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[Mod] Alpha! Carrier commands


Nexus
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I have a problem. I tried to remove your mod but I got error message (no connection to server). So I deleted the whole game and all the files and load it again, but I got still the same error message. After some experiments I reproduce the error if I only delete your scriptloader.lua.

I saw in the player_1.dat (part of the save) file that there is a connection to your scriptloader.lua... any solutions? Or I do something wrong?

 

Check data/scripts/server/server.lua and remove the line "player:addScriptOnce("player/scriptloader.lua")" if it is still present, other than that I would have no clue why it is causing you not to load and i would need to see the server log.

 

Here is the serverlog If I start the game without any mods (fresh installation):

 

Thu Feb 02 01:08:28 2017| Client started: "C:\Games\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe" 
Thu Feb 02 01:08:28 2017| Enabled Traces: 
Thu Feb 02 01:08:28 2017| Client Beta 0.10.2 r7420, running on Windows 8.1+.
Thu Feb 02 01:08:28 2017| CPU: GenuineIntel 4 Cores
Thu Feb 02 01:08:28 2017| Init Steamworks...Init Steamworks... ok
Thu Feb 02 01:08:28 2017| Init Steamworks ok
Thu Feb 02 01:08:28 2017| Init SDL2... ok
Thu Feb 02 01:08:28 2017| Getting display mode... ok
Thu Feb 02 01:08:28 2017| Current display mode: 1920 x 1080
Thu Feb 02 01:08:28 2017| Creating settings... loading... setting language...setting language file "data/localization/deutsch.po"
Thu Feb 02 01:08:28 2017|  ok
Thu Feb 02 01:08:28 2017| Creating client window...Detected 1 displays
Thu Feb 02 01:08:28 2017| Display 0: x: 0, y: 0, w: 1920, h: 1080
Thu Feb 02 01:08:28 2017| Using display 0
Thu Feb 02 01:08:28 2017| Creating window, x: 0, y: 0, w: 1920, h: 1080... ok
Thu Feb 02 01:08:29 2017| Creating GL context... ok
Thu Feb 02 01:08:29 2017| Setting window mode WindowedSeamless... ok
Thu Feb 02 01:08:29 2017| Creating client window ok
Thu Feb 02 01:08:29 2017| Init rendering... starting rendering... initialize...OpenGL Context Information:
Thu Feb 02 01:08:29 2017| Version: 4.5
Thu Feb 02 01:08:29 2017| VersionString: 4.5.0 NVIDIA 378.49
Thu Feb 02 01:08:29 2017| Vendor: NVIDIA Corporation
Thu Feb 02 01:08:29 2017| Renderer: GeForce GTX 950M/PCIe/SSE2
Thu Feb 02 01:08:29 2017| GLSL Version: 4.50 NVIDIA
Thu Feb 02 01:08:29 2017| Init GLEW... ok
Thu Feb 02 01:08:29 2017| Init Debug Message Callback... ok
Thu Feb 02 01:08:29 2017| Set VSync... ok
Thu Feb 02 01:08:29 2017| Secure BackBuffer... ok
Thu Feb 02 01:08:29 2017| Init Canvas...Create canvas of size 1920 x 1080... ok
Thu Feb 02 01:08:29 2017| Init Canvas ok
Thu Feb 02 01:08:29 2017| Init Refraction Texture... ok
Thu Feb 02 01:08:29 2017| Init Post Processing... ok
Thu Feb 02 01:08:29 2017| Init Debug Renderers... ok
Thu Feb 02 01:08:29 2017| Rendering initialized
Thu Feb 02 01:08:29 2017| Init rendering ok
Thu Feb 02 01:08:29 2017| Check problematic drivers... ok
Thu Feb 02 01:08:29 2017| Init shader level... ok
Thu Feb 02 01:08:29 2017| Init loading screen... ok
Thu Feb 02 01:08:29 2017| Draw first loading screen... draw... ok
Thu Feb 02 01:08:29 2017| Init SFX... ok
Thu Feb 02 01:08:29 2017| Init Input... ok
Thu Feb 02 01:08:29 2017| Init GameInput... ok
Thu Feb 02 01:08:29 2017| Init Main Menu... ok
Thu Feb 02 01:08:31 2017| Init Music... ok
Thu Feb 02 01:08:31 2017| Apply loaded settings... ok
Thu Feb 02 01:08:31 2017| Client initialized
Thu Feb 02 01:08:31 2017| Received stats and achievements from Steam
Thu Feb 02 01:08:34 2017| Starting server 'bin/AvorionServer.exe' with arguments '--galaxy-name defaultgalaxy --server-name Freaky's Server --port 27000 --public 0 --listed 0 --authentication 0 --exit-on-last-admin-logout --admin 76561198031583794 --use-steam-networking 1 --threads 3 '
Thu Feb 02 01:08:36 2017| Waiting for Online polling threads
Thu Feb 02 01:08:36 2017| Online polling threads finished
Thu Feb 02 01:08:36 2017| Waiting for LAN polling threads
Thu Feb 02 01:08:36 2017| LAN polling threads finished
Thu Feb 02 01:08:36 2017| remote address: ip, init: steam
Thu Feb 02 01:08:36 2017| Connecting to server at 127.0.0.1:27000
Thu Feb 02 01:08:36 2017| Client UDP: Error receiving from 127.0.0.1, error: Eine vorhandene Verbindung wurde vom Remotehost geschlossen, received bytes: 0
Thu Feb 02 01:08:41 2017| Initiating connection with server ID 90106644372345864
Thu Feb 02 01:08:45 2017| Authentication successful!
Thu Feb 02 01:08:49 2017| Received system error: Ein interner Fehler ist aufgetreten. Verbindung wird beendet. Server Version: Beta 0.10.2 r7420
Thu Feb 02 01:08:49 2017| Client received DC message: 
Thu Feb 02 01:08:53 2017| UDP closed
Thu Feb 02 01:08:53 2017| Client UDP: Connection closed
Thu Feb 02 01:08:53 2017| Client UDP: Error receiving from 127.0.0.1, error: Eine vorhandene Verbindung wurde vom Remotehost geschlossen, received bytes: 0
Thu Feb 02 01:08:54 2017| Server shutdown successful.
Thu Feb 02 01:08:54 2017| UDP closed
Thu Feb 02 01:08:54 2017| Client UDP: Connection closed
Thu Feb 02 01:08:55 2017| Exiting client.
Thu Feb 02 01:08:55 2017| Exited client main loop.
Thu Feb 02 01:08:56 2017| Waiting for Online polling threads
Thu Feb 02 01:08:56 2017| Online polling threads finished
Thu Feb 02 01:08:56 2017| Waiting for LAN polling threads
Thu Feb 02 01:08:56 2017| LAN polling threads finished
Thu Feb 02 01:08:56 2017| Stopping local server ...

 

Translation: The connection was closed by remotehost.

A intern error happened. Connection was closed.

 

And If I add only your scriptloader.lua into data/scripts/player everything works fine again.

(it doesn't matter if I use the beta version or not). Maybe you can reproduce the error with your savegame too (backup!). You need a savegame which used your mod. Than you delete the game (also the scriptloader.lua) and redownload it. I hope it's only something wrong with me :/

 

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Here is the serverlog If I start the game without any mods (fresh installation):

 

Thu Feb 02 01:08:28 2017| Client started: "C:\Games\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe" 
Thu Feb 02 01:08:28 2017| Enabled Traces: 
Thu Feb 02 01:08:28 2017| Client Beta 0.10.2 r7420, running on Windows 8.1+.
Thu Feb 02 01:08:28 2017| CPU: GenuineIntel 4 Cores
Thu Feb 02 01:08:28 2017| Init Steamworks...Init Steamworks... ok
Thu Feb 02 01:08:28 2017| Init Steamworks ok
Thu Feb 02 01:08:28 2017| Init SDL2... ok
Thu Feb 02 01:08:28 2017| Getting display mode... ok
Thu Feb 02 01:08:28 2017| Current display mode: 1920 x 1080
Thu Feb 02 01:08:28 2017| Creating settings... loading... setting language...setting language file "data/localization/deutsch.po"
Thu Feb 02 01:08:28 2017|  ok
Thu Feb 02 01:08:28 2017| Creating client window...Detected 1 displays
Thu Feb 02 01:08:28 2017| Display 0: x: 0, y: 0, w: 1920, h: 1080
Thu Feb 02 01:08:28 2017| Using display 0
Thu Feb 02 01:08:28 2017| Creating window, x: 0, y: 0, w: 1920, h: 1080... ok
Thu Feb 02 01:08:29 2017| Creating GL context... ok
Thu Feb 02 01:08:29 2017| Setting window mode WindowedSeamless... ok
Thu Feb 02 01:08:29 2017| Creating client window ok
Thu Feb 02 01:08:29 2017| Init rendering... starting rendering... initialize...OpenGL Context Information:
Thu Feb 02 01:08:29 2017| Version: 4.5
Thu Feb 02 01:08:29 2017| VersionString: 4.5.0 NVIDIA 378.49
Thu Feb 02 01:08:29 2017| Vendor: NVIDIA Corporation
Thu Feb 02 01:08:29 2017| Renderer: GeForce GTX 950M/PCIe/SSE2
Thu Feb 02 01:08:29 2017| GLSL Version: 4.50 NVIDIA
Thu Feb 02 01:08:29 2017| Init GLEW... ok
Thu Feb 02 01:08:29 2017| Init Debug Message Callback... ok
Thu Feb 02 01:08:29 2017| Set VSync... ok
Thu Feb 02 01:08:29 2017| Secure BackBuffer... ok
Thu Feb 02 01:08:29 2017| Init Canvas...Create canvas of size 1920 x 1080... ok
Thu Feb 02 01:08:29 2017| Init Canvas ok
Thu Feb 02 01:08:29 2017| Init Refraction Texture... ok
Thu Feb 02 01:08:29 2017| Init Post Processing... ok
Thu Feb 02 01:08:29 2017| Init Debug Renderers... ok
Thu Feb 02 01:08:29 2017| Rendering initialized
Thu Feb 02 01:08:29 2017| Init rendering ok
Thu Feb 02 01:08:29 2017| Check problematic drivers... ok
Thu Feb 02 01:08:29 2017| Init shader level... ok
Thu Feb 02 01:08:29 2017| Init loading screen... ok
Thu Feb 02 01:08:29 2017| Draw first loading screen... draw... ok
Thu Feb 02 01:08:29 2017| Init SFX... ok
Thu Feb 02 01:08:29 2017| Init Input... ok
Thu Feb 02 01:08:29 2017| Init GameInput... ok
Thu Feb 02 01:08:29 2017| Init Main Menu... ok
Thu Feb 02 01:08:31 2017| Init Music... ok
Thu Feb 02 01:08:31 2017| Apply loaded settings... ok
Thu Feb 02 01:08:31 2017| Client initialized
Thu Feb 02 01:08:31 2017| Received stats and achievements from Steam
Thu Feb 02 01:08:34 2017| Starting server 'bin/AvorionServer.exe' with arguments '--galaxy-name defaultgalaxy --server-name Freaky's Server --port 27000 --public 0 --listed 0 --authentication 0 --exit-on-last-admin-logout --admin 76561198031583794 --use-steam-networking 1 --threads 3 '
Thu Feb 02 01:08:36 2017| Waiting for Online polling threads
Thu Feb 02 01:08:36 2017| Online polling threads finished
Thu Feb 02 01:08:36 2017| Waiting for LAN polling threads
Thu Feb 02 01:08:36 2017| LAN polling threads finished
Thu Feb 02 01:08:36 2017| remote address: ip, init: steam
Thu Feb 02 01:08:36 2017| Connecting to server at 127.0.0.1:27000
Thu Feb 02 01:08:36 2017| Client UDP: Error receiving from 127.0.0.1, error: Eine vorhandene Verbindung wurde vom Remotehost geschlossen, received bytes: 0
Thu Feb 02 01:08:41 2017| Initiating connection with server ID 90106644372345864
Thu Feb 02 01:08:45 2017| Authentication successful!
Thu Feb 02 01:08:49 2017| Received system error: Ein interner Fehler ist aufgetreten. Verbindung wird beendet. Server Version: Beta 0.10.2 r7420
Thu Feb 02 01:08:49 2017| Client received DC message: 
Thu Feb 02 01:08:53 2017| UDP closed
Thu Feb 02 01:08:53 2017| Client UDP: Connection closed
Thu Feb 02 01:08:53 2017| Client UDP: Error receiving from 127.0.0.1, error: Eine vorhandene Verbindung wurde vom Remotehost geschlossen, received bytes: 0
Thu Feb 02 01:08:54 2017| Server shutdown successful.
Thu Feb 02 01:08:54 2017| UDP closed
Thu Feb 02 01:08:54 2017| Client UDP: Connection closed
Thu Feb 02 01:08:55 2017| Exiting client.
Thu Feb 02 01:08:55 2017| Exited client main loop.
Thu Feb 02 01:08:56 2017| Waiting for Online polling threads
Thu Feb 02 01:08:56 2017| Online polling threads finished
Thu Feb 02 01:08:56 2017| Waiting for LAN polling threads
Thu Feb 02 01:08:56 2017| LAN polling threads finished
Thu Feb 02 01:08:56 2017| Stopping local server ...

 

Translation: The connection was closed by remotehost.

A intern error happened. Connection was closed.

 

And If I add only your scriptloader.lua into data/scripts/player everything works fine again.

(it doesn't matter if I use the beta version or not). Maybe you can reproduce the error with your savegame too (backup!). You need a savegame which used your mod. Than you delete the game (also the scriptloader.lua) and redownload it. I hope it's only something wrong with me :/

 

Ok, it finally replicated for me and its....annoying. You will need to unregister the script.

 

First off, download the script uninstaller off of the main post, then load up the save once with scriptloader.lua sill in its place. After that, save and exit. Now removal of the scriptloader.lua file should be possible...also I'm going to search for a better solution to this.

 

your salvage fighters may follow you to some salvage that is closer to the ship

It is possible to toggle this feature via menu ?

Sometimes it is useful, sometimes not like you you salvage self a big wreck while you release your fighter on cloud of wrecks.

 

Not atm, It would be possible if i could attach the script directly to the fighters but that seems impossible, the script applies but is immediately removed it seems.

 

EDIT: That being said, i did just have an idea, ill see if i can base the carriers next salvage target upon its previous target position...that should give the effect your looking for to an extent

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Ok thx but now I have other problem. After I used your installer I can load my save (a fresh modfree game) but I start with the drone and every sector is empty. Can you confirm this with a fresh installation.

 

EDIT: Ok, did you verify your files after using the uninstaller? If the sector is vanishing then the DefaultScripts.lua changes may still be there as that will cause a failure of the function generate in generatesector.lua

 

Standby ill modify the uninstaller to fix this...i have no clue why it didn't show up before. That being said since it saves when you load the ship is probably gone (sorry) there is a good reason i labeled this script/mod as an alpha =P

 

Ill update this post when i finish the changes.

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Ok thx but now I have other problem. After I used your installer I can load my save (a fresh modfree game) but I start with the drone and every sector is empty. Can you confirm this with a fresh installation.

 

EDIT: Ok, did you verify your files after using the uninstaller? If the sector is vanishing then the DefaultScripts.lua changes may still be there as that will cause a failure of the function generate in generatesector.lua

 

Standby ill modify the uninstaller to fix this...i have no clue why it didn't show up before. That being said since it saves when you load the ship is probably gone (sorry) there is a good reason i labeled this script/mod as an alpha =P

 

Ill update this post when i finish the changes.

 

After I used your uninstaller (and save the game), I deleted the whole script folder and verify the game by steam.

 

No problem. I have a lot backups of my save :D And I can also play the game with your mod. I just wanted to test something because sometimes I click on the Trade-Overview icon and nothing happened (ship with trade module). So I wanted to find out if it's your mod or vanille game ^^

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Ok thx but now I have other problem. After I used your installer I can load my save (a fresh modfree game) but I start with the drone and every sector is empty. Can you confirm this with a fresh installation.

 

EDIT: Ok, did you verify your files after using the uninstaller? If the sector is vanishing then the DefaultScripts.lua changes may still be there as that will cause a failure of the function generate in generatesector.lua

 

Standby ill modify the uninstaller to fix this...i have no clue why it didn't show up before. That being said since it saves when you load the ship is probably gone (sorry) there is a good reason i labeled this script/mod as an alpha =P

 

Ill update this post when i finish the changes.

 

After I used your uninstaller (and save the game), I deleted the whole script folder and verify the game by steam.

 

No problem. I have a lot backups of my save :D And I can also play the game with your mod. I just wanted to test something because sometimes I click on the Trade-Overview icon and nothing happened (ship with trade module). So I wanted to find out if it's your mod or vanille game ^^

 

Yah, sorry about this...I thought I had gotten all the installing/uninstalling kinks out.but now I'm worried about other people....ill need to change the disclaimer. I may remove the downloads until I can figure out a better solution...

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Ok I tested some files.

I install your mod, than use your uninstaller and save the game.

Than I verify the game (previously I delete the whole script folder and verify) and remove the scriptloader.lua. It surprised me than everything still work fine but I could see the Salvage-Order Icon. After I remove the carriercommandsalvage.lua the game only load empty sectors again. Maybe that info help you ^^

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Please, don't delete link just because it can do something bad to a galaxy when you uninstall it. Just add really big disclaimer. And, IMHO, it's better to do most of the mod features first, then catch bugs, since you're bound to make new one while adding some stuff.

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Well I might have a solution, but it wont be ready for a few days. Managed to successfully remove the scripts without loosing the ship, the sector still complains but its mitigated.

 

EDIT: Well that went better than expected...spent several hours last night redoing the scriptloader.lua...and it worked the first time.

 

Simply put, I modified scriptloader.lua to remove the script from the player ship each time the user logs off. This was done so if the user logged off to uninstall there would be no problems. I also added a recursive check that removes the scripts from the NPC ships in the sector as apparently that was why the sector was resetting.

 

That being said, saves older than the 1.6 update(soon) inorder to uninstall, you would have to visit each sector you where in and logout(server) or go back to the main menu and relaunch the map each time(singleplayer), before running the uninstall script. Ill probably add an on sector entered variant as well to help with this.

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I've a minor issue that's kinda annoying would it be possible to change the salvagers behavior so that if no wreck is in sector they'd idle around the mothership?

 

Currently they charge into the enemy which is quite annoying.

 

Question, are there really no wrecks or where you attacked? Due to the nature of how things are in the game atm and the fact they will only accept commands in defensive mode if you are attacked they will try to defend you...which can be a bit annoying and until fighter controller is opened up i cant really do much to prevent it.

 

Although, i could make your salvage ships invulnerable...which would prevent them from dying.

 

I should also state, that I don't have full control over fighters yet, I would need the api for the FighterController component opened up first

 

If they really are just openly attacking with no salvage present..then ill definitely have a look.

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Can you add an adjustable function to ignore a wreckage with less then x of material or smaller than x*y*z

Lets say for a default value: Ignore everything with less then 100 units or 1x1x1

 

Sometimes my fighters are hunting a 1-material-supersmall-block for hours ... :D

 

And, can you add a function to split the groups to get their own target? sometimes they all hunt the same little block, not that good i think :)

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Can you add an adjustable function to ignore a wreckage with less then x of material or smaller than x*y*z

Lets say for a default value: Ignore everything with less then 100 units or 1x1x1

 

Sometimes my fighters are hunting a 1-material-supersmall-block for hours ... :D

 

And, can you add a function to split the groups to get their own target? sometimes they all hunt the same little block, not that good i think :)

 

Been thinking about trying to link a menu to the player ship that would allow you to set such things. But not quite sure how to achieve that yet. Ill work towards it.

 

As for targeting different things, i have been debating with myself how this could be done well. As with the above thought, i was thinking a config menu that only assigned so many fighters per target before it went on to a new one. Just not sure how to manage all active targets yet.

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If you can get it to ignore things below a certain size, that would be quite helpful.  I often have my 30 fighters all spamming a single tiny block for five minutes at a time because it is too small for them to target, but then they hit a large ship and strip it to almost nothing in a few seconds.  If they could just ignore the stuff that is too small for them to actually hit, they would be almost perfect since you fixed the problem the base game had.

 

Thanks for all the work you have done so far, it has helped out a ton already. :)

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If you can get it to ignore things below a certain size, that would be quite helpful.  I often have my 30 fighters all spamming a single tiny block for five minutes at a time because it is too small for them to target, but then they hit a large ship and strip it to almost nothing in a few seconds.  If they could just ignore the stuff that is too small for them to actually hit, they would be almost perfect since you fixed the problem the base game had.

 

Thanks for all the work you have done so far, it has helped out a ton already. :)

 

Tbh, that's really an issue with the main game that needs to be addressed. Not sure if you noticed it but it almost looks as if laser type weapons, (Mining, salvaging, and laser fighters) all seemingly target on a grid. Even if its not a true grid, its jumping around and this is creating blind spots where it just cant target.

 

Strangely larger fighters seem to suffer from the issue less, I suspect their weapon has a larger hit box.

 

EDIT: That being said, ill see what can be done. I want to advance the Command menu to include settings and such...this would fit into that setting area. That being said I'm not going to guarantee that i can get it to work, but ill try.

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With very minimal editing, I added another option and made them automatically mine for me. Salvage is awesome, but both is better =D Great script, thank you!

 

I was just about to ask for this specific thing! Would you care to share how you did that? =)

 

Also a big shoutout to Nexus, this mod is amazing and made a great game even more fun for me

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With very minimal editing, I added another option and made them automatically mine for me. Salvage is awesome, but both is better =D Great script, thank you!

 

I was just about to ask for this specific thing! Would you care to share how you did that? =)

 

Also a big shoutout to Nexus, this mod is amazing and made a great game even more fun for me

 

Mining is coming in 1.7, along with some fighter settings...assuming they work =P

 

You can look at the main post for info on that

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Do you have acces to the squadron menu from code? It'd be useful to have each squadron have it's settings wheter to mine, salvage or idle

 

No, the hanger component defines the squadrons, but the FighterController determines how they act...i don't have access to the FighterController.

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