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#856
Help section / Re: how use area respaw in map editor?
February 24, 2019, 04:49:32 AM
Hello!

Well, it's a bit complicated!

The spawn script should be attached to a server zone (which could be "painted" over world tiles). This way the spawn script knows exactly where it should attempt to (re)spawn objects.

We have plenty of pre-defined zones (for each biome, radtowns, etc) but they have specific spawn scripts attached to them to ensure the proper spawn density, respawn intervals (usually every few minutes) and other parameters (such as tile padding between the objects of the same type).

You can read the scripts to understand how they're organized - all the relevant source code is located in <game folder>/Core/Core.cpk/Scripts/Zones

If you want to have 100% spawn of Pragmium source in a relatively small area (like 4x4 tiles) then you need to create a new spawn script file (C#) with spawn interval for example 1 tile (to ensure 100% spawn) and create a new zone script file (also C#) linking this spawn script file. Then you need to paint this new zone over the world. To test it you can use test button in the Editor Zones menu or run the game server (so it will actually initiate the game world and trigger the full world simulation including regular execution of all the zone scripts).

Regards!
#857
Hello!

Regarding the savegame creation error - it seems you're storing in the game database something which doesn't support serialization. Alas, it's hard to tell what's exactly breaking the savegame creation but you can work back from your latest changes which caused the error.

Regarding the crates bug inside your modded "station interior" object - I think there is an interaction trigger conflict as the game client (made with Unity) is detecting the "station interior" object as the interactive object in front - so interaction with other objects is not possible.
#858
Modding info / Re: Exp - learningpoints
February 13, 2019, 09:42:31 AM
Actually, you can keep it this way. The game server is already using the new value you've set in the changed file right in Core.cpk.

If you want to distribute this as a mod you need to create a mod folder. This is very simple - just create a new folder (for example, <game>/Data/Mods/FasterSkillLeveling.mpk" with Header.xml file (as I've described in my previous message) and place here the modified file "Scripts\Technologies\Base\TechConstants.cs" (keeping the correct local path is important). Then you can enable it in ModsConfig.xml as I've described above.

When game server starts it will create a virtual file system by merging files from Core.cpk and all the mod defined in ModsConfig.xml file. So if your mod has a file "Scripts\Technologies\Base\TechConstants.cs" the game will use it instead of the file from Core.cpk.
This way, if we update the game (Core.cpk) you will be able to download the new game server version and overwrite your server with the new version - and your mod will still work fine (as long as there are no breaking changes in TechConstants.cs file).

Regards!
#859
Modding info / Re: Exp - learningpoints
February 12, 2019, 02:18:50 PM
Hello,

you cannot change the rate of exp gain yet (we plan to add a multiplier for this) but you can increase the rate of conversion between gained exp->LP. We have a multiplier for this (which is currently set to 0.01) - SkillExperienceToLearningPointsConversionMultiplier in C# file "<game>\Core\Core.cpk\Scripts\Technologies\Base\TechConstants.cs". To access it you need to extract Core.cpk with Zip tool (it's a regular Zip archive without compression) or by executing the CMD script you will find in the same folder.

You can override this file completely by making a server-side only mod containing this file at the same local path as in the original Core.cpk. For example, you can call it "FasterSkillLeveling.mpk" and place a modified file "Scripts\Technologies\Base\TechConstants.cs" inside it. You will need to add a Header.xml file for it (which could be copied from Core.cpk with minimal changes - <id> and <mod_type_id>). Then you need to edit the ModsConfig.xml file in "<game>\Data" folder to add the mod ID there.
Alas, we don't have a proper step-by-step guide how to make mods for CryoFall but it's very similar with VoidExpanse in this matter - you can follow this wiki page http://wiki.atomictorch.com/VoidExpanse/modding

Please note that it's not required to pack back Core.cpk and your mod .mpk folders as the game could work with extracted files just fine (we're distributing Core.cpk in an archive for faster installation and shorter startup duration). So if you want to use it for your server only it's fine to leave them unpacked.

Regards!
#860
Bug reports / Re: Cryofall. Problem - Endless download
February 12, 2019, 07:32:27 AM
Отрадно слышать :-)
Будем изучать причину проблемы. Пишите, если она вновь проявится.
#861
Bug reports / Re: Cryofall. Problem - Endless download
February 11, 2019, 02:23:46 AM
Судя по логам, нужная команда от мастер-сервера не приходит вообще или не приходит вовремя (в одном случае задержка составила практически 20 минут). По логу мастер-сервера каких-либо проблем не видно и практически у всех игроков работает без проблем.

Рекомендации:
1. удалить полностью <Documents>\AtomicTorchStudio\CryoFall
2. удалить полностью %Temp%/AtomicTorchStudio
3. перезапустить Game Launcher и попробовать зайти в игру
4. в случае повторения проблемы - отредактировать файл SettingsClient.xml в папке <Documents>\AtomicTorchStudio\CryoFall заменив <min_log_severity>Important</min_log_severity> на <min_log_severity>Debug</min_log_severity>
5. запустить игру ещё пару раз и загрузить логи.

Благодарим!
#862
Bug reports / Re: Cryofall. Problem - Endless download
February 10, 2019, 11:58:58 AM
Please send me a PM with the link to download the client log file.
You can write to me in Russian if you want.

Regards!
#863
Bug reports / Re: Cryofall. Problem - Endless download
February 10, 2019, 08:42:42 AM
It's strange that it did work fine a day ago but then the issue appeared. We didn't change anything on our side and players are playing as usual without any problems. So we can assume something changed in your PC or router configuration (firewall, antivirus, router's firmware).

Please try to temporary disable the Firewall to ensure it's not related to the issue.
Please also check the antivirus software settings (if you use any).

If nothing helps please provide the latest client log file from <Documents>\AtomicTorchStudio\CryoFall\Logs

Regards!
#864
Bug reports / Re: Cryofall. Problem - Endless download
February 10, 2019, 06:14:15 AM
Hello!

Please ensure that the game executable is added to the whitelist in the Windows Firewall.

If you've installed any mods please try disabling them via Game Launcher.

Regards!
#865
No problem in that case, Master Server could handle a way higher load without any issues. :-)
#866
You could make your server private by editing the SettingsServer.xml file if you wish to use it for private needs only :-)
#867
=== CryoFall v0.18.2 ===

Changes & improvements:
    - Added special notification for base under attack + map indicator
    - Building new structures while the base is under attack is now not possible (e.g. prevents blueprint spamming)
    - New respawn option - respawn near bed (but outside of the land claim area)
    - Cancel weapon reloading on hotbar slot switching
    - Improved quest texts to make certain aspects of the game clearer
    - Changed certain recipes (paper, industrial chemicals)
    - New "missing mods" notification window when player attempts to connect to the server requiring mods which are not installed
    - Increased bomb explosion sound distance
    - Faster world map loading and better performance when logging in on a server with the large discovered map
    - Server should attempt to gracefully handle unexpected process termination (create world save)
    - Lights will not react to spectator characters anymore.

Fixes:
    - Changing world map scale by dragging the slider sometimes resulted in black window
    - Primitive bomb was rendered under the charred ground
    - Drunk/Nausea screen post-effect sometimes persisted for players until reconnecting
    - Rendering of blueprints sometimes had incorrect offset
    - Favorite servers list clearing didn't reset favorite flags

Important:
   - If you host a game server - please update to the latest version
   - Save games are compatible! No wipe needed.
   - If you have any compilation errors on launch - please disable any mods you have installed. You could also contact mod authors to ask them to update their mods to the latest specification defined in A18.
#868
Bug reports / Re: Lower Perfomance while Crafting
January 28, 2019, 09:32:23 AM
Thank you, KaypeX!
Alas, I still cannot reproduce it. There are no memory leaks detected and the code looks clean and good.
Could you upload (to Google Drive or Dropbox) and send the link to your Client log files please? I will check. You can create a "debug dump" with Game Launcher app, press the "gear" button near the Play. It will contain all the required log files.
#869
Bug reports / Re: Weaken effect persist after its gone
January 28, 2019, 07:24:32 AM
The issue is located and fixed for the upcoming patch.
Thank you very much!
#870
Bug reports / Re: Lower Perfomance while Crafting
January 28, 2019, 05:44:49 AM
KaypeX, thanks for reporting.
Alas, we're still unable to reproduce the issue.
Could you clarify please:
1. does the lag issue happens only when something is crafting?
2. does the lag issue happens all the time when you crafting anything or randomly? Or maybe some specific conditions.
3. does the performance report (especially FPS) report much lower FPS (or any other problems) when this issue appears?

Regards!