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Messages - ninekorn

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16
Mods / Re: COMBAT DRONES UPDATE - 9s/\/\()|)s - Part 2.0 of 9.0
« on: June 21, 2019, 12:04:57 am »
RELEASED: 9s/\/\()|)s - Part 2.0 of 9.0


9sMODs part 1 of 9 was a failure because the station interior models and colliders were not compatible with the current physics library.

9sMODs part 2.0 of 9.0 is a reroll to the original stations just made bigger. BUT all prior functionalities that were added in part 1 of 9 are STILL inside the game and they are better now.

NEW: Combat Drones are now accessible.

LIST OF STUFF:
  • Players can add each other to a list of friendlies with the OnBoard Computer. This makes it so that the drones will NOT attack at will your friendlies. You can also remove friendlies at any time
  • Players have the ability to Release and Recover up to 11 different types of Drones. Current Drone Weapon Types are Ballistic and Energy and drones are only using the "Close Combat (cc) technique" for the moment. "Range Combat (RC)" will be available in future updates.
  • The drones have a maximum distance of combat of 25 InGame Units from the player. After that, they go back in formation. Once their current target dies, they go back in formation unless other enemies are close. Once an enemy ship comes into range, they automatically go attack the enemy.
  • The drones "kills" give experience to the owner player.
  • The collision between the same player drones or between the player and drones that are owed by that same player are nullified.
  • Players have the ability to reconstruct Station Turrets at a certain price depending on the System Danger Level and Tech Level of Stations.
  • The Galaxy Market is available from INSIDE the station or from your own ship if you purchase the OnBoard Computer at any stations inGame.
  • You need to purchase an OnBoard computer to have the ability to Release Drones.
  • The Mod Is Compatible with the expansion the Pariah's Bane
  • It works in Multiplayer

17
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: June 17, 2019, 10:05:39 pm »
Very sorry for the commotion about this. It seems that the problem really was on my end. Sorry for "snatching" you from Cryofall to look into this but it seems as it turns out, this turn of events made me find the bug. It really seems to be in the scripts basegenerator or NPCGenerator where the turrets are spawned that the bug is and it's my fault. But I must admit, now that the station interior mod is rolling, not yet updated on steam, and that I can finally spawn drones at will, the development can continue. thank you

EDIT: 2019-06-18 - 02h57am - Nevermind... the crash is still there...


EDIT: 2019-06-18 - 02h57am -All of the station colliders had a mass of 8. I changed that to 1. The drones colliders were 1000 of mass, i changed that to 1. I removed the turrets and repair/refuel platforms from spawning. testing now for stability .

And after doing that I got this error.




Also I am using a hull that has absolutely no vertices and no faces and use it for the NPC At Base. I just removed it for testing.

18
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: June 17, 2019, 08:28:55 pm »
Hi,

I was so frustrated about this bug yesterday that I had put that station Interior projekt on the shelf. So today I rebuilt the drone MOD completely WITHOUT the station interior but forgot to remove the custom spawning of the turrets... The server console went red again with somewhat of a similar crash with the main thread hanging... I didnt take a screenshot but that might mean that the problem is coming from the script where i am spawning the turrets and where I am spawning the repair/refuel platforms, in the script "BaseGenerator.js" .I have commented out all of that code and will keep testing tonight... I really hope a thousand percent that the mistake is mine somewhere in that code, it would mean that i will be able to find it and fix it.

20
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: June 17, 2019, 01:52:41 pm »
got another screenshot here. The error at the top has a different syntax.


21
UNSTABLE... DOWNLOAD AT YOUR OWN RISK.... REASON is the simple colliders that I am using for stations are incompatible with the farseer physics implementation in Void Expanse. Until there is a fix, I'd have to remodel ALL of the station interiors to fit "I dont know" what type of parameters for the colliders to be compatible. I'm leaving the download there for the moment.

22
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: June 16, 2019, 12:26:12 am »
I didn't remember that I originally had posted this thread here. I am still having some issues it seems. I have removed ALL polygon colliders of all XML station Interior files. But it did crash again with the same thing. What could be causing this issue. I mean i am on some or all stations using more than 30 colliders combined. I can't really lower that number unless I refactor all of the station interiors but again I don't even know what to model them too because I don't know where the bug is coming from. I am re-testing tonight with ALL polygons removed but its a needle in a haystack. I mean all stations have a concave shape but no colliders themselves are concave since I am now using only circle colliders mixed with Box Colliders. Only the mining station and science station have circle colliders, all of the others have box colliders ONLY.

23
Help section / Re: Collider hangs main Thread question?
« on: June 13, 2019, 10:28:23 pm »
Finally, it wasnt even the squad miners beeing spawned . They arent even touching the station colliders when spawned. The problem really is the station interior colliders. I have decided to refactor all station interior Polygon colliders so that they do NOT touch any other types of Colliders, they are completely separated. I don't even know what actually is the problem on this one so I'm just going with my guts feeling. It really feels like a needle in a haystack though... Not even sure if this is finally going to fix this crash.

Is it possible to know which type of Physics library is/was used for Void Expanse? I would like to search on the forums of that library to see what do to/not to do, at least it would tell me what Im doing wrong.

EDIT: Farseer Physics - as per this thread here https://steamcommunity.com/app/324260/discussions/0/594820656472604635/

24
Help section / Re: Collider hangs main Thread question?
« on: June 11, 2019, 11:19:46 am »
Nevermind, again, the bug is still there. I thought it was the miner squads beeing spawned on top of each other or on top of the station colliders but it doesn't seem to be the issue.

25
Mods / 9sMODs - Part 2.3 of 9.0 - RELEASED - Range Combat drones
« on: June 10, 2019, 10:01:00 pm »
9sMODs part 1 of 9 Released - IN BETA VERSION - UNSTABLE... DOWNLOAD AT YOUR OWN RISK.... REASON is the simple colliders that I am using for stations are incompatible with the farseer physics implementation. Until there is a fix, I'd have to remodel ALL of the station interiors to fit "I dont know" what type of parameters.

https://steamcommunity.com/sharedfiles/filedetails/?id=1766918802

Title: 9sMODs part 1 of 9
Author(s): ninekorn
Description: Station Interiors with the Galaxy Market
Mod version: 1.0.0
Game version: Latest
Game mode: singleplayer and multiplayer


The MOD includes:
-ALL stations INTERIORs (untextured)
-The Galaxy Market
-The ability to rebuild turrets (without a cost for now)
-The Onboard Ship Computer to access the Galaxy Market from your ship. Not really usefull for the moment unless you are a trader. It will be a MUST once the drones MOD is released though.

TODO list:
1. Correctly rotate the turrets that are defending the stations.
2. Texture the station Interiors
3. Put a price on the re-building of station turrets depending on the level of the station.
4. Check for compatibility with the Expansion Pariah's Bane. NOW COMPATIBLE AS OF PATCH 2.0
5. Placing lights inside of all stations where they are supposed to be.
6. There seems to still be a Collider Bug affecting the MOD. If you save the server each 5 minutes, you will only lose the difference because you will need to restart your server. I have made sure to modify polygon colliders to NOT touch any other polygon Colliders but the bug is still present. I will continue investigating.


EDIT:
*Quick fix for the station Interior Collider crash that doesn't even work... it seems that it might never have been the station colliders the issue but more the fact that many miner squads are spawned on top of each other and on the station colliders... I tried that and it doesn't work. I'm gonna have to keep seeking the culprit. But the bug is not reliably happening at the same time every time.

EDIT 2019-06-12
*Another quick fix - I completely removed the Polygon Colliders from the science station. Seems more stable now. Will continue testing.

EDIT 2019-06-13
*Another quick fix - All polygon Colliders of the Military Stations have been removed except 3. currently testing the server with ONLY military stations generated in the server. I will provide screenshots soon! ;)

EDIT 2019-06-14 - 01h18AM
*Latest FIX - I have completely refactored all Polygon Colliders of All station interior models so that no Polygon colliders touch any other types of Colliders. So the station interior colliders still contain Polygon Colliders, much more box colliders, as per the Physics Adjuster tool of Void Expanse. Will continue testing to see stability.

EDIT 2019-06-16 - 00h28
*Latest FIX - I thought I had completely removed the Mining Station Polygon colliders on the 12th of June but I had just refactored them to not be touching anything else and still it was crashing the server... After many attempts at trying other things I decided to go back to the mining station and remove ALL polygon colliders except one(all stations have 1 polygon collider). Finally something stable happened. I will be leaving my private server online tonight to see how stable it is.

EDIT 2019-06-16 - 02h28
*Latest FIX - NOT UPDATED ON STEAM YET - Still unstable so i removed ALL of the station Interior Polygon Colliders that ever existed in the stations interior scripts. Testing right now.

EDIT 2019-06-16 - 02h28
No polygon colliders. Increased Physics calculations to try and increase the occurrence of the bug...



26
Help section / Re: Collider hangs main Thread question?
« on: June 09, 2019, 10:28:21 pm »
I might have fixed the problem. It seems that even though there are no mining stations in the starting system, that the collider collisions are still passing through the physics check even though no players are in the systems where there are mining stations.

I've setup the mining station interior colliders so that no polygons touch any other polygons. I will keep testing tonight but it hasn't crashed for a while now.

27
Help section / Collider hangs main Thread question?
« on: June 09, 2019, 08:56:18 pm »
Hi, I got this physics issue in my server. I am trying to push for a release of a basic Station Interior Mod but right now Id be releasing with a bug that crashes the server... Im not sure exactly why it does that. If anyone can help please.


28
Mods / Re: Drone/Follower mod // in-progress
« on: June 09, 2019, 04:46:58 pm »
My mod was plagued by two issues crashing the server... first issue was the colliders collision detection issue that hanged the main thread and there was a SaveGame issue. I had put at least 5 polygon colliders on top of 5 box colliders and the engine didnt like it, for the mining station. Now fixed.

As for the saveGame issue, I had made 1 closing bracket mistake for the generation of the bases in the systemsPreset.js script and also my old steam VoidExpanse Cloud saveGame wasnt synced so it seems that both of those issues were what was causing the server to crash when a SaveGame was initiated...

They have been plaguing my station interior MOD for weeks/months now ever since the first gen Station Interior Model were finished. I felt like I'd have to re-do all colliders on all stations, but i didnt have to, I am so glad.

What does it means? It means that the station Interior MOD barebone is finished... Other news coming soon. (barebone version is basically station interiors with colliders and turrets spawning at the correct positions - nothing else, oh and they are not textured yet).


EDIT: nevermind, the collider bug still seems present. Investigating now. its actually periodic it seems... might be due to still having some starting NPCS spawning right in the middle of colliders...

RE-EDIT: I've setup the mining station interior colliders so that no polygons touch any other polygons. I will keep testing tonight but it hasn't crashed for a while now.

29
Mods / Re: Drone/Follower mod // in-progress
« on: May 31, 2019, 01:24:28 pm »
Hi dear Void Expanse Community. For the last week and a half to two weeks, I have been reworking the new pathfind since whatever I had coded back then wasnt working properly. I was creating grids of 10x10 tiles and creating new grids when the "seeker" position was stepping into those new grids but the data wasnt passed from the prior grid and the whole pathfind wasnt working properly because of that. Many changes had to be made. I am almost done with the changes but I am very happy with the new results. Video coming soon. Sorry for the bad quality of the last video, i didnt properly setup the scenes to correctly fade in and out.

Thank you for your patience.
nine

30
Mods / Re: Drone/Follower mod // in-progress
« on: May 22, 2019, 05:48:18 am »
current progress. The AI script architecture was changed because it wasnt going to work in multiplayer. But in the last 3 days I was able to get even further ahead in the mod with my new scripts. Watch this video to see new types of drones, with close combat drones and range combat drones with different weapons.

https://www.youtube.com/watch?v=k9PU2Mdq7Hc&feature=youtu.be

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