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Messages - ai_enabled

#1276
Help section / Re: Creating an empty space crate
April 21, 2015, 11:15:11 PM
Hi!
Yes, you can use this function for spawning an empty crate container. It will return the container ID.
You can give null for dropListID variable for this function.
Regards!
#1277
The audio may lead to this issue. There are no sounds before the Main Menu, but it can freeze during the audio initialization by the game engine.

It seems most of the Linux-related issues are common for Unity game engine. Could you try some other Unity-based games and check if they're works fine for you?
#1278
Bug reports / Re: Dedicated Server Crash
April 20, 2015, 05:51:06 PM
Yes, it's a known issue, but we're still unable to reproduce it. I've added a workaround for it in v1.2.9 so it will be resolved automatically when it happens again and the debug log message will be printed to the log.
Regards!
#1279
VoidExpanse v1.2.9 is available now!
#1280
In v1.2.9 we've added some workarounds addressing this issue. Could you try it please?
#1281
We've updated the wiki to mention that the OnInit() is invoked only for Global and Internal scripts.
Sorry we didn't make it clear before.
Regards!
#1282
Game discussion / Re: Whither time?
April 19, 2015, 10:29:37 PM
The function timer.GetGameTime() returns game time in seconds (it starts from zero for the new galaxy), which is increases only while the game server is running (or when you're playing in the singleplayer). It doesn't increase if the game is paused in the singleplayer mode.
#1283
loudent, have you tried running the game server in multiplayer mode? It will output the errors. In that case the errors are:
[ERR] data/scripts/global/collisionb.js: action.Create() error: Action was already created: OnProjectileHitShip
[ERR] data/scripts/global/collisionb.js: action.Create() error: Action was already created: OnDebrisCollided


It means that the other script has been already added these actions. You cannot call
actions.Create("OnProjectileHitShip");
actions.Create("OnDebrisCollided");

in another script as it already called from the original script.
That's why the copy-pasted script with a different name is not working.

Regards!
#1284
No, you should be able to add items to the container.
That's strange. Could you provide me a script/mod please?
#1285
Bug reports / Re: Dedicated Server Crash
April 19, 2015, 09:31:26 PM
I've found also the issue with planet scanner research quest. Fixed now.
Thank you very much for the logs! :-)
#1286
Bug reports / Re: Dedicated Server Crash
April 19, 2015, 09:24:40 PM
Hello!
Thanks for reporting. Will be fixed with the next patch.
Regards!
#1287
robo_ats_forum,
we've improved compatibility with Linux by releasing native 64-bit game version and embedding Mono 3 library. There are still some issues with Intel GPUs, but they're seems to be random and we hope the Unity team will address these issues in the future builds of Unity 5.

It's strange that the game crashing because of gameoverlayrenderer as it usually happens only if Steam running the 32-bit executable on 64-bit system. But it should execute 64-bit executable on your system.

As a workaround you can disable Steam Overlay for the game - right click on it in the library, open properties and toggle off the checkbox "enable in-game overlay".

Regards!
#1288
Hello!
It seems the AddItemToSpecifiedContainer() cannot find the container by the specified ID (the error message will be improved in the next build).
What the result of generator.AddContainer() function call? If it zero, that means the container is not created.
#1289
Hello!
Thanks for reporting. The issue is seems to be very random, the logs are useless and I'm unable to reproduce it on my Mac since update to OS X 10.10. Hope we can resolve it in the future (just need to repair my 2011 MBP with a dead GPU (this issue (https://www.apple.com/support/macbookpro-videoissues/)) on which the issue was reproducible).
Regards!
#1290
Munki, the disruptor ray came into the game as the result of a bug :-). We saw this and thought - wow, it looks interesting, good idea for a new weapon.
Of course it's a regular beam, just looks different. We need to write a custom renderer to fix this issue and another one issue (you may also notice that this ray is have a little bit strange shape, is not a normal "V" shape). This task is added to the tasks queue with the low priority (the high priority now is adding more content).
Regards!