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koonschi

Boxelware Team
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Everything posted by koonschi

  1. You enabled tracing, which bloats the server log immensely, and which should only be enabled while reproducing a specific error, not in normal production. All those lines are perfectly normal behavior, and not errors , but I'll go into more depth: Attempting to invoke 'exists' in '""' Call to 'exists' in '""' successful. This is perfectly normal behavior if you enable tracing for scripts, because it will print every single invocation of a lua VM that the game does. And there are lots and lots of them. What the game does here is invoke a function in a virtual script (hence the "" which only means it has no filename) which is created to interface with existing scripts. FactionDataBase failed to load file for AI faction 0 Perfectly normal behavior as well, because Faction Index 0 is reserved for "Belongs to no faction". So the game can't load a file for faction 0 because it doesn't exist. It's debatable if it's necessary to print an error trace here, but we decided that more information is better than less. I need you to post a log from a session where the server actually crashed (tracing enabled helps a lot of course) to find out why it crashed. Also: Does it crash or is it hanging with the server process still running?
  2. Thanks. Try updating once more, the latest version hash is "2cec85c1979d" (can be found on the top left in the main menu).
  3. Can you post the beginning of the log as well? I've set a few patches live, I need to know what version you have exactly.
  4. Thanks to the hang reporter I've gotten some valuable data and identified some potential issues causing the hang. Please try it out and tell me if it still happens!
  5. Yes, that setting. I'm mentioning it because you can also disable the sending in the settings.
  6. Thanks for the input, we'll keep trying to reproduce the error. In the meantime, the update with the hang detector has gone live, we should be able to see the error now (but make sure you have crash sending enabled).
  7. We'll release a small update in the upcoming days with a hang detector, which should hopefully get us some more data about the issue. I'll notify you here once the update is live.
  8. Can you share the galaxy with us? We cannot reproduce the issue at all. For multiple days we've had Avorion running nonstop on our machines, nothing happened. Are you playing on vanilla or modded?
  9. Patch 0.20.2 Date: December 18th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "We've added some missing features that we still wanted to get in there, as well as some QoL improvements." Added escorting to map commands AI ships can now dock with stations over distance when they have functioning transporters Harvest state now leaves automatic turrets automatic if every turret in their group is also automatic Armed turrets are now used for salvaging Automatic armed turrets remain untouched and can be used to set independent orders, e.g. defend. Aggressive AI looks for enemies more carefully and swaps targets when it gets attacked Ships with players currently piloting them are no longer pushed away from stations Alliance map sectors are now timestamped and only updated if newer data (from a new member) is available Galaxy Map takes into account the timestamp of a sector info to show the most up to date info about a sector Player's ships' Patrol AI no longer attacks civil ships (Aggressive still does) Improved flight behavior of HarvestState UI Added more precise AI status descriptions for mining and salvaging Added hints for how to get more turret slots Added hints that unused upgrades can be installed (if possible) Updated german localization Added several missing icons Scripting API initialize(...) functions for Entity, Sector and Player scripts get an implicit variable "_restoring" when the initialize is called while restoring the script from disk, instead of when it's being freshly added [*]Added optional color argument to script ComboBox addEntry function [*]Added getShipType(name) to client Player and Alliance [*]Added transporterRange property to Entity [*]Added getAllies(factionIndex) function to query all allied entities of a faction [*]Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction [*]Added a dummy error message to invokeRemoteEntityFunction() and invokeRemoteSectorFunction() to match the signature of the client call Bugfixes "As usual, bugfixes marked with [uBR] have been brought to our attention by the community. Thanks everybody for contributing and keep it up! :)" Fixed several issues related to path finding and boosting of AI ships [uBR] Fixed ships flying away into nothingness in a single direction Fixed a few issues with alliance map editing Fixed several issues reported via crash reporter [uBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only) [uBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss [uBR] Fixed an issue with inviting players to groups Fixed alliance-colored map indicators for non-special sectors [uBR] Attack state now enables its weapons (if disabled) Fixed several issues with path finding and attacking enemies Fixed several issues in scripts reported via crash reporter [uBR] Fixed an issue when where point defense turrets could not be created by researching Fixed shield damage not being recognized as damage contribution to an enemy Fixed lines in Strategy Mode no longer working Fixed an issue where the camera could be zoomed into the drone Fixed a crash in scrapyard when selling ship
  10. We're releasing a new patch today, please check if the problem persists with the new patch as well.
  11. Can you reliably reproduce this behavior, and if yes, can you send us the galaxy in question?
  12. Thanks for reporting. This behavior will get several improvements with the next patch!
  13. If any of you have a reliable method of at least provoking the hang, that would be incredibly helpful!
  14. From what we've gotten in reports so far, it's some kind of lockup, not a hard crash per se. The clients don't get kicked, they lose connection because the server hangs and stops responding. We're currently looking into the issue, but we haven't managed to reproduce it yet. The script errors from the dock.lua script are unrelated by the way.
  15. The issue has been resolved with today's update, check out the patchnotes. :)
  16. Added latest hotfix of today to patchnotes.
  17. I've got a hunch and added some more profiling and error printing. Hopefully we'll be able to fix this soon.
  18. A good place to share this is pastebin for example. I'll take a look at the logs!
  19. Is it possible you were firing them at group members, your alliance (or members thereof), factions with good standings (green indicators) or your own ships? Edit: I added an additional check that allies are not interpreted as "they don't attack me" but as "really good relation standings", and I also added a check to make sure torpedoes fired by allies aren't shot down, except when targeted at your turret's faction.
  20. Posting such things only really help us if you include the server logs from that session - otherwise there's not much we can do except say: "oh, okay, looks like this happens for some reason." So please post the server logs from that session :)
  21. Can you reproduce this behavior on the stable branch? Group code hasn't changed at all.
  22. Feedback noted, thanks! Edit: If you want us to see changes, do not update your original post, but answer to it, we don't have the time to check posts for changes that might or might not be there. Avorion is NOT an MMO and it's also NOT a strategy game! It doesn't support these numbers of ships, that's just completely technically impossible. What you're writing really really makes me want to add a limit to ship numbers.
  23. No, unfortunately, otherwise we'd have fixed it. What's more important than logs to us would be: 1. Since when is this happening? 2. Can you reproduce it? 3. How many ships did you have on "do-something" orders in other sectors? 4. Like #3 but with stations?
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