Jump to content

Laserzwei

Members
  • Posts

    399
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Laserzwei

  1. I've written all I know about Vanilla sector loading in the previous post. To go through your questions quick: - It's no abstract simulation; it's the full vanilla sector behavior, but with a handbrake on (see the 2nd part of the last post for furthe details) - I doubt multiverse has any effect on sector loading
  2. I will give a more in depth view on which sectors may get loaded, into what state and at what time. The default Avorion galaxy has 1,000,000 (1000 x 1000) Sectors. Keeping all of them loaded at once takes far more computional resources than anyone could reasonably afford. Hence only sectors of interest for the player are loaded. If there is no player (e.g. in multiplayer), then no sector is loaded. An unloaded sector sees no movement, no ships enter it and no other events. When a player joins (here also used as a synonym for loading into singleplayer) a galaxy, then the sector where he was last in will be loaded. That sector will run at 20 Ticks per second. The ticks define the main game logic (this will be important later). Furthermore a player's creations (ships & stations) in other sectors may invoke loading them too. The conditions to load a sector are as follows: With descending priority: A player can never load more sectors than the `aliveSectorsPerPlayer`-config option in the server.ini (located in your galaxies save folder). Let's call it threshold. By default for singleplayer it's at 500, for multiplayer it's 5. The player's current sector couns towards those limits! The sectors with the highest weight get and are kept loaded first. The weight is calculated as follows: +1 for every ship you own in that sector +3 for every station you own in that sector (I couldn't find the source to the exact sources, so if they are wrong or incomplete notify me!) unbekannt1984 did find the source If a player has more sectors with a weight > 0 than the threshold allows, only those with the highest weight will be kept loaded. There is no direct way to see the weight of a sector (and no modding interface either!), but if you have a large enough force in a sector, then you will see a dim green surrounding in the galaxymap- which is proportional in size to the number of ships and stations in that sector. There are also small white dots for every ship in a sector. [*] If you give orders to a ship which will have it move to/through other sectors, then the next sector will be loaded and the ship jumps into it. And if this target sector didn't gain enough weight through the moved ship, then it will be unload shortly after (15-20s). [*] Giving orders to a ship that is in an unloaded sector gives the following message: "That sector isn't loaded to memory on the server. Please contact your server administrator for help." All of this is the same with alliances, except that any player joining triggers loading the sectors to above rules. As far as I can tell the number of players has no effect on the amount of sectors that an Alliance can load at the same time. This should conclude when, what sectors get loaded. Sectors have 3 states: unloaded: Nothin happens in there. player loaded: Full action at 20 ticks/s. Here is where the fun is. weak loaded Weak loaded are the interesting ones. They weren't always part of the gameplay (added in 0.12). Before sectors -without players- would stick around for 5 minutes and then get unloaded. By default they update at 2 ticks/s, which is 1/10th of player sectors. When you notice that mining-/salvagingships give less resources per seconds its's also related to them getting less update-ticks. But you can change the default behavior in your server.ini. To get the full updates/s change the following setting: The long decimal number is due to float-point-arithmetic inaccuracy. If you find anyone who asks why his ships are mining slower than when he's in the sector show them this post. https://www.avorion.net/forum/index.php/topic,5397.msg29495.html#msg29495
  3. By default all sectors are unloaded (and if never visited, they aren't even created). Obviously upon joining a multiplayer- or starting your singleplayer galaxy the sector you are in will be loaded. There is a limit for how many sectors stay loaded per player. In singleplayer it's 500 and for multiplayer it's 5. Those values can be adjusted in the server.ini. Furthermore all sectors with player ships or station will get a score or weight. If I remember correctly you get +3 for stations and +1 for each ship (none for fighters). The sectors with the highest score will stay loaded. With my mod you can choose which sectors will be kept loaded regardless of its score
  4. Help me first and provide a logfile: .../Appdata/Roaming/Avorion/clientlog yyyy-mm-dd hh-mm-ss.txt .../Appdata/Roaming/Avorion/galaxies/<Your Galaxy name here>/serverlog yyyy-mm-dd hh-mm-ss.txt
  5. No proper modmanager yet. Steam workshop is planned tho
  6. The Author of the Bigger-is-Better mods (Fenrir) stopped updating them. From his signature: Turret Editor (by darkconsole) developement is also halted. But on page 8 is a version that claims to be working with the beta (0.20.2/3) "more commands". I think you are talking about Avorion Commands Package? Well on the first post Aki says: On the last page is an update from August last year by Anexgohan, which seems to be the newest. But I can't guarantee compatibility with 0.19 mainline or even beta-0.20 There is a (partial?) List of mods reported working with 0.19 and 0.20 here: https://www.avorion.net/forum/index.php/topic,4961.0.html And if mods overwrite each others files careful merging is required. Which means you one has to look at the changes every mod does to the vanilla file and integrate all of them into it.
  7. What mods are you trying to install? Can you please list them Sadly there is no modloading support built into Avorion yet. So sometimes mods have to be made compatible
  8. Update 0.2.0 for 0.20.x [2019-01-17] - added init scripts, which gives all players access to the sector Manager by default and makes setting it up a cake walk. - Had to move files. This requires a full uninstall of the previous versions!(For the 6 downloads/downloaders) *also not proof-of-concept anymore!
  9. Put me in on the hype train ;D For this, I looked long and hard at the original game's UI code and the documentation, but also especially at Laserzwei's Complex Mod. Couldn't have done it without that firm groundwork in place. When this is released / in some form of releasable alpha state, feel free to poke around in my code to see how I did the UI. @jmattspartacus also have a look into the UI code of Sector Manager, as it has much less other code, but uses many of the techniques I learned from my work with the complex mod. Also pm me, if you got any further questions.
  10. I should mention that my mods work with [0.19] [mos] https://www.avorion.net/forum/index.php/topic,2685.0.html [Production Chains] https://www.avorion.net/forum/index.php/topic,2686.0.html [Advanced Shipyard] https://www.avorion.net/forum/index.php/topic,3910.0.html [Carrier Command] https://www.avorion.net/forum/index.php/topic,4268.0.html [0.20] [mos] https://www.avorion.net/forum/index.php/topic,2685.0.html [Production Chains] https://www.avorion.net/forum/index.php/topic,2686.0.html [Advanced Shipyard] https://www.avorion.net/forum/index.php/topic,3910.0.html [Carrier Command] https://www.avorion.net/forum/index.php/topic,4268.0.html [simple Asteroid Respawner] https://www.avorion.net/forum/index.php/topic,5394.0.html (should work with 0.19, but I haven't tested it) [sector Manager] https://www.avorion.net/forum/index.php/topic,5397.0.html (It's in an early dev stage, but does what it advertises)
  11. Version history 0.2.2 for beta0.21.x [2019-02-26] - added musiccoordinator script to init.lua (vanilla) 0.2.1 for 0.20.x [2019-01-20] - removed useless servercall - library is now loaded as module - code cleanups
  12. A small proof-of-concept mod to keep a set of sectors loaded, while a player is online. Features Select the sectors to be kept open yourself. Every player controls its own set of sectors. Easy to use interface. UI: Note: As a serverowner you might want to set "aliveSectorsPerPlayer" to 1. As this mod will simply ignore that. Use the config file to set the max number of allowed sectors. Install instructions From Avorion 0.23 on, this mod will be continued in the workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1694550170) Since 0.23+ became the main gameversion, there is no download here.
  13. Installation instructions Download the .zip file from the 1st post Place the content in the respective /Avorion/ folders. Create /mods/, if necessary. This will overwrite /data/scripts/sector/respawnresourceasteroids.lua Version history 1.0.0 for 0.20.x (probably works with 0.19 as well) [2019-01-12] - initial release
  14. This is a simple asteroid respawn script. It's based on vanilla's respawn file, but extends it for a use in actively loaded sectors. It turns barren asteroid fields into nice mining places: Video of an 360x sped up process: It comes with 2 config options: The time until the next batch of asteroids gets spawned. and An percentage of the sectors original number of asteroids. List of sectors with this script attached by default: So it only works in these sectors. * It requires at least one (empty) asteroid in the sector to begin respawning. From Avorion 0.23 on, this mod will be continued in the workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1692998037) Since 0.23+ became the main gameversion, there is no download here. Motivation: I mothballed an older project over at Github and I didn't want to throw this here away. So I updated it for 0.20.x. This is not the only asteroid respawn mod: Regenerative Asteroid Fields With very customizeable resource respawning sectors Asteroid Respawner Attachment in the second post very similar script to simple asteroid respawner (might be outdated)
  15. I see no need for that. In the 2nd post it lists all changes and for which version they are. If a CC-version lasts longer than a Avorion-Version, then such renaming would cause much more confusion. There is still the rule: Highest mod-version goes with newest game-version. Also mind you that "Marc1988" didn't use the downloads from this forum, but did use the Github master branch, which -like the game- is on the main branch (0.19). 0.20 is still beta, so naturally the changes for CC 1.10 are on its own 0.20 branch. Github is my developement (and testing) area. Which is why the install instructions on the Github wiki point directly to the first post of this thread and not somewhere on Github.
  16. It's available on the very first post or on the 0.20 branch on github
  17. CC1.10 for Avorion 0.20.x (beta). "Which Mods Are Supported This Patch?" Is horribly outdated (We are at stable 0.19/beta0.20 and it lists mods for stable 0.17 and beta 0.18). Ship Script Loader is no longer required. "Start all" has been removed.
  18. updated -- 1.3 for 0.20.x [2018-12-04] - anti-grav -> antigrav - removed 2 double Noble metal mines (vanilla)
  19. small update -- 1.10.0 for 0.20.x [2018-12-04] - now uses vanilla "callable"
  20. Update 1.10.0 (0.20) - included "callable" - changes for beta 0.20 - removed rename script. It's now included in Vanilla Asset overview - Plan selection error message sender is now properly "Shipyard" instead of "Fighter Factory" (was not visible to players)
  21. These are the only important things in this update: Ships can be renamed Added several new bugs ;D There are lots of cool new features to toy around with. Awesome work!
  22. "Dock all Fighters", docks all fighters at once - surprise! ;D - and deactivates all commands. You can click an active Button (e.g. Mine Command[D]) and it will return only the fighters assigned to mine back to base.
  23. update -- 0.19.0 [2018-11-8] - dropped complicated and dated way of deleting and recreating asteroids and the as tedious way of detecting sector changes. As a result the code is much smaller and uses less hooks (no modification of server.lua required anymore!) - Instead uses Galaxy():transferEntity(type 1) - The target sector can be individually selected and jumping out of a system does not inherently transfer asteroids with you. - This lifts the previously implied jump-range limit. To prevent unlimited transfer range there is now a config option (MAXTRANSFERRANGE) -- 0.20.0 [2018-12-04] - now uses "callable" - now with namespace -- 0.20.1 [2019-01-22] - Default max transfer range now 50 sectors - Now uses "onSelectMapCoordinates" event, instead of busy waiting - Now remembering your selected sector
  24. Updated CC to 1.9.2 -- 1.9.2 for 0.19.x [2018-11-06] - added Slider to control re-targeting threshold distance (You don't know what that could be? Look in the Wiki!) - now runs on stations again (Did nobody notice that this was missing?) - fixed some typos, added some more descriptions - readme shrinked down to the basic install instructions (advanced Install instructions? Right in the Wiki!) Reminder: ShipScriptLoader is no longer required! The installation process has been simplyfied by a lot.
×
×
  • Create New...