Recent Posts

Pages: [1] 2 3 ... 10
1
Mods / Re: Lions, Namespaces and Callables, Oh My!
« Last post by fordhamflash on Today at 07:17:06 AM »
For the life of me, I cannot figure this out. Once I even get close to working, then the torpedo launcher stops working properly. So frustrating.
2
Mods / Re: attempting some UI modding
« Last post by adeilt on Today at 07:07:18 AM »
So this is the current attempt (still as a miningsystem.lua mod):

Code: [Select]
local vanilla_UIRenderer = UIRenderer
function UIRenderer()
    local renderer = vanilla_UIRenderer()
    renderer.original_RenderEntityArrow = renderer.renderEntityArrow
    renderer.renderEntityArrow = function(self, asteroid, width, length, visibility_threshold, color)
        width = 5  -- default is 10
        length = 60  -- default is 30
        renderer.original_RenderEntityArrow(self, asteroid, width, length, visibility_threshold, color)
    end
end

Still doesn't work, and I'm out of time for tonight.  I'll try again tomorrow.
3
Bugs / Re: client side mods not working when enabled on dedicated server
« Last post by brunobf on Today at 05:41:28 AM »
Hi koonschi,

In some of those logs I had temporarily removed some of the mods from modconfig.lua because they were the one that were causing the warnings in the logs. After I discovered that the references (absolute) to the file paths were stored directly on the entities, I left all them back on my modconfig.lua.

I've updated to your latest build, 0.23.4.16335, and the server still crashes.

On the previous build, I had noticed on the logs that following pattern:

Code: [Select]
.... (snip) ....
Avorion server Beta 0.23.4 r16262 79f7b3aecb15 running on Windows 10 starting up in "H:/Games/Avorion\GalaxyModSeason_alt"
.... (snip) ....
Trying to load player 76561197993124810 [BBFz0r]
Warning: Found an absolute path while loading script information: "H:\Games\Avorion\GalaxyModSeason\workshop\content\445220\1722652757\data/scripts/player/azimuthlib-clientdata.lua"

=== STACKTRACE =====================================
#1: ?? [0xafb41c]
#2: ?? [0xb732a9]
.... (snip) ....
Trying to load player 76561197993124810 [BBFz0r]
.... (snip) ....
Trying to load player 76561197993124810 [BBFz0r]
.... (snip) ....
FactionDataBase failed to load player 76561197993124810 [BBFz0r], error: 12ServerPlayer: Script 'H:\Games\Avorion\GalaxyModSeason\workshop\content\445220\1722652757\data/scripts/player/azimuthlib-clientdata.lua' not found. Tried the following paths:
.... (snip) ....
New Player registered: 76561197993124810 [BBFz0r] index: 81

Player's were getting a new profile when logging in because of their corrupted profile, which after a few retries (3?) the engine would just give up.
That was happening for Players and Sectors , and they are being wiped whenever they could not  be loaded.

Please note that the galaxy for the server is actually under H:\Games\Avorion\GalaxyModSeason_alt, and the reference above is to the original location when the server was first started (which I had to rename to make sure it wasn't actually loading content from that path).

I noticed on the new build / log a few entries of the following line:
Code: [Select]
Script will be removed from this scriptable object to avoid further errors.

I still could not find an entry that logged the successful load of the player profile, or a new one being created, before the crash though.

I've attached an updated server log below. Let me know if there's anything else that could also help.

Would a sample player.dat help ? :)


4
Mods / Re: attempting some UI modding
« Last post by adeilt on Today at 05:13:26 AM »
Yup.  Definitely doing it all wrong.  :)

I think I've got it now.
5
Mods / Re: attempting some UI modding
« Last post by adeilt on Today at 04:53:33 AM »
I've found:

https://avorion.gamepedia.com/Writing_your_own_Mod#Modifying_Modules_and_Libraries

Looks like I'll probably be more successful after I read that.
6
Mods / Re: attempting some UI modding
« Last post by adeilt on Today at 04:33:45 AM »
I've done some more poking at this, and it looks like I might be overriding the entire miningsystem.lua file (which is not what I want to do).  Perhaps I need to hook into the loot drop somewhere and modify the object after it's instantiated?
7
Mods / Re: [MOD] Carrier Command
« Last post by maraudir on July 22, 2019, 10:32:13 PM »
With the new beta release, is it good to go?
8
Mods / Re: [MOD] Carrier Command
« Last post by fordhamflash on July 22, 2019, 09:46:10 PM »
I am having an impossible time with some of my mods. Seemed to be working before. Is there some sort of bug causing problems at this time???
9
Mods / Re: Lions, Namespaces and Callables, Oh My!
« Last post by fordhamflash on July 22, 2019, 06:35:24 PM »
Also, when it seems that I get past the "callable" error, I am then getting a "nil value" in the function error. Basically, using the "debug" menu as a template, I've created a window with two combo boxes - one for torpedo type and the other for warhead type.

Code: [Select]
torpedoBodyCombo = tab:createComboBox(Rect(vec2(100, 100), vec2(350, 125)), "onTorpedoBodySelect")
    torpedoWarheadCombo = tab:createComboBox(Rect(vec2(450, 100), vec2(700, 125)), "onTorpedoWarheadSelect")

function AdvancedCommands.onTorpedoBodySelect()
local torpedoBodyType = torpedoBodyCombo.selectedIndex + 1
print(torpedoBodyType)

end

function AdvancedCommands.onTorpedoWarheadSelect()
local torpedoWarheadType = torpedoWarheadCombo.selectedIndex + 1
print(torpedoWarheadType)
end

function AdvancedCommands.onTorpedoBuildPressed()
invokeServerFunction("onTorpedoBodySelect", "onTorpedoWarheadSelect")
local torpedoBodyType = torpedoBodyCombo.selectedIndex + 1
local torpedoWarheadType = torpedoWarheadCombo.selectedIndex + 1
print(torpedoWarheadType)
print(torpedoBodyType)

local ship = Entity()
local launcher = TorpedoLauncher(ship.index)
if launcher == nil then return end
local x, y = Sector():getCoordinates()

local torpedo = AdvancedTorpedoGenerator.generate(x, y, nil, nil, torpedoWarheadType, torpedoBodyType)
--for i = 1, 10 do
launcher:addTorpedo(torpedo)
--end
end
callable(AdvancedCommands, "onTorpedoBodySelect")
callable(AdvancedCommands, "onTorpedoWarheadSelect")
10
Mods / Lions, Namespaces and Callables, Oh My!
« Last post by fordhamflash on July 22, 2019, 06:12:10 PM »
Just when I thought I was making a ton of progress - whammy!

I keep getting the "command is uncallable from remote" error even though I have added callable(namespace."blah blah") command. Even when I try to make the function callable, I am still getting the uncallable error message and broken function.

Any ideas?
Pages: [1] 2 3 ... 10