Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ai_enabled

Pages: [1] 2 3 ... 78
1
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: Yesterday at 01:58:30 pm »
Hmm, this is weird. Please upload the MPK file and share the link, I will take a quick look.

2
Bug reports / Re: не запускается
« on: Yesterday at 01:55:55 pm »
Здравствуйте!
Я вам ответил в соседнем топике. Можете писать в личном сообщении на русском языке.
Простите, что сразу не заметил сообщение.

3
Bug reports / Re: Does not start
« on: Yesterday at 01:54:28 pm »
Hello!

Could you please upload the logs (located in <Documents>\AtomicTorchStudio\CryoFall\Logs ) on Google Drive or Dropbox and send me the link in a private message?

Regards!

4
Game discussion / Re: HACK?
« on: Yesterday at 05:18:16 am »
Hello!

We have a known issue when it's not possible to damage objects/players/creatures which are too close to cliffs and some other objects. It's related to how the hitboxes are implemented (cliffs hitboxes are catching the damage). We will change the hitboxes implementation in the near future.

Regards!

5
Hello!
Yes, we still have this problem when all the items cannot be spawned right in the inventory so the game is reverting the operation and drops items to the ground instead.
It's going to be fixed by utilizing a new algorithm for item droplists.

Regards!

6
Bug reports / Re: Colliders Server Thread Aborted crash?
« on: Yesterday at 01:30:32 am »
Hello!
Please share the screenshots of the error, probably there is another error and you're looking in the wrong direction.

Regards!

7
Hello!

Sorry for the late reply, for some reason I didn't receive an email notification for it.

Unfortunately, in the past 2 weeks, international traffic from mainland China to other countries is very limited and many accelerators/VPNs stopped working completely.

We've just moved official China 1 and 2 game servers to mainland China so it should work fine with these servers. Please try now and let us know if you have any issues.

Regarding Asia 1 and 2 — they're hosted in Japan and players from other countries except China have no issues connecting to them. We're considering moving them to Taiwan as we have idle capacity there now (official China servers were hosted there before).

Regards!

8
Ideas and suggestions / Re: Choppers
« on: June 10, 2019, 05:06:34 am »
Indeed. We'll experiment and see how it works first.

Regards!

9
Game discussion / Re: Any date for next update ? Wipe ?
« on: June 09, 2019, 08:56:34 am »
Hello!

The next major update is planned for the first half of July (will be announced later). The next wipe is scheduled with this update as the savegame will be not compatible.

Regards!

10
Ideas and suggestions / Re: Choppers
« on: June 07, 2019, 07:46:50 am »
Hello!

Small transport is actually what we're considering to implement first. Choppers is a good idea but proper networked physics (with inertia, acceleration, etc) to make it work and look great is a bit complicated and we're considering simpler ideas for now. Probably animal mounts or something similar :-). Anyway, the transport system is not coming with the next update as we're working on the electricity system (power grid).

Regards!

11
Modding info / Re: Q&A Useful to other modders
« on: June 06, 2019, 09:39:49 am »
Hello!

Quote
- How do i see if the item is equipped (as im unsure as to how to do this yet)
Every item has a Container property, every container property has an Owner property.
If there is a character owner, you can get its equipment container and compare it with the item's Container property value.
You need to keep in mind than offline players usually expect that items will not use any energy.
For example: (server update method in the item class)
Code: [Select]
protected override void ServerUpdate(ServerUpdateData data)
{
    base.ServerUpdate(data);

    var item = data.GameObject;
    var owner = item.Container.OwnerAsCharacter;
    if (owner == null
        || !owner.IsOnline)
    {
        // not owned by player character or player is offline
        return;
    }

    if (owner.SharedGetPlayerContainerEquipment() != item.Container)
    {
        // not in the owner character's equipment
        return;
    }

    var energyUsePerSecond = 1.0;
    CharacterEnergySystem.ServerDeductEnergyCharge(owner,
                                                   requiredEnergyAmount: energyUsePerSecond * data.DeltaTime);
}

Quote
- How do i have the item able to see how much energy is on the equipped player
Please see public static methods of this class — CharacterEnergySystem.

Quote
- How do i attach lighting onto the suit that doesnt revolve around the LightedHelmet Script (is it just the skeleton rig code, or is there more needed)
Every equipable item has a method ClientSetupSkeleton which allows you to add extra components to the character skeleton. You can use it to add light source based on whether the item is in active state or not. Please see ProtoItemEquipmentHeadWithLig ht class, ClientSetupSkeleton method.

Quote
- Is PrepareEffects run every interval, or should i apply the defence and movement changes under ServerUpdate, and if i should use ServerUpdate is there any specific way i should do this (This is a 2 state system using the Added Boolean for if suit power is on or off).
Prepare effects method is invoked only once per item type (during the game initialization) and it allows you to fill the "effects cache" of the item (a single array with all the effects predefined). Whether the effects apply or not, depends on the virtual method SharedCanApplyEffects. For example, you could override it this way for your power armor:
Code: [Select]
public override bool SharedCanApplyEffects(IItem item, IItemsContainer containerEquipment)
{       
    // determine whether the item is in active state or whether player has enough energy
    if (...)
    {
         // apply all effects
         return true;
    }

    // don't apply any effects
    return false;
}
Please note that when you will activate/deactivate the item on the server side you need to mark the final cache for recalculation (as disabled item should not apply any effects, but activated item should apply them). To do so, you need to call the extension method for the character instance:
Code: [Select]
character.SharedSetFinalStatsCacheDirty();
Quote
-  How would i have the suit give a warning to the player that there energy is low.
I would suggest overriding ViewModelHUDEnergyChargeIndic ator implementation and putting a check "if current energy value is lower than previous energy value and the current energy value is below X" to display a notification there via NotificationSystem.

Quote
- What is the best method (in coding terms) to apply the energy drain within ServerUpdate, and is this the correct application for 1 second intervals:
public override double ServerUpdateIntervalSeconds => 1;
Please see the first code snippet in my post where I'm calling CharacterEnergySystem.ServerD eductEnergyCharge method.

Regards!

12
Game discussion / Re: game error!
« on: June 04, 2019, 03:58:01 am »
Hello!

Please try restarting the game or Windows. Usually it's enough to resolve the issue.
If it still happens please add the game executables to the whitelist of Windows Defender as recommend in this error dialog.

Regards!

13
Game discussion / Re: server down again.
« on: June 02, 2019, 10:04:48 am »
We've contacted our hosting service provider's support regarding Asia 1 & 2 game servers inaccessible from China. They're hosted in Japan and here is the reply we get from the support:

Quote
We have received reports of similar behavior/performance from your specific country. Running network troubleshooting steps will likely show blocked traffic on the return trip to your regional ISP.

This behavior will occur at varying times and with an unknown amount of our IP address space.

Our testing to date indicates this is an issue at the regional ISP level, which is 100% outside of our control. Thank you for your understanding.

Unfortunately, we cannot improve the connection from China to Asia 1 & 2 game servers as they seems to be blocked in China by some service providers. We also not intend to relocate them to a different location as Japan is the best location for our players from Korea, Japan and the Philippines, as well as Vietnam.
For players from mainland China, we recommend playing on the official China servers and community-hosted China servers ([CN] tag).

Regards!

14
Game discussion / Re: server down again.
« on: June 02, 2019, 05:58:54 am »
@softwarelove, we've just released a small patch, improving the connection to Master Server in China. Please let me know if you still have issues with the Master Server connection.

Regards!

15
Game discussion / Re: server down again.
« on: June 02, 2019, 03:22:05 am »
Hello!

The game servers and master server are running without any issues.

I've checked the WinMTR reports (thanks for posting!) above and they look fine at the moment when you did the tests. Though, if you want to test the connection better you need to keep WinMTR running for at least a minute.

I see you're from China. We have known issues when sometimes our servers cannot be reached from there. Unfortunately, this is related to internet routing in China. We're considering the solutions to have a better routing from China.

Please let me know if the master server cannot be accessed now. If this is the case, please run WinMTR to these IP addresses:
13.248.130.32
76.223.1.232
69.162.166.150
The game is using all of them to establish a connection to the master server, it's weird if none of them are not accessible as they're in different regions.

Regards!

Pages: [1] 2 3 ... 78