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ThunderDodge

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Everything posted by ThunderDodge

  1. Whats about the Performance problems? Cant put my Server online & loosing a lot of Players...
  2. This is related to an issue thats happening since 0.16.0: http://www.avorion.net/forum/index.php/topic,4575.0.html I'm almost sure that this is also the reason that the server is slow. This issue is also confirmed by other server owners on Linux and Windows systems. Its just like he described in his Thread. Fresh start - everything is fine. We do not have many & big Ship, because we just wiped.
  3. New Profiling https://pastebin.com/Jqp32rC6 Image: https://www2.pic-upload.de/img/35086341/avorion_console.png I have seen, that the average server load ist 100% for somehow..
  4. https://www.webtropia.com/de/dedicated-server/root-server-vergleich.html The "Devils Canyon" Server. @ Windows Server 2012 - 64Bit Profiling: https://pastebin.com/kPhXt119 workerpool_profile-8.zip
  5. What exact version are you on, the rolled back one 0.16.5 or the beta 0.16.6? 16.6
  6. My Players cant do any Damage to anything. Already restarted Server. Everything running fine, Ping is a bit higher than usual ~150, had ~25 before. We can't Mine or Deal Damage to Enemies. Enemies still able to Deal Damage to each other. IP: 89.163.144.21
  7. Soudns good! This will increase the time to spend, to end the Game. Will try it
  8. Seems not to work. Help me & add me pls http://steamcommunity.com/id/d0ggygibs/
  9. Error while adding file "mods/oosp/scripts/player/oosproduction.lua": mods/oosp/scripts/player/oosproduction.lua:15: bad argument #1 to 'max' (number expected, got nil) Did Steps as you said. Help Pls Maybe oospConfig.consumptionTime is not available or nil...
  10. Does not work for me & my Server...
  11. @Andy, Ja sind Sekunden. Yes, People will be able to join your server without the mod. Its Serverside only.
  12. Updated the cleanup script. The old will still be available. See version 1.1
  13. We need something like a Addons -/ Mods folder to put scripts in. Like you have a init.lua, wich runs the server automatic. You can then easy add player scripts, and things like that. When im not wrong, this should already been possible. Make yourself a script with a file.find system. Like: data/mods/ Mods folder includes: server(folder) sector(folder) galaxy(folder) player(folder) player.lua ( gets auto added via init.lua, this file manages the player files ) init.lua -initializes as server .... then you need to edit the raw server.lua and include your modular system wich finds all the files in your custom folder and adds them. This method is just like the original one, but its easier to install & updates of avorion can be applied easyly. This is just some kind of thought of me.
  14. Niemals bekommt ihr 256 Spieler auf dem Server, wenn es bei 20 schon knapp wird xD Ich schau nachher mal vorbei.
  15. CPU: Intel Xenon E5-1650v2 @ 3.5Ghz x 12 RAM: 128GB System: x64 Windows Software: Windows Server 2012 R2 Network: 1GB
  16. There is a command, try "/sethome" We updated to BetaBranch, perfomance should be increased a bit. Please gimme some feedback on Discord chat. Thanks.
  17. Server's are very unstable at this moment. We can't do further steps of improvment's. Its up to the game dev's now. Precautionary we set up restarts for the server that occur at: 1am, 4am, 6am, 9am, 12am 3pm, 6pm, 9pm All times are [uTC+1] Thank you.
  18. Hey guys, today i want to bring you the high wanted wreckage cleaner. It's still in testing, but passed the first tests. I take no liability of any lost stuff. What does it do & how it works? When a player leaves a sector, wich is empty then, he will automatic trigger the cleanup. You can set a cooldown time, until the sector gets cleared, from that, what you defined. ( default: loot & wreckages ) The cleanup is getting corrupted, when another player HP-J in the sector and the cooldown isnt finished. THIS SCRIPT DOES NOT CLEAN UP SCRAPYARDS! How to install: 1. Download the Zip. 2. Open up the Zip and move "clean_sector.lua" to scripts/player/" 3. Open up the file and edit the config values, if you want to. CLEANUP.cleanup_activated = (getGlobal( "sector_cleanup" ) or 1) CLEANUP.cleanup_cooldown = 5 CLEANUP.set_limit = 20 CLEANUP.notify_admin = true CLEANUP.types = {EntityType.Wreckage, EntityType.Loot} Enums, that can be used to clean up: None Ship Drone Station Turret Asteroid Wreckage Anomaly Loot WormHole Fighter Unknown Other 4. Go to "scripts/server/server.lua" 5. Add "player:addScriptOnce("clean_sector.lua")" to the "onPlayerLogIn" function. Beneath the other scriptAddOnce. Image: 5. Enjoy - UPDATE - +Added abillity, to set maximum amount of wreckages. Will it count more than the limit, the sector wont get cleaned up. clean_sector.zip clean_sector_v1.1.zip
  19. Ok set it up with splinterware. Works like a charm.
  20. Its easy enough. Just clear the sector, when all players are gone. So noone expieriencing the cleanup and you'll be fine. I would recommend to make a cooldown, so if the player comes back, he still can farm the wrecks if the likes to. ( 160 seconds ) I will try to make such a script.
  21. Depends on the script If the new scripts runs after the one with the original code, yes. ( per execute ) Adding things beneath a function without deleting it: function actual_func( ply ) print( "hi" ) end local old_func = actual_func( ... ) -- basically you know the parameters, but we cant define them here. Let's call it placeholder. function myfunc() print("hey, how are you?" ) end function old_func( ply ) myfunc() end Output: Hi hey, how are you? Btw this is very experimental, and i dont recommend to use this. Why would you even overwrite a function? Mostly you use this to hook into function's, that are hardcoded like "addScript()" for a super noobish CheatProtection or logging. You can still call things like "addMetheor..." if you required that file. There are many things you just can't edit, without overhaul the default code. Hooking in a default function isn't always that good, if the function returns something important and you return just before that in your function, the old one is broken. That causes errors and leads to disfunctionallity.
  22. You can use the command in your custom script: require( "player/alienattack" ) if its in scripts/player: require( "player/alienattack" ) as far as i know, you have then access to all variables & function's in this file. Worked for me tho. Files getting "merged"
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