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Messages - Shrooblord

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Reserved: Archive of older versions, part 4.

Reserved: Archive of older versions, part 3.

Reserved: Archive of older versions, part 2.

OLDER VERSIONS ARCHIVE: [0.16-0.17] [BB 0.18]
What is this? An archive for older versions of the game, for which the information may not be completely relevant anymore for most people. But it's here, for your convenience, in case you do need that information!

[0.17.1] STABLE MODS
These mods were stable on an older patch of the base game. It's possible they aren't compatible anymore.
Spoiler: show

[0.16.x] STABLE MODS
These mods were stable on an older patch of the base game. It's possible they aren't compatible anymore.

These mods were stable on a previous patch of the beta branch. It's possible they aren't compatible anymore.
Spoiler: show

Thank you for your work, Hammel. A Wiki is an easier way to maintain this list, indeed!

For everyone who has any information about mod compatibility, please edit the Wiki directly. You can still PM me and/or leave a message here to notify me of changes, if you want to have all bases covered. But I'll also be checking the Wiki periodically, myself. (Here, I made a note on my calendar already!)

That said, I will keep this list updated, still. You'll still be able to see a summary of all the information on the Wiki, here. If at any time there is an information disparity, i.e. the information on the Wiki and here are in conflict, assume the Wiki is correct. It's nice to have a centralised location in the same place as the Mods forum itself, where this information is available.

News / Re: Suchen Community Manager/in!
« on: March 07, 2019, 09:13:29 PM »
I agree. I'm very excited to see what this new Community Manager will bring to the Community and to the general Avorion experience, whoever they turn out to be. Onwards and upwards! Avorion is one of my favourite games of all time, and I love the Community here. Let's make great new things happen!

News / Re: Beta Branch Patch 0.21.2 Patchnotes
« on: March 07, 2019, 09:11:34 PM »
Additionally, any carrier's fighters will no longer pick up loot (such as from a destroyed enemy), unless these same Transporter requirements are met??
No, the Mining and Salvaging Fighters never picked up Loot (because the Mining and Salvaging Loot is a new addition to the game). This enables that funtionality, so that the Mothership doesn't have to fly through the Loot to pick it up. Don't think the other Fighters were touched.

Mods / Re: Your Music In-Game After Patch 0.21
« on: March 07, 2019, 09:24:21 AM »
Hmm, what have I done to call down your divine hatred? Don't shoot the messenger!

Bugs / Re: Docking-Functions are not waterproof
« on: March 06, 2019, 07:30:09 PM »
I think I understand the issue. Allow me to paraphrase:
If you put the code I posted in Line 25 of Avorion/data/scripts/entity/ai/dock.lua, transporters and normal docking should work if any Entity is using DockAI.flyToDock.

"It's not waterproof" means, that a ship with transporter got stuck, if it was using DockAI.flyToDock.

Given the following case:
- AI Ship has a Transporter Block in its BlockPlan() and a Transporter System installed
- AI Ship attempts a Docking run with a Station

- AI Ship approaches Station until it is within range of the Transporter, then "Docks" virtually by using the Transporter System's functionality.

- AI Ship attempts to Dock normally with the Station, but gets confused because of its Transporter System and gets stuck, doing nothing, and getting stuck attempting to Dock, but not Docking, nor interrupting its Docking procedure, thereby halting completely, jamming up the Dock and itself.

- Using the script unbekannt1984 proposes, above, you can have AI Ships approach the Station as per normal, until they get into virtual "Docking" range using the Transporter functionality. At that moment, they can use the Transporter to Dock from a distance.
- Using an if-else condition, you can check for whether or not the ship has a Transporter to begin with, and if it doesn't, use the classic, currently-implemented Docking method (i.e. fly to light-line, tractor beams, Dock, etc.).


I haven't tested this myself so I can't be terribly sure, but I think that's what the problem is unbekannt is trying to explain. Correct me if I'm wrong, 1984.

Mods / Re: Simple Avorion XML Editor
« on: March 01, 2019, 01:11:55 PM »
Hey there! As a tip, also put the download link here, on the forum post itself, and have a clear indication as to where it is in the post itself. Experience shows it's hard to lose viewers / readers when there's not a clear link posted on the main post of the mod thread.

Nice tool! Next time, turn up the volume of your mic either irl or in post, because I can barely hear you at max volume! ;)

Mods / Your Music In-Game After Patch 0.21
« on: March 01, 2019, 12:57:17 PM »
Hey gang,

Avorion recently got an overhaul to its Music Player. It now builds a playlist of tracks based on "moods", and chooses tracks that are appropriate for that Sector based on how many Stations are left alive there, how many Wreckages are there, whether the Sector is neutral, hostile, or friendly to you, whether it's completely empty, etc. etc.

Basically, you no longer have a list of random tracks, but tracks that feel "appropriate" for that environment.

Spoiler: "introduction" • show
For example, there's the collection of TrackCollection.All(), one for TrackCollection.Happy(), one for TrackCollection.Neutral(), TrackCollection.Desolate() etc.

Also there's this one TrackCollection.HappyNoParticle() which is literally what it sounds like: the collection from TrackCollection.Happy() minus Particle.ogg. RIP
There's also this helpful line:
-- modders: reserve track numbers 15 - 1000 for additional future music
which is a pointer that you should start using tracks with IDs 1001 and up to avoid conflicts with future Avorion updates.

What does this mean for all of you out there who had a vast library of music added into the game? Well, I am one of them (3 GB of music to be precise), so let me walk you through the steps of making your music show up in game again. In my case, it's time to categorise 3 GB worth of music into "moods"... ^^"

  • For all directories, move into your Avorion Steam installation directory first: YourSteamFolder/(...)/Avorion/, typically something like
    C:\Program Files (x86)\Steam\steamapps\common\Avorion\.
  • All music files need to be in .OGG format, or Avorion will not play them.

Main Menu
Spoiler: show

The Main Menu just plays whatever's in the data/music/main/ folder.

Background / Ambient Tracks
Spoiler: show

Step 1.
Navigate to data/scripts/lib and open music.lua.

Step 2.
Add indeces for your music tracks:

Step 3.
Add them as keys in the Tracks table:

This has the path to the actual tracks. Note how I've forgotten to add .ogg at the end of most of my files? Don't do that! The filepath includes the .ogg extension.

[NOTE:] The track "long_forgotten.ogg" will never be played, because it is erroneously called "loing_forgotten.ogg" in your /background/ folder. I have already submitted a bug report.
To get it to show up in-game, rename the file in the /background/ folder to "long_forgotten.ogg" as it should be.

Step 4.
Add the keys to the TrackCollection.All() function.

Step 5.
Make a decision about which mood your tracks fit to, and put them in the appropriate function. I'm putting them in Neutral myself, because I'm currently in a Sector that pulls from this list, so I want my music to show up there. I'll have to properly categorise them later, but for now, this is good enough for me.

To find out which moods the Sectors pull from, you're gonna have to do some digging. Search for the TrackCollection. function inside all scripts in the data/scripts/sectors/ folder -- this defines which tables the game pulls from in order to build a music playlist for that Sector.

Step 6.
Turn up the volume to 11.

That's it! Your Background Music will now play in-game. ^^

Combat Tracks
Spoiler: show

Not sure yet! I haven't investigated combat music yet, but I expect it either plays any of the files inside the data/music/combat/ folder, or operates in a similar fashion as Background Tracks and has a music table of its own. But I haven't gotten to that part yet so I don't know for now.

Boss Tracks
Spoiler: show

Each Boss has a unique track that is defined in the data/music/special/ folder. When a Boss gets spawned and goes into attack mode, the Boss defines which track to play:

The AI
registerBoss(Uuid(), nil, nil, "data/music/special/ai.ogg")
Don't worry about the other arguments -- they detail the Boss's Entity UUID index, health bar and shield bar colour values, but we're not interested in that right now. The good part is the fourth argument, which is the path to the music track.

The Guardian
registerBoss(Entity().index, nil, nil, "data/music/special/guardian.ogg")

Not Specified / Generic Boss
Bosses that don't specify a special track use the boss track data/music/special/boss.ogg.


Have fun modding your game, and listening to some cool tunes!


Note that the file paths described above can be any subdirectory of the Steam Avorion installation path you want! This means that if you package a mod with, for example, a cool new Boss to fight, you can give it custom music that sits in its own folder separate from the data/music folder, so that you don't even have to tell your users to drag the file into the appropriate folder; just "plug 'n play" and there you go!

This system means adapting, a little, but it is more flexible than the old one, and you as a modder (or user) have more control. Excellent~!

Mods / Re: [MOD] AutoDock -- v1.2.2
« on: February 27, 2019, 12:06:36 PM »
Currently investigating an issue where AutoDock Beacons will fail to spawn if something is in the way of the Station's "light line", i.e. Asteroids, another Ship, etc.

Mods / Re: [MOD] AutoDock -- v1.2.2
« on: February 26, 2019, 10:43:18 PM »
Just to report that I have been testing on the latest Beta Branch 0.21 r14032 46fedd; no issues to report! AutoDock appears to work correctly on the latest build.

Excellent. I love good ol' lengthy discussions about gameplay and balance. This used to be my bread and butter back when Spore was still relevant.

Let's break it down.

  • Loaded sectors
    • Almost-realtime sim
Actually, no. It's not almost-realtime; it's at about 1/3rd of regular execution speed. I know because I've been doing some synch experiments because of a mod I'm working on. For every game tick in a loaded Sector without player presence, a Sector with player activity ticks 3 times.

  • Unloaded sectors
    • Ships can move abstractly with vector-based movement, allowing action times to be calculated without anything "ticking" or any space be "drawn"
    • Ships can trade and move on a sector per sector basis
    • Ships can mine and scavenge: tally of asteroid resources is precalculated, substracted from, and asteroids/wrecks are destroyed when sector is loaded.
    • AI ships can battle in a crude simulation, though the sector will load with priority. When player ships are engaged, the sector auto-loads.
OK, before I get into things I do want to point out that I fundamentally agree with you: it would be awesome if we had some "passive" Galaxy stuff going on all over the place; that things were still "happening" when you're not around. Right now, it feels very much like actors moving into position on a stage for the player to enjoy: putting on a show when they're around, and fading into non-existence when they're not. That said, however...

The point of not-loaded Sectors is for performance. To have an entire Galaxy's worth of Sectors doing ... stuff ... will take some clever programming to make sure your CPU doesn't melt. You mention quite complex behaviour here that would all be very cool to have, but also mention that things "don't tick". Those concepts are incompatible with each other: to have a ship perform complex behaviour such as movement, but more specifically interaction with other objects ike mining, trading, etc., something must be ticking, otherwise there would be nothing to be calling behaviour on. So to say "it just doesn't tick" doesn't work. That's ... that's magic.

I do offer an alternative though: integration. In Mathematics, you can use integration to precisely interpolate the change of some variables over some other variable, for example -- most notably for our application -- over time.

We would need a more global "Galaxy Actor" or "Galaxy Entity" that would be constantly monitoring the Galaxy as a whole, loading in distinct "chunks" of Galaxy for a moment to do calculations, then leaving them alone to be non-loaded again, rather than having a per-Sector tick as we currently have, where each individual Sector is its own, free-standing ticking 'entity'.

This Galaxy Actor could take a whole region of space -- say 16 Sectors for for the sake of concept -- and do some mean integration over the whole region, taking all Sectors in that chunk, checking to see which have Faction activity in them, making some balance-informed decisions about what those Factions will be doing for the next X units of time, and calculating how that might change the Sectors in that timeframe. This would essentially generate a "formula" that we can integrate over to "slide towards" that pre-calculated end-state over the time it takes from one Galaxy Chunk to be loaded to the next.

Of course, this does mean that we either need to
  • pre-generate all Sectors in the Galaxy at the start of the game and/or do this whenever the Galaxy Actor loads that chunk of the Galaxy for the very first time; OR
  • make approximations of what would be in which Sector using some kind of Galaxy Chunk average and perform calculations based on that.

The benefit to this approach is that you don't need to model or tick any individual ships, but instead move along and modify each Sector on a more global, 'zoomed out' level. You're essentially modelling a simulation of what would happen if a player was around, except you're just calculating the outcome, and not necessarily doing any of the steps in-between such as moving ships, calculating individual pieces of cargo etc., collision detection, etc. etc..

Very Dumb: Will use useless hull/armor blocks.
Lol reminds me of the magic orcs flying through space going faster than the speed of light powered only by their imagination that that's what they would be doing. Painting the ship red makes the ship go faster because they think it does. Unintentionally they are the most powerful wizards and psionic masters of the Universe; if only they realised their ability. x)

I don't actually have much to add about the Faction balance ideas, other than that it would be very nice indeed to see Factions adopt unique personalities based on all those factors, yes.

Mods / Re: [MOD] Ham Galaxy Settings - HGS
« on: February 23, 2019, 11:17:51 AM »
This is awesome. I didn't even know I had a huge hole in my Avorion life that's now filled.

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