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Messages - w00zla

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1
Hey guys,

I really want to rewrite the mod for the current gamestate and maybe repurpose its features (that could even mean take out stuff for what vanilla already does) , BUT there are several issues for me at the moment:
  • not enough freetime for developing mods
  • the rewrite WILL take a lot of time (I also want to integrate Move-UI)
  • too many game updates which from time to time break mod features

One feature I really like about the mod  (and which has not been published yet) is the selection of ships, groups and their commands directly via the HUD  8) but some general issues prevented me from releasing the new mod version.
And with the improvement of the vanilla GUI widgets I also hope to break the current group and ship-per-group limits (its only a usability limit, nothing technical)!

You see, much to do but little to no time for it  :-\
I would really appreciate if someone would help me updating the mod or even completly overtake its development, since it will be longer  until I have time again for modding !!

2
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

i am the alliance leader and i checked i do have fly ships rights.

currently i reverted to clean save of the scripts with out fleet control, ill put them back tomorrow and see if it works.

thanks for the quick response.,

ok put it back on this morning  and when i jump between sectors i see this similar but different error message,. and again all works accept i have no ships i can assign. thanks for any help. BTW  new ships i create don't appear to take any orders,. old ones seem fine i can change their orders.  so rolling it back out to carry one playing. is there any other info i can provide.


Script "data/scripts/player/fleetcontrol/manager.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
Execution Context (inner to outer):
#0: FleetControlManager.onSectorEntered data/scripts/player/fleetcontrol/manager.lua

could not execute function 'FleetControlManager.onSectorEntered' in '"data/scripts/player/fleetcontrol/manager.lua"':

data/scripts/lib/fleetcontrol/common.lua:404: attempt to index global 'Co' (a nil value)
stack traceback:
    data/scripts/lib/fleetcontrol/common.lua:404: in function 'getPlayerCrafts'
    data/scripts/player/fleetcontrol/manager.lua:277: in function 'updateSectorPlayerShips'
    data/scripts/player/fleetcontrol/manager.lua:174: in function <data/scripts/player/fleetcontrol/manager.lua:171>

ah, you mean you can not see youralliance ships ;)
that error is rather strange, I need to troubleshoot it further before I can give you any advice or deliver a fix!

3
while trying to work out why i can see alliance ships in the unassigned list . i noticed this message on the server.
is there something i have missed ?

Execution Context (inner to outer):
#0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua

could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
    [C]:-1: in function invokeClientFunction
    data/scripts/entity/fleetcontrol/controlui.lua:236: in function ?

Setting state to invalid.
Script "data/scripts/entity/fleetcontrol/controlui.lua" or one of its requirements is not in its original state, skipping sending of stack trace.

As long as the main functionality of the mod works for you this error should not be too much of an issue (it just makes global server configs like HUD delay ineffective, but should not affect the mod in general, it is also already fixed in the next version which will be released soon).

Its intended that alliance ships are visible in the unassigned list and assignable to ship groups as long as the player has the "Fly Ships" privilege for the alliance!

4

One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

How would said server admin do that exactly? Sorry we all just picked up the game a few weeks ago.

In the folder where the server saves the galaxy data
(i.e. "%APPDATA%\Roaming\Avorion\galaxies\<yourgalaxyname>\" for Windows)
is a file called "admin.xml".
Edit this file and add the new "<command name="fleetcontrol"/>"-line to the "<defaultAuthorizationGroup>"-block.

But be aware that multiplayer support for the mod is not 100% done yet, it could cause problems or unwanted behaviour if multiple players have the same ship(s) in their ship-groups!

5
I get the message

<Server> You are not allowed to execute the command 'fleetcontrol' when I use the command /fleetcontrol in chat. The admin of the dedicated server can enable the mod fine but others in the server cannot.

Any ideas?

Yes, fact is that on servers only admins can execute any non-standard command by default.
One of the server admins must give you and other players the exlicit privilege to execute the /fleetcontrol command!

6
Hello everybody,

there is a new update for the mod :)
but its mainly for bugfixing and stability since last release.

FleetControl v0.5.1

Changelog:
  • fixed bugs and problems with script changes and some strange client behaviour (thx to Shrooblord for feedback)
  • added 'clear' action to '/fleetcontrolconfig' command for removing all saved mod values (for troubleshooting purposes)

DOWNLOAD v0.5.1

7
Hello everybody,

I finally managed to get a new release done  :)

FleetControl v0.5 - the "better late than never" update

Changelog:
  • made the mod compatible with the latest versions of the game (0.18-beta & 0.17.1-stable)
  • added support for playing random sounds when giving orders (configurable)
  • added script namespaces, fixed and refactored much infrastructure code

DOWNLOAD v0.5

Also a little guide on how to create own custom order sounds will follow  8)

8
good news,

I will use my current free time to update the fleetcontrol mod and already started fixing ... expect a new release the next days  ;D
Word ..."Message" From Modder w00zla

From Web Page : https://github.com/w00zla/avorion-fleetcontrol/compare/v0.4...master
" Commits on Jul 06, 2018
 @w00zla
w00zla
fixed basic errors and infrastructure code
b458bbe
Commits on Jul 11, 2018
 @w00zla
w00zla
fixed everything & finished sound integration
ee8e064
Showing  with 895 additions and 493 deletions. "
-End of Line-
 Oh Happy Day  :) ;) :D ;D :-* 8) From Link looks like a "Fixed" version is up for D/L
About to go try it out now !
And Again I can not Thank w00zla enough  8)

Update:  Did Not Work  :( :-[
I D/L fresh file. 
Replaced old files .
Loaded "Saved" [sp] game.
open Chat, Typed command "/fleetcontrol"
then /fleetcontrol disable , then /fleetcontrol  jumped , jump back nothing  ...


please don't download anything from the github-repo until I post the new release, it's not completely ready yet!!

9
Hey guys and girls,

is this mod still working for everyone or are fixes required (besides the obvisious ones, like namespace etc.) ??

10
I tracked the issue down and submitted an issue in github: https://github.com/w00zla/avorion-fleetcontrol/issues/2

Thank you very much for this excellent report :D
I am quite busy at the moment due to a new job, but I will try to fix the problem on the weekend, seems not to be a big issue to resolve  ;)

11
ok geht wieder. thx

Problem 2 icon wird nicht richtig angezeigt:


are all of the mod-files in the "textures" folder available on your client?

12
ich habe ein problem, habe spielstände auf d:spielstände, aber findstation sucht die sectoren auf c://benutzer appdata/administrator........

SCRIPT findstation [v0.6a] p#229 => START SEARCH -> searchterm: modulator | framesectorloads: 10 | maxresults: 30 | searchmode: player | galaxypath: C:\Users\Administrator\AppData\Roaming/Avorion/galaxies/avorion_galaxy2/
2017-05-07 13-14-18| SCRIPT findstation [v0.6a] => ERROR on parsing player known locations -> C:\Users\Administrator\AppData\Roaming/Avorion/galaxies/avorion_galaxy2/players/player_229.dat: No such file or directory

Spielstand:
2017-05-07 13-14-27| sector (33:-110) saved to "D:\Spielstände\Avorion\galaxies\avorion_galaxy2\sectors\33_-110"

Please use "/findstationconfig galaxypath D:\Spielstände\Avorion\galaxies\avorion_galaxy2" chat command to set the correct path to your save-files!

13
Mods / Re: Where to start?
« on: May 03, 2017, 12:15:43 PM »
Unfortunatelly, there are no real modding guides yet that i would be aware of :-[

But there is this forum and some info in the official wiki here.
Also, some modders are hanging around at the Avorion Discord.

I hope there will be more guides and wiki stuff after the next big update (since many rather huge changes like "unique index" and "new UI" are planned, and nobody wants to write insta-outdated guides at the moment)

14
Will there be localization support? Many players on my server play with non-english localization, but this mod for now works properly only if player write keywords on English even using UI

unfortunatelly, a localized search is not possible at the moment (this is because the search itself is executed on the server, and you cannot localize text server-side)!

EDIT:
i had another thought on it, and localization can be implemented theoretically, but it would require LOADS of bandwidth (since >every< sectors complete station data has to be sent to the searching client). Will cost traffic on one side, but might actually even reduce performance cost on the server-side :) I will try to integrate this as a new optional setting, stay tuned for an update...

15
Heeellloo W99zla, I like this mod, very useful when one is collecting stuff for having a custom weapon build!

Three small questions though,
1) At this moment, the mod does not take into account the factories/stations/mines masquerading themselves as Resistor Outpost or Smudgeller Hideout or something... Is a fix to this on the planning board?

2) Would it be possible to have the search a bit more in detail? For instance, if it's a Nobbly Metal Main, or Steal Factory, could it somehow indicate the specific version? As in NMM <Gold, Silver> or SF <Scrap/Ore> ...? That could be very useful when allocating supplies to factories..

and finally 3) When looking for say research stations or rare stations, such as a HPT factory or something, this point is not much relevant, but when looking for, as an example, Equipment Docs, it could be damn useful to have in the search somehow shown the stations in recently visited sectors, so that one would not run around in circles, revisiting the places he's already been in 2 jumps back.

But even without these small points, this mod is brilliant, thanks once more for investing your time to see it done. Thank you!

Hello Mr. Twirpy ;)
happy to hear that you and others like my mod!

Concerning your questions/ideas:

1) the mod is only able to read the sector XML files at the moment, and this information is not available from them. therefore this cannot be integrated in the mod, since parsing the sector binary files is hard to do and would cost tooo much additional performance!
2) same thing again, the displayed info is all the valuable info available from the sector XML files, more data would require parsing the sector binary files

3) this is actually not a bad idea and i might integrate that into the next version(s)!

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