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Tzarro

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  1. So crazy, I was just thinking about this today and was going to make the same suggestion. :) AikawaKizuna laid it out pretty well. Being able to dock player-made ships to other, larger player-made ships would be awesome, and seems like it would be relatively straightforward to implement as well. Having a carrier-type ship lumbering through a system and being able to launch in a shuttle or smaller transport ship for quick runs to a station without having to dock a giant ship would be neat. Once again, as AikawaKizuna said, calculating the volume of a contiguous hangar module and comparing it to that of a ship that is trying to dock would be a viable and simple way of adding this feature. Would love to see this make it into the game!
  2. I am also getting several 15-ish megabyte-sized logs with repeating error messages. Here is the log with everything up to where it starts repeating: ------- Mon Nov 28 00:23:23 2016| Client started: "E:\SteamLibrary\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe" Mon Nov 28 00:23:24 2016| Init Steamworks... ok Mon Nov 28 00:23:24 2016| Client Beta 0.9.7 r6709, running on Windows 8.1+. Mon Nov 28 00:23:24 2016| CPU: GenuineIntel 8 Cores Mon Nov 28 00:23:24 2016| Getting display mode... ok Mon Nov 28 00:23:24 2016| Current display mode: 2560 x 1080 Mon Nov 28 00:23:24 2016| Creating settings... loading... ok Mon Nov 28 00:23:24 2016| Creating client window...Detected 1 displays Mon Nov 28 00:23:24 2016| Display 0: x: 0, y: 0, w: 2560, h: 1080 Mon Nov 28 00:23:24 2016| Using display 0 Mon Nov 28 00:23:24 2016| Creating window, x: 0, y: 0, w: 2560, h: 1080... ok Mon Nov 28 00:23:24 2016| Creating GL context... ok Mon Nov 28 00:23:24 2016| Setting window mode FullScreen... ok Mon Nov 28 00:23:24 2016| Creating client window ok Mon Nov 28 00:23:24 2016| Init shader level... ok Mon Nov 28 00:23:24 2016| Init rendering... starting rendering... initialize...OpenGL Context Information: Mon Nov 28 00:23:24 2016| Version: 4.5 Mon Nov 28 00:23:24 2016| VersionString: 4.5.0 NVIDIA 373.06 Mon Nov 28 00:23:24 2016| Vendor: NVIDIA Corporation Mon Nov 28 00:23:24 2016| Renderer: GeForce GTX 970/PCIe/SSE2 Mon Nov 28 00:23:24 2016| GLSL Version: 4.50 NVIDIA Mon Nov 28 00:23:24 2016| Init GLEW... ok Mon Nov 28 00:23:24 2016| Init Debug Message Callback... ok Mon Nov 28 00:23:24 2016| Set VSync... ok Mon Nov 28 00:23:24 2016| Secure BackBuffer... ok Mon Nov 28 00:23:24 2016| Init Canvas...Create canvas of size 3135 x 1322... ok Mon Nov 28 00:23:24 2016| Init Canvas ok Mon Nov 28 00:23:24 2016| Init Refraction Texture... ok Mon Nov 28 00:23:24 2016| Init Post Processing... ok Mon Nov 28 00:23:24 2016| Init Debug Renderers... ok Mon Nov 28 00:23:24 2016| Rendering initialized Mon Nov 28 00:23:24 2016| Init rendering ok Mon Nov 28 00:23:24 2016| Check problematic drivers... ok Mon Nov 28 00:23:24 2016| Init loading screen... ok Mon Nov 28 00:23:24 2016| Draw first loading screen... draw... ok Mon Nov 28 00:23:24 2016| Init SFX... ok Mon Nov 28 00:23:24 2016| Init Input... ok Mon Nov 28 00:23:24 2016| Init GameInput... ok Mon Nov 28 00:23:24 2016| Init Main Menu... ok Mon Nov 28 00:23:25 2016| Init Music... ok Mon Nov 28 00:23:25 2016| Apply loaded settings... ok Mon Nov 28 00:23:25 2016| Client initialized Mon Nov 28 00:23:30 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 Mon Nov 28 00:23:35 2016| UDP closed Mon Nov 28 00:23:35 2016| Client UDP: Connection closed Mon Nov 28 00:23:43 2016| Starting server 'bin/AvorionServer.exe' with arguments '--name server --seed hknlp7F7Lk --difficulty -1 --infiniteResources 0 --port 27000 --public 1 --exit-on-last-admin-logout --admin 76561197976695367 --use-steam-networking false --threads 7 ' Mon Nov 28 00:23:45 2016| Waiting for Online polling threads Mon Nov 28 00:23:45 2016| Online polling threads finished Mon Nov 28 00:23:45 2016| Waiting for LAN polling threads Mon Nov 28 00:23:45 2016| LAN polling threads finished Mon Nov 28 00:23:45 2016| desired: ip, init: steam Mon Nov 28 00:23:45 2016| Connecting to server at 127.0.0.1:27000:27000 Mon Nov 28 00:23:45 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 Mon Nov 28 00:24:05 2016| UDP closed Mon Nov 28 00:24:05 2016| Client UDP: Connection closed Mon Nov 28 00:24:05 2016| desired: ip, init: ip Mon Nov 28 00:24:05 2016| Client: attempting to connect to 127.0.0.1:27000 Mon Nov 28 00:24:05 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 Mon Nov 28 00:24:05 2016| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 Mon Nov 28 00:24:05 2016| UDP closed Mon Nov 28 00:24:05 2016| Client UDP: Connection closed Mon Nov 28 00:24:05 2016| Client: connection established Mon Nov 28 00:24:08 2016| Received system error: Connection refused: Player Tzarro is already logged in. Mon Nov 28 00:24:08 2016| client received DC message Mon Nov 28 00:24:10 2016| Client TCP: Error occurred in send: An established connection was aborted by the software in your host machine Mon Nov 28 00:24:10 2016| UDP closed Mon Nov 28 00:24:10 2016| Client UDP: Connection closed Mon Nov 28 00:25:05 2016| GL DBG: HIGH TYPE_ERROR API 1281: GL_INVALID_VALUE error generated. View frustum must not have a zero values of: (right-left), (top-bottom), or (zFar-zNear). Mon Nov 28 00:25:05 2016| GL DBG: HIGH TYPE_ERROR API 1281: GL_INVALID_VALUE error generated. View frustum must not have a zero values of: (right-left), (top-bottom), or (zFar-zNear). Mon Nov 28 00:25:05 2016| GL DBG: HIGH TYPE_ERROR API 1281: GL_INVALID_VALUE error generated. View frustum must not have a zero values of: (right-left), (top-bottom), or (zFar-zNear). ------- And that last bit keeps on repeating.
  3. Hello koonschi, Thank you very much for replying to this thread. Steam Family Sharing was actually the first method we wanted to try, however the way that this beta for Avorion is registered in Steam, it does not appear under "My Shared Games." Would there potentially be some specific way to tag this release of the game in Steam to enable family sharing? If not, would it be possible to add a LAN-only hosting option such as "make open to all players" that disables this particular check? Sincere thanks again for your assistance, Tzarro
  4. Thank you for the reply RandomCommander! Once we discovered the error message in the client log, changing the Steam name was one of thr first things we tried. We even verified that it showed as being changed in the game options and options.ini file, but it still gave the same error. Since we are sitting next to each other, I just had one computer using my account in offline mode while the other computer had my account logged in online. It would be understandable of this did not permit online play, but I have used this often to play other LAN games at my house, so I am curious where the issue is.
  5. Hello, One of the things I have been most looking forward to with this game is the opportunity to play-test it with my buddies. By the time I managed to get them interested of course, the Kickstarter had already ended, so all I have is my one key to work with. I tried using my account to be able to play with my brother over LAN, but whenever he tries to join, he gets an error message stating "player 'xxx' is already logged in" and gets kicked back to the menu. Is the player identity as far as the game is concerned bound to the game key? The Steam ID? Something else? I would very much like to know the mechanism behind this error and if there is any way around it. The multiplayer is the most attractive part of this game for me, and I would love to be able to get my friends and family interested in it and work towards hunting down multiplayer-related bugs during this beta testing phase. Thanks, Tzarro
  6. That information was quite helpful! It gives me a much better idea of how those calculations affect my loadout. Thank you for your input. :)
  7. Howdy again, Got my key a few days ago and sadly haven't had much time to play, but I'm enjoying it when I'm able to! Waiting on a lot of questions until I get a bit further in the game, but one question I had was regarding the "damage" stat on turrets. Is that supposed to be DPS? Damage per shot? How does this apply to the "shotgun" style turrets that fire multiple rounds at a time? Also, does the size of the turret have any bearing on it's efficacy? Or is that just for visuals? Just thought knowing this might make evaluating optimal turrets a bit easier. Thanks in advance!
  8. Hello, Much of this information is available on their Kickstarter page. - There will be an Early Access phase on Steam after the Kickstarter beta. - This is a quote from the page: "After Release: Since the project has grown dear to us, if all goes well after the full release and sales are enough to sustain us, we will continue developing the game and release regular updates." I do not know if they have announced what the full price will be upon release.
  9. So I know devs hate being hounded for release dates (and for good reason), but given that the original Kickstarter timeline has been pushed back by several months, how long is "too long" when it comes to the road to Early Access? I am a Fighter-Tier backer and would love to get my hands on a beta copy if you guys really are considering a full Kickstarter beta. Edit: I just saw the most recent Kickstarter update newsletter which answered my question. Looking forward to playing!
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