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Timmeynator

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  • Birthday 11/18/1988

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  1. server-stats 2021-05-01 12-47-07.csvserver-perfstats 2021-05-01 12-50-04.jsonserverlog 2021-05-01 12-47-00.txt
  2. Hi everyone, I've setup a dedicated server on Windows Server 2019 on a VMware ESXI host. First I had issues with OpenGPL 1.0 version, which was solved by not rdp-ing to the server but using the the GUI console from vmware. Now the OpenGPL viewer states I have version 3-something. Total video memory 32 MB Number of displays 1 3D Graphics Enabled 3D Memory 256 MB 3D Renderer Automatic I've also made sure the client has 4 CPU's allocated in the VM settings as required per: The server boots fine with the created myserver.bat, however after someone joins it crashes a couple of minutes later and I'm at a loss. Can someone please help? 2021-04-29 13-25-04| Creating emergency backup, waiting for database ... (0s); collecting data ... (10.531s); saving backup ... 2021-04-29 13-25-14| Server frame took over 1 second. 2021-04-29 13-25-14| 2021-04-29 13-25-23| SectorDatabase: Loading Sector (-144:-355) 2021-04-29 13-25-50| Entered exception handler 2021-04-29 13-25-50| Thread 9 Error: EXCEPTION_ACCESS_VIOLATION 2021-04-29 13-25-50| CurrentScript [8]: 2021-04-29 13-25-50| CurrentFunction [8]: 2021-04-29 13-25-50| CurrentScript [5]: 2021-04-29 13-25-50| CurrentScript [9]: 2021-04-29 13-25-50| CurrentScript [15]: 2021-04-29 13-25-50| CurrentFunction [15]: 2021-04-29 13-25-50| CurrentScript [4]: 2021-04-29 13-25-50| Thread Name [19]: Steam Networking Receive 2021-04-29 13-25-50| Total memory in use by process: 6.64GB 2021-04-29 13-25-50| CurrentFunction [9]: 2021-04-29 13-25-50| Total memory in use (whole system): 8.44GB 2021-04-29 13-25-50| Script Memory: 529.77MB 2021-04-29 13-25-50| Factions In Memory: 189 2021-04-29 13-25-50| Players In Memory: 1 2021-04-29 13-25-50| Workpacket [4]: 2021-04-29 13-25-50| CurrentFunction [1]: 2021-04-29 13-25-50| CPU: Intel(R) Xeon(R) CPU E5-2680 0 @ 2.70GHz 4 Cores 2021-04-29 13-25-50| Multiplayer: true 2021-04-29 13-25-50| Seed: m0pqRGyudj 2021-04-29 13-25-50| CurrentFunction [5]: 2021-04-29 13-25-50| Thread Name [4]: Create Sectors WorkerPool Thread 0 2021-04-29 13-25-50| Workpacket [2]: 2021-04-29 13-25-50| Thread Name [15]: Lua WorkerPool Thread 5 2021-04-29 13-25-50| Runtime: 6 minutes, 8 seconds 2021-04-29 13-25-50| Players Online: 1 2021-04-29 13-25-50| Thread Name [2]: Networking 1 WorkerPool Thread 0 2021-04-29 13-25-50| GameVersionHash: 173601587d20 2021-04-29 13-25-50| CurrentFunction [4]: 2021-04-29 13-25-50| RAM: 32GB 2021-04-29 13-25-50| Workpacket [8]: Sector[254:-100] update Boarding 2021-04-29 13-25-50| Workpacket [3]: 2021-04-29 13-25-50| Thread Name [8]: Game WorkerPool Thread 0 2021-04-29 13-25-50| CurrentScript [1]: 2021-04-29 13-25-50| Thread Name [18]: HangDetector 2021-04-29 13-25-50| Workpacket [5]: 2021-04-29 13-25-50| Thread Name [6]: Save Sectors WorkerPool Thread 0 2021-04-29 13-25-50| CurrentFunction [14]: 2021-04-29 13-25-50| Thread Name [3]: Networking 2 WorkerPool Thread 0 2021-04-29 13-25-50| Workpacket [6]: 2021-04-29 13-25-50| Sectors Loaded: 10 2021-04-29 13-25-50| Thread Name [7]: Save Factions WorkerPool Thread 0 2021-04-29 13-25-50| Thread Name [5]: Create Sectors WorkerPool Thread 1 2021-04-29 13-25-50| Workpacket [7]: 2021-04-29 13-25-50| Workpacket [9]: BackupModule::createBackup() 2021-04-29 13-25-50| Thread Name [9]: Game WorkerPool Thread 1 2021-04-29 13-25-50| CurrentScript [14]: 2021-04-29 13-25-50| GameVersion: 1.3.7 173601587d20 2021-04-29 13-25-50| Thread Name [14]: Lua WorkerPool Thread 4 2021-04-29 13-25-50| Thread Name [16]: Input Commands 2021-04-29 13-25-50| Workpacket [14]: 2021-04-29 13-25-50| Workpacket [15]: 2021-04-29 13-25-50| MaxPlayers: 10 2021-04-29 13-25-50| Thread Name [17]: UDP Connection Receive 2021-04-29 13-25-50| === STACKTRACE ===================================== 2021-04-29 13-25-50| #1: [ext] memcpy [0x7ffbc4b44b6a] 2021-04-29 13-25-50| #2: ?? [0xc0c7f8] 2021-04-29 13-25-50| #3: ?? [0xc0d452] 2021-04-29 13-25-50| #4: ?? [0xf7b83f] 2021-04-29 13-25-50| #5: ?? [0xc0df48] 2021-04-29 13-25-50| #6: ?? [0xc0e5fc] 2021-04-29 13-25-50| #7: ?? [0xc0df48] 2021-04-29 13-25-50| #8: ?? [0xc07848] 2021-04-29 13-25-50| #9: ?? [0x416fc6] 2021-04-29 13-25-50| #10: ?? [0xe186ca] 2021-04-29 13-25-50| #11: ?? [0xffaaa8] 2021-04-29 13-25-50| #12: ?? [0xc9bf9a] 2021-04-29 13-25-50| #13: ?? [0x1116fef] 2021-04-29 13-25-50| #14: ?? [0xceab84] 2021-04-29 13-25-50| #15: [ext] beginthreadex [0x7ffbc4b0b0ea] 2021-04-29 13-25-50| #16: [ext] endthreadex [0x7ffbc4b0b1bc] 2021-04-29 13-25-50| #17: [ext] BaseThreadInitThunk [0x7ffbc4027974] 2021-04-29 13-25-50| #18: [ext] RtlUserThreadStart [0x7ffbc68aa2f1] 2021-04-29 13-25-50| =================================================== 2021-04-29 13-25-50| Sending crash report ... 2021-04-29 13-25-51| Crash report sent successfully!
  3. That would be a good way of summing it up :)
  4. Hi Everyone, Thanks for taking the time to read this. I'dd like to iterate on an old idea that seems to have died out. Perhaps 2019 is the right time to implement the Mass Accelerator Cannon. I've only been able to find a mention of this @ https://www.avorion.net/forum/index.php/topic,372.0.html. Perhaps the block type and ideas used in the torpedo launcer and torpedo cargo hold can be used to create a Halo style MAC Gun. The total block volume could be used to calculate the power required. The lenght of the gun together with the height could be used to size the nozzle. Just like with the torpedo bays. Then the barrel could be calculated and therefore the required volume for ammunition and its strenght. You guys are way smarter than me to figure out the balancing but the point is to create another great feature and play style. Below is a list of some of the things I could come up with to utilize already implemented features/mechanics: -Size If you want to utilize huge capital ships a powerfull MAC will force you to go big. If you play similar to me, that is expanding and scaling your starter ship a lot. Then a MAC can grow with the role of the ship before you have the resources to design your new plaything. -Power Firing a MAC takes a toll on a ships power which will utilize the already ingame features associated with power generation and consuption. -Storage The depleted uranium slugs could be stored in a torpedo cargo bay like block. Perhaps even repurposing the inplace torpedo storage to a more general arsenal or armory. -Player Control The whole loading and controlling of the torpedo tubes system could add an extra tab in your ship menu to manage the loading of tungsten sluggs and add the guns to your control groups. I think you guys get the gist of it and I would love to see this in the near future. The MAC has a lot of potential to enhance in place systems while adding a big honka honka space gun.
  5. Hi everyone, Is there a way to provide additional information to a submitted bug?
  6. Hi, I've had the same issue when I was setting up my dedicated server, and resolved it by forwarding the required ports on the router. Are you the only one unable to connect to that specific server?
  7. RAM seems a little low though. I'm currently running an Ubuntu 16.04 dedicated server in Hyper-V and see memory usage (for the VM) jump up to about 3GB quite often and I'm having some minor issues with lag. Unsure if that's due to bandwidth or something else. But yeah, like posted before, just give it a go :)
  8. Captain AI uses all the turrets on the ship its controlling instead of only the one's needed for the specified order/situation. This makes for dangerous situations regarding standing when salvaging or mining since shots that miss their intended salvaging/mining target may hit ships or stations.
  9. The game doesn't save the turret action group settings when jumping or relogging. So when you've got some automatic firing groups you have to tell the turrets to pick their own targets again after jumping.
  10. Apparently I'm not the only one having this problem. Makes my cannons miss a lot :(. If you want I can grab the (remote dedicated) server and client logs when I get home and put them here?
  11. -------------Edit: I'm an idiot-------------------- Issue is fixed. ./manager update did the trick. So for anyone installing through the same method. Don't update through steamcmd, just use ./manager update --------------------------------------------------- First of all, great work with the script it. However I'm having an issue which I'm unable to resolve as of yet. My client has been updated to 0.11, but I'm unable to do the same for the server edition, and it stays stuck at version 0.10.2. When I login to steamcmd and update "app_update 565060 -beta beta validate" it states I'm already up to date. It makes no difference if I'm logged in anonymously or with my steam account. Does anyone have the same issue or is this just me? I've posted a similar question at: https://www.avorion.net/forum/index.php?topic=2694.0 but I don't know whether the fault is due to installing via this script or something else. Any help is greatly appreciated.
  12. Since my brain is in suggestion mode after posting https://www.avorion.net/forum/index.php/topic,3013.0.html... My opinion in business is grow or die, and I sure hope Avorion takes the first route. Without typing a whole paper to get my point across, just think about what Steam Workshop Integration has done for Cities: Skylines. With a gem like Avorion, I hope this game will take a similar route in terms of succes. Because then the devs can keep going and create a wonderfull universe for us (which they're already doing). Perhaps we, as a community, can think about categorization and stuffs.
  13. In my opinion the difference between a good game and a great one is the community. The developers are doing a great job, but if they don't receive the feedback they might need, things may go the wrong way. This isn't really a problem when something is/stays small, but I think this game might take off pretty fast. As a community we can help by marking the most important bugs, issues and suggestions by voting. If nothing gets done with the data, so be it. But its better to have the data and not need it, then not having it when you do need it. So my suggestion is to add the default option to the forum to vote on any post, not just custom polls, and be able to filter and sort on those options. For inspiration check out the paradox forum or just do what facebook did with their smileys. I do suggest putting in options that deliver usable data (make sure the options are clear in their meaning).
  14. Hi Devs, Perhaps it is an idea to provide links to any licensing information you might have so any content creators can give you guys the proper credits. Maybe even go as far as posting a default text with information and links we can copy and paste below the content this growing community might create.
  15. Hi there, I'm Tim and came across this awesome game through one of Scott Manley's videos on youtube. I just had to try it and honestly I pirated the game... Couple of hours later I bought it on steam and I'm hooked ever since. Good job on the development and best of luck with further expanding this gem.
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