]Wreckage loses its blocks during salvaging. [*]Tiny block remains as the last block to salvage. To avoid this, I guess there are two solutions. [*]Check size of wreckage not only in choosing wreckage but also during salvaging. [*]100% hit rate salvaging laser. I like second way in my sense.
  16. In a multiplayer game, I was about to get in (-100:-127), where two of my ship was destroyed. When I was about to (-100:-127) from (-99:-128), I saw a message that says my ship "FkM Hiltraud" is destroyed in (-100:-127). The log is as follows. 2018-08-04 21-29-29| <Server> Your craft FkM Hiltraud (-100:-127) is under attack! 2018-08-04 21-29-29| Your craft FkM Hiltraud (-100:-127) is under attack! 2018-08-04 21-29-37| <Server> Your Ship FkM Hiltraud has been destroyed! 2018-08-04 21-29-37| Your Ship FkM Hiltraud has been destroyed! Full client log: https://pastebin.com/wSa8QGjv At this time, there was no player in (-100:-127). Moreover, FkM Hiltraud was in (-177:-182). Right after this message, I went to (-177:-182) instead of (-100:-127). My ship FkM Hiltraud was alive in (-177:-182). I could get on it and jump to another sector. However, two strange things happened. [*]FkM Hiltraud did not appear in pop-up window of (-177:-182) on 'M' map screen while other ships are appeared. [*]Insurance mail for FkM Hiltraud is supporsed to be sent. Mail icon had yellow circle on it. However, I could no find the mail. Moreover, I cannot erase yellow circle while there is no unread mail. I only saw one case and trying to reproduce. If you have any experience or idea, please let me know. Operating System: Windows 10 Home CPU: Intel Core i7-4770 GPU: nVidia GTX 1050 Ti
  17. I am sorry about my expression which contained ambiguity. I did not talk about Tech level of input equipment. At least, I found that one research station always returns same Tech level on its output. If it According to my experience, higher Tech level of a research station seems to increase not lower limit but higher limit of equipment status.
  18. Request If you know any Lua function/code to achieve either of followings, I would like to hear. [*]Get squadron of a ship entity [*]Get fighter entity in squadron [*]Get coordinate of squadron Thank you.
  19. 1. Nearest wreckage searching It does exist in "salvage.lua". However, distance calculation seems to be based on carrier's coordinate instead of fighter group's coordinate: local dist = distance2(a.translationf, ship.translationf). If it were based on fighter group's coordinate, salvaging will be more time efficient. But I do not know how to obtain fighter group's coordinate. 2. Whether small pieces should be salvaged or not? Though I deleted the condition and resources > 0. salvaging fighters still ignored some wreckages and returned "Sir, we can't find any more wreckage in (x,y)!". Then, the remaining condition if resources ~= nil then became suspicious. After I deleted this condition, remaining number of wreckage seemed to be reduced. However, some of them were not salvaged. The remaining suspicious code is as follows: A. local mineables = {sector:getEntitiesByComponent(ComponentType.MineableMaterial)} B. if a.type == EntityType.Wreckage then I guess code B is to reject asteroid, which is also minable. I am not sure about code A. One possibility is as follows: those unsalvaged pieces of wreckage might not be listed up by getEntitiesByComponent(ComponentType.MineableMaterial).
  20. I think it is up to location of research stations. At "Iron region", reward was awful because provided Tech is just 6 in this region. At "Trinium region", reward was not bad because provided Tech is 31 in this region. I am not sure about "Avorion region". At least, I agree with you about the problem "Rare is sometimes weaker than Common".
  21. I found a code related to target wreckage selection. File: Avorion\data\scripts\entity\ai\salvage.lua Function: function AISalvage.findMinedWreckage() Code: if resources ~= nil and resources > 0 then Judging from this code, my observation was correct. I will cut off this and see whether every piece of wreckage is handled or not.
  22. This is based on my observation. I saw a dialogue "Sir, we can't find any more wreckage in (x,y)!". At this time, I could still see blinking pieces of wreckage in the sector. Disabling possibly introduced code is one option. We can see whether salvaging fighters stuck on tiny pieces of wreckage or not. If they stuck, "rotatable laser for salvaging fighter" can be a solution. It is difficult for me to test this. Though I stayed in one sector for more than smallWreckageDespawnTime, some of wreckage did not disappear regardless of their size. I was in a multiplayer game. Server administrator did not change smallWreckageDespawnTime as attached (.ini is changed to .xml for uploading). So... here comes one question "Are smallWreckageDespawnTime and bigWreckageDespawnTime working?". I think I can test this later. server.xml
  23. Thank you for your reply! That was a good question for me. Here, I would like to divide my idea into two parts: 1. Nearest wreckage searching I think selecting nearest wreckage as next target is still time effective. 2. Whether small pieces should be salvaged or not? This information was new to me. I have only heard about stucking around big L-shaped wreckage. In my case, I could not observe fighters stucking around tiny pieces of wreckage, because they ignore them, of course. Sometimes I felt number of wreckage is reduced when I re-enter a sector. However, some of them seem to remain between re-entry to re-entry. Mainly about 2., I am thinking of following two solutions. A. Handle salvage laser as a string between salvage fighter and wreckage It allows salvage fighter to track tiny pieces of wreckage perfectly. We can assume salvage laser hit wreckage with 100% certainty. This will surely destroy tiny pieces of wreckage. In another words, this allows salvage fighter rotate salvage laser with infinite speed. This does not require addition of "salvage laser rotation speed" to fighter parameter. B. Wreckage have automatic death timer and threshold I stay in the same sector for more than 4 hours for mining. While mining fighters are mining, pirates and Xsotans enter the sector. In this situation, I feel the "wreckage cleaning by server" is not active. Then, one of the way might be adding death timer to wreckage if that is small enough. However, this requires addition of timer to each piece of wreckage. Also, this duplicates with existing "wreckage cleaning by server". I do not like this way, to be honest. I could reach the above ideas, thank you.
  24. Thank you very much for good game Avorion. I am enjoying this game very much. I would like to tell you about the problem and solution related to salvaging fighters dealing with small pieces of wreckage. As described in the following threads, salvaging fighters have problem in cleaning up small pieces of wreckage. https://www.avorion.net/forum/index.php/topic,4119.msg22038.html#msg22038 https://steamcommunity.com/app/445220/discussions/6/1500126447387882444/ My situation is as follows. [*]The sector contains many pieces of wreckage came from more than 20 loaders and pirates. [*]Wreckage are spreading in a spherical region with 40 km radius probably due to spawning algorithm. [*]A ship with hangar has salvaging fighters and is controlled by AI captain. [*]Command salvage to AI captain. [*]Salvaging fighters are launched. [*]Salvaging fighters start salvaging a wreckage. [*]Salvaging fighters move to another wreckage 30 km away before they finish nearest small pieces. The first problem is that they ignore small pieces. I want salvaging fighters to reduce number of entities in the sector. The second problem is low time efficiency due to excessive move. They seem to ignore nearest wreckage and go to another wreckage in very far distance. Speed of salvaging fighters are up to 450 m/s. This means it takes more than 1 minute to reach another wreckage. Then, I would like to suggest the following very simple algorithm. [*]Command salvage to AI captain. [*]Salvaging fighters are launched. [*]Salvaging fighters select nearest wreckage as target regardless of its size. [*]Salvaging fighters continue salvaging targeted wreckage until it is finished. [*]Once the targeted wreckage is finished, back to 3. I think this makes the traveling distance shortest and let them not to ignore small pieces of wreckage. I hope this improves the situation related to salvaging fighters dealing with small pieces of wreckage. Thank you very much, again!
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