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Messages - ai_enabled

#1201
Fix will be available with the next patch.
Regards!
#1202
Thanks! Investigating...
#1203
Hello!
Thanks for reporting! We have one more report about this issue...
Could you upload the server logs files please?
Logs folder located at:
Windows: <User Documents>/AtomicTorchStudio/VoidExpanse
Linux: /.config/AtomicTorchStudio/VoidExpanse/VoidExpanse
Maс: ~/Library/Application Support/AtomicTorchStudio/VoidExpanse

Regards!
#1204
Hello!
Could anybody from Internet access your game server? I've noticed on my home PC that the game server is inaccessible by some reason if I connect to it from the same PC using my ISP IP address, but for other players it works fine.
If still no luck, maybe the router cannot properly port forward UDP port 5000 or ISP blocking UDP traffic (however, it will affect a lot of games using UDP)...
There may be errors on the server side also. Could you post the server log please?
Regards!
#1205
Help section / Re: Dedicated Server Inaccessible.
July 08, 2015, 09:07:18 AM
kordenox, the game need firewall whitelisting to access atomictorch.com port 4003 (UDP) for the Master Server connection.
And if you host your own Game Server it uses port 5000 (UDP) by default, but you could set any port in the SettingsServer.xml
Regards!
#1206
Ashmakergl, I'm glad it helped. Enjoy the game!
#1207
Hello!
Very strange. Could upload the game logs on Google Drive or Dropbox and post the link please?
The logs folder located at:
Windows: <User Documents>/AtomicTorchStudio/VoidExpanse
Linux: /.config/AtomicTorchStudio/VoidExpanse/VoidExpanse
Maс: ~/Library/Application Support/AtomicTorchStudio/VoidExpanse

Regards!
#1208
Thanks for the logs!
The error is: "Failed to send packet: System.Net.Sockets.SocketException: An attempt was made to access a socket in a way forbidden by its access permissions."
It seems the socket is used by another application - or blocked by some firmware/security software.
Have you try adding the game to Firewall whitelist or temporally disable it? There are a game wiki page (http://wiki.atomictorch.com/VoidExpanse/Troubleshooting) about it.
#1209
VoidExpanse v1.4.8 is available now! Patch notes updated.
#1210
Modding info / Re: New Trail Effects
July 07, 2015, 03:21:12 AM
Oops) we've already done what I've described above - and we just pushed v1.4.8 to Steam and uploading it to our website.
After downloading, please have a look on trail_engine_hull_shuttle.xml
there are a few new parameters starting on <long_trail_***> which are optional - if they're missing, the game will automatically calculate everything as it done now.

So you could now specify <long_trail_particle_lifetime> parameter to achieve desiring effect. You could even set all parameters to zero if you don't want to have any long trails for this type of trail (so it will look same as it was before v1.4).

BTW, please note that the particles count for long trail should be quite low (around 25-35) otherwise they will be very bright and use extra performance on rendering. If you set this value too low, then the trail will appear not smooth (player will be able to see individual particles when closeup the camera). If you want them to look smooth, set particles count to 25-35 and regulate alpha to achieve desired brightness.

Regards!
#1211
Modding info / Re: New Trail Effects
July 06, 2015, 07:59:37 AM
We had very tight time frame to make v1.4 (it took considerably much more time than we excepted), so we hardcoded the coefficients for secondary trail right into the engine and thought it will work fine for most mods as well. Of course we could move it to the trail XML definition with the next patch if you wish it :).

As the temporary solution you could decrease overall trail length by lowering <particle_lifetime> value. This value is multiplied on some hardcoded coefficient and used as particle lifetime for the secondary (long) trail. If you set it around 0.5, then long trail will live around 15 seconds on "long" trail length setting. So for 0.25 it will give you 7.5 seconds I think. However the result may look not so nice as it was before v1.4.
Also the <particle_count> value is multiplied on another coefficient for the secondary trail, so if you set it too high (>300) the secondary trail may appear too bright.

Regards!
#1212
No man. But sometimes it's good (http://www.chriscolotti.us/everything-else/yes-man-or-no-man-which-are-you/).
#1213
Merchants spawn fixed in just released v1.4.7. Enjoy!
#1214
VoidExpanse v1.4.7 is available now! Patch notes updated.
#1215
Good to know it works fine. Thanks!