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Messages - ai_enabled

#1291
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!
#1292
loudent, thanks for reporting about this issue. We also noticed it and fix is ready (the client will display "please wait" instead of "incompatible version"). The patch will be available on Monday.
Regards!
#1293
kyokei, this is a server command, you can invoke in on the server console or send it to the server via chat. In case of chat you need to prefix it with /
#1294
Modding info / Re: Modding the VoidExpanse
April 17, 2015, 07:38:52 AM
Hammish, sorry for a late reply,
"dmg_type" - I'm not sure and sources is not nearby, so I will answer on Monday :-). But I'm sure that 1 and 2 is gives pretty the same result, but 3 creates explosions and apply damage on area.

About the spawned NPCs - they doesn't use effects from the hull XML, effects for them are defined in the corresponding NPC XML files.
The idea with NPCs-mobs is that their basic values (such as structure, shield, etc) are defined in CalculateShip.js script and these values are multiplied on the system danger level with some coefficient. You can increase these values by defining percent-increase effects in the NPC XML files (as we did for the aliens mobs and pirates).

Regards!
#1295
I see. So you need the functions to get the items list/cargo list of the specific container (which can be ship items/cargo/equipment, station storage items/cargo, station shop container and flying in the space crate container).
Sounds useful. Will be available with the next patch, it's planned on Monday.
Regards!
#1296
Hello!
Please have a look on scripts/global/Collision.js it contains handler on ship destroyed event and works very well.
If you have problems with the script, it's better to run the game server in multiplayer mode, so you could read the server output. And you can use console.PrintError("test") in script to write messages to the console with the red color.
Place console.PrintError("init") at Init() method to be sure it has been invoked.
Regards!
#1297
Bug reports / Re: [linux] bundled server launcher
April 17, 2015, 02:49:42 AM
Great! Please send me the log file later, I want to look on the memory stats.
Regards!
#1298
Glad it works now.
Regards!
#1299
"ship.HasCargoAmount" look for the cargo at player's ship cargo and (if docked) at player's station cargo storage.
"ship.HasItemOfType" is do the same, but for items + it checks equipment also.
If you need some new functions - we could add them with the next patch.
#1300
Sorry for the late reply.

I've checked the log and it seems the game server works properly - it's listening on all network interfaces on UDP port 5000, it communicates without any issues with the Master Server, and you can connect to it by LAN. So you should be able to connect with it via the Internet as well.
It seems something blocks connection from internet to local UDP port 5000 - usually it's an issue with the router or ISP.
And we didn't changed anything regarding the networking in the 1.2.5-1.2.8, so I'm sure the issue is with the router or ISP.

Could you try to set another UDP port in the SettingsServer.xml? Also the firmware update for the router may helps.

Regards!
#1301
Munki, thanks for you response.
Yes, when it crashes or freezes we need the logs from:
1.  /Documents/AtomicTorchStudio/VoidExpanse/Logs
2. ~/Library/Logs/Unity/Player.log (unfortunately it's overwritten on every launch).

Regards!
#1302
Hmm... I can see established connections to the master server from your IP address.
Could you stop the server and edit the SettingsServer.xml file - set min_log_severity to "Debug". Then restart the server and try to connect with it. When the connection will be unable to establish please stop the server (so it will flush the log file) and upload the latest server log.
#1303
Bug reports / Re: Cannot play it on Linux
April 16, 2015, 01:52:02 AM
Yesterday we've released v1.2.7 with native binaries for 64-bit Linux.
Regards!
#1304
I've checked the Master server log and found exception "A socket operation was attempted to an unreachable host" when it try to respond to your server IP. We will investigate why it happens.
The Master server is restarted. Please check if the issue resolved for you now.
#1305
The fix is ready. Will be available in the next patch.
Thanks again for reporting about this!
BTW, you're playing on Mac, do you experience any other issues? Maybe launch issues, crashes, the process remains active after quit? We've fixed most of these issues, but need confirmation do they really fixed or they simply unreproducible for us now.

Regards!