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Topics - loudent

#21
Hey All,

Once again I have a question regarding scripting. In this script I'm creating a container with:
        var id = generator.AddContainer(system_id, coords.x, coords.y, "crate_01", "droplist_prefab_cargo_01");

This successfully creates the container and it has an item from the droplist. Then I'm adding to the contents of the cointainer:
        generator.AddItemToSpecifiedContainer(id, "ore_glepsite", 100);

And am getting the following errors

Exception System.NullReferenceException: Object reference not set to an instance of an object.
   -------------------------stack-------------------------
   at rnA5O51oAmWki8OOWMc.aQgYqT15sxbFCsxqoXP.MKGC106AoI(String  , UInt16  , UInt32  )
   at AtomicTorch.SpaceRPG.Server.Scripting.GlobalScopes.ScopeGenerator.AddItemToSpecifiedContainer(Int32 container_id, String item_type, Int32 quantity)
   at binder_for_AtomicTorch.SpaceRPG.Server.Scripting.GlobalScopes.ScopeGenerator.AddItemToSpecifiedContainer(ScriptEngine , Object , Object[] )
   at Jurassic.Compiler.Binder.Call(ScriptEngine engine, Object thisObject, Object[] arguments)
   at Jurassic.Library.ClrFunction.CallLateBound(Object thisObject, Object[] arguments)
   at Jurassic.Library.FunctionInstance.CallWithStackTrace(String path, String function, Int32 line, Object thisObject, Object[] argumentValues)
   at LDTOnShipDestroyedHandler(ScriptEngine , Scope , Object , FunctionInstance , Object[] )
   at Jurassic.Library.UserDefinedFunction.CallLateBound(Object thisObject, Object[] argumentValues)
   at Jurassic.ScriptEngine.CallGlobalFunction(String functionName, Object[] argumentValues)
   at nU9kl611aPOvHoTVi1k.VbN3XJ1PDhia7P4WrTi.fKNZ6qRgJm(String  , Object  )


Any ideas,
-Loudent
#22
Hey All,

Creating a new thread here although it is a culmination of a lot of help requests here. I have a mod who's sole purpose is to verify the script is being loaded when run in a server. I've put it in the right location and used the "check" function in the server to verify the script is being loaded and is valid. It's in the modconfig.xml and in the correct mod directory

It's extremely simple. All it does is, OnInit() call console.PrintError to output as message that the function has initialized

However, when I start the server the message does not appear in the console so I can only assume it's not being loaded. Can anyone advise.

The mod is posted here:
https://www.dropbox.com/s/sx03m6laqynukkl/testserverload.zip?dl=0

#23
I'm not sure how significant this bug is because I haven't had actual damage to repair.

By Habit whenever I dock I hit both refuel and repair. I noticed that when I hit repair I get the message "repair failed. you don't have enough money" despite having plenty of money. This might only be a bug when the repair failed because there is nothing to repair and the message gets mixed up or it might be that repair always fails. Not sure.

-Loudent
#24
So I'm working on a relatively simple mod with a single script in it. Its got a on ship destroyed handler (does nothing but a console output right now). However, whenever I tried to start a game with it I get an error "Can't start local game server.

So I copied the contents from collision.js into my script and tried again. Same error. I changed the *name* of my script to collision.js and suddenly it works. Are we not allowed to add new scripts? we have to modify/use ones already there?

-Loudent
#25
Hi All,

I'm running a test server to test some things out and when I try to connect to the server I get an error that they are incompatible because they are running different versions:

"Your game version is 1.2.8"
"GameServer version is v1.2.8."

The only difference is that game version doesn't have the little "v" in front of the version number.

I know there are people successfully running servers so there must be a way to deal with this.

Any ideas?

0Troy
#26
Hi All,

I'm putting together an event script, in this case OnShipDestroyed). I have an OnInit() function where I bind OnShipDestroyed to a function in the script. I put the script in a mod pack and loaded.  However when a ship is destroyed it doesn't seem to be calling the script (in this case I have a test which sends a notification to the player and the notification doesn't seem to show up). Is there something I need to do to make sure the script is called? (
#27
I've looked through the API for the ships and there's a way to see if it has a specific item and there's a way to see what the ship has equipped, but I'm interested in the contents of both the cargo and the inventory of the ship.

Any way to do that?
#28
Mods / MOD: Stingray Model E hulls
April 15, 2015, 12:59:16 PM
Hey All,

loudent here continuing his campaign of bringing energy weapons to the 4 corners of the Galaxy!

Are you tired of lugging around those clumsy ballistic and high explosive weapons? Are you tired of running out of Ammo? Are you tired of spending your precious time training in "alternate" weapons? Well, worry no more. LD Inc. now brings you two new stingray hulls with the coveted energy weapon hard points! Perfect for the long voyage adventurer or the discerning miner. *This* is not your father's Stingray

Title: Stingray Model E hulls
Author(s): loudent
Description: Adds new versions of the stingray ships with energy weapon hard points
Mod version:1.2.0
Game version:1.2.X
Game mode: ALL
Available on steam workshop or from the nexus at http://www.nexusmods.com/voidexpanse/mods/12/? (http://www.nexusmods.com/voidexpanse/mods/12/?)
#29
Modding info / question about localization
April 08, 2015, 01:29:22 PM
Hey All,

I have a question regarding adding new strings to the game. Will this cause issues if the game is localized to run in a different language? Will it just display the English string if no translation is available?

Thank,
-loudent
#30
Modding info / naming scheme (for modders)
April 06, 2015, 09:48:50 AM
I was contemplating adding some new freighter type ships (e.g. Mark 2 versions of the endeavor and freighter) when it sort of dawned on me that someone very well may use the same file names/and or IDs.

Perhaps modders should be able to register for a naming scheme (3 or 4 alphanumeric characters that they use on their filenames and IDS) if I put an "ldt_ in front of all my file names and ids then it's less likely that it'll collide with another modder's.

I may start doing this going forward either way, but it something for other modders to think about.
#31
I have a couple of mods in mind and I was wondering about the answers to the following questions:

1) Can we, via a mod, add or remove assigned skill points?
2) Can we add unassigned skill points to a player?
3) Can we get the staring class and current level of a character
4) can we get their current total XP
5) What happens if we (via script) remove a skill point for an item they currently have in their ship (lets say we're in a station). How is that handled? (e.g. lets say we remove the light cruiser skill and they currently have a ship with a light cruiser hull. or we remove energy weapon 3 and they have a tier 3 energy weapon equipped?)
6) Is it possible to get all items currently owned by a character across the entire galaxy?
7) Can we, via script, get the current buy and sell prices for items at a particular station?

and if the answer is yes  to any of this can you give some direction on where to look for the answers on how? (I don't mind digging around if I know where to look)

EDIT: Oh, and do we have access to a database. I saw that there was a .db file that was written to and I could probably find a way to store values there, I just want to know if that's kosher?
#32
So, much of the space seems a bit lifeless. Mostly because mobs (pirates) seem to outnumber the NPCs by a huge margin. One idea I was thinking of is a mining operation

Near a bunch of asteroids there would be a mining base (not a real base in the sense that you can land) and a bunch of miner ships going from the asteroids to the mining station with loads of ore. You could have defense ships patrolling the area. Then you could script up some freighters to go from the mining station (which refines the ore) to a "manufacturing" station somewhere else (perhaps same system, perhaps another one). the freighters would be loaded with ore and there can be escorts. Then yet another set of scripted freighters going form the manufacturing plants to the actual stations. again, with possible escorts.

Suddenly you have a pretty vibrant set of systems. You could decide to pirate them or, perhaps they even would have hauling missions (like the mining/trade missions we get now
#33
Ideas and suggestions / taking a page from Skyrim
April 04, 2015, 03:51:57 PM
One of the cool things about skyrim is that you could kind of pick a direction and wander and every once in a while you stumble on something unique and/or interesting. A super tough mob with some tasty loo, perhaps min that needs clearing or even nude bathers in the hot pools.

I would love to see things like that in this game. Give me a reason to fly off into the far off sectors just to see if anything interesting is there.
#34
Mods / Select your station quest Mod
April 04, 2015, 03:20:02 PM
Author(s): Loudent
Description: Allows the player to select the type of quest you can get from the station commandsrs instead of it being random
Mod version:1.1.1
Game version:1.2.x
Game mode: SP (MP maybe)
Download: Steam Workshop or from the nexus at:http://www.nexusmods.com/voidexpanse/mods/10/? (http://www.nexusmods.com/voidexpanse/mods/10/?)

Allows the player to select the station quest instead of it being randomly assigned.

There are 6 quests that can be assigned:
Bounty contract
Save Mission
Trade task
Delivery task
escort
Mining task
(only the first two are available in the starting sector)

This is a fairly simple mod made in a way that I can use the existing string assets. It takes the mission descriptions and puts it in a choice list for the player. When selected the conversation proceeds as if that was the option generated  randomly.

You cannot have more than 3 quests active and you can't have two of the same type.

-Loudent

#35
Help section / Game stopped saving!
April 04, 2015, 10:36:31 AM
So, I've  been running this game fine until about 40 minutes ago. The game just randomly stopped saving (like literally while in the middle of an autopilot run).

I didn't realize it until I logged back on and was like: "Why am I sitting at this jumpgate and not in the station I logged off in?" I also noticed that some points I had allocated were unallocated. So I flew back to the station, re-allocated the points and logged off again (save and quit). When I logged back on I was in the middle of space again with the points unallocated. I took a look at the save file location. Last save time was ~hour ago. loaded up, saved and quit again. Still no go. I reset the permissions in the directory and even restarted steam. Still. No saving any more.

any ideas?
-Loudent
#36
Game discussion / Do chests ever refill?
April 04, 2015, 09:31:40 AM
So I just discovered there are loot containers guarded by tough opponents scattered around the systems. Do these ever regenerate or is it a once only (or once per reload or something?)

Edit: hmm, so far I've only found I small piece of alien tech in them. Is there ever anything else?
#37
Title: Cargo Pods
Author(s): Loudent
Description: Adds a set of cargo pods as boosters
Mod version:1.1.0
Game version:1.1.8
Game mode: SP (MP maybe)
Download: Steam Workshop or from the nexus at:http://www.nexusmods.com/voidexpanse/mods/9/? (http://www.nexusmods.com/voidexpanse/mods/9/?)

Miners and traders only have a couple of ships that work for them. Everything else has like 100 cargo space. This is a set of cargo pods that you can add to your ship in the booster slot. It adds space at the cost of speed, acceleration and maneuverability.

Cargo Pod - requires engineering 1 space 50
Cargo Pod Mk2 - requires engineering 3 space 75
Cargo Pod Mk3 - requires engineering 4 space 100
Cargo Pod Mk3 - requires engineering 5 space 150

In all cases speed and acceleration are -5 and maneuverability -10

-Loudent


#38
So I can see how to download mods from steam, but I'm wondering how I upload my own?
#39
Modding info / can't load image file
April 02, 2015, 09:15:11 PM
never mind, I found the problem :)
#40
Game discussion / Is there a level cap?
April 01, 2015, 04:17:17 PM
Just wondering if there is a max level in the game and, if so, what it might be