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Messages - Feather

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Mods / Re: [MOD] Extended Xsotan Attacktypes
« on: February 17, 2018, 03:07:47 PM »
I actually put this mod on my server for friends. The map has been reseted not long ago, when they get nearer to the core, I'll see if it works well, and will report any bug that might occur if they do!

Keep making sweet stuff!

Troubleshooting / Re: Server lag, Is there no fix?
« on: July 23, 2017, 08:31:52 PM »
2013? Do you even Avorion? This game was released in january this year! Don't mix things up with factionwars issues on an other game!!
By the way, I'm not sure pingperfect run their avorion servers on real metal, but most likely on virtual servers.
My advise:
-else you have a beastly netlink at home (avorion is not too hungry tho), and you can host it on a linux-rig
-else you have a beastly wallet and you rent a REAL server, not an app which simulate one, and man, pingperfect is far from having a good value on dedicated servers... neither they have a choice panel tho.

Troubleshooting / Re: Bad performance in new patch
« on: July 23, 2017, 08:18:27 PM »
Using a old crappy rig (half of it litteraly found laying next to a trash pile on the side of a road), start skipping frames (1 frames or 2) when peeps are 3 or 3+, while 5+ sector are still somewhat active cause of AI-controled player ships.

Never tested with more than 5 players at the same time tho.

The Bin-Rig:

Pentium D (dual core 2.66ghrz)
4 GB of DDR2 (offbrand lowcost thing)
1 IDE-CF bridge , 2x 8GB CF cards used on an adapter to IDE as a IDE SSD.
Ethernet 10/100, but plugged in a 550mbps down /230mbps up connection, 16ms with paris.
OS: ArchLinux 64bits.

Warning: ArchLinux got its repositories quite flaked up lately, and quite a bit of things changed. Using a graphical installer of some sort to install it seems to rely on installing more useless crapware than the windows store. If you want to do things right, type commands and edit parameter with vim, then install (if you REALLY want to) a desktop env by yourself, using xorg. Don't make it start with the computer tho. Desktop Environnements are usefull when it comes to managing files of your server, like deleting sectors of old avorion versions to have them regenerated, but it's not needed for the server to be ran.
Tips: you will need for SteamCMD and Avorion server to run some libraries, like libstdc or lib32-gcc, for that you must enable Multilib repository in pacman's config file (which you can edit using the following command: sudo vi /etc/pacman.conf )

=> If you don't know linux to much, try using Debian or Ubuntu... but on a better rig than that, or it will never run!!
=> ArchLinux is a stripped down to the bones OS. I'm a windows guy normally, but for anything related to "server performances", I totally pledge faith into linux, and even more in a barebone OS like ArchLinux. But I perfectly understand that's not made for everyone, but you may consider it if you really want a server to run smooth on consumer and/or crappy old components.

Multiplayer / Re: Avorion Server Specs, for 4 People.
« on: July 17, 2017, 11:32:09 AM »
For info, I have a for-friends server (hosted at home on a PC litterally pulled out from a trash-container), Pentium D w/ 4GB DDR2, on an improvised SSD (IDE bridge to 2 CF cards ) a bit of stutter sometime one login-logout or sector traveling, but decently playable so far, with 2 to 6 people connected simultaneously, rebooted every 6 hours.
Side Note: The computer is running archlinux, installed nothing but what was need for steamCMD to work. Try to install something like a web-accessible UI or something, and you can say goodbye, it won't run smoothly.

Mods / Re: [Question] Cloaking using shaders
« on: July 11, 2017, 04:44:55 PM »
1- Shaders are accessible as some mod exist to make shields less "I'm blue-dabadi-dabada"

2- Imo not much more (maybe less) than a player with shieldBRAAWWWWMMMMMMBL

3- I sadly don't think so, not using the shaders at least (which are managed client-side only). BUT I think you can call the server to send to the client something telling "stop rendering that because it's dead/just teleported away", when you're actually just cloaked, or something like that, and have that linked to a function of your module, which could be forged to actually be displayed as a weapon (so you can bind it without GUI and API madness).
Then, once that's done, simply add a cooldown by binding to it an equivalent of overheating (double overheating in fact, an overheating for the time cloaked, an other for the cooldown), and firing any other weapons actually instant overheat it and put you back under cooldown.

Here's the logic, I know how to code that, but my laziness actually overlap on multiple sectors.
Have fun :D

Mods / Re: [Mod] [0.12.4] Ship-to-Ship Boarding rev2
« on: July 11, 2017, 12:37:50 AM »
Didn't checked, but does this mod take in count a ration crew/shipsize on the defender side?

I mean:

If you attack a way bigger ship than yours, a parameter should randomize whether or not the defending crew is "prepared for the reception" and {roleplay} gather in the area you entered and crush your crew, or whether they are running in circles and are taken down one by one, leaving you a chance to win a capture of a way bigger ship.

If you attack a way smaller ship than your, like a little fighter, and you are an hyperspace destroyer of doom, your 756 boarders won't fit in a 1mech1eng4gunners3defenders cola-can ship, and that kind of ship will most likely have {roleplay} 1-2 main corridor, and they can holdthedoooor for quite a while, taking cover and shooting, preventing your boarders (the 8-9 which fitted in the room they boarded in) to progress to the cockpit, or even shoot your small pack of boarded boarders dead!

Why would you do that?

1- To prevent being big cube with engine strapped to the rear= capturing everything to your heart content
2- Roleplay, interresting gameplay and no autowin = interresting game!

Mods / Re: [MOD] NoNeutralCore
« on: July 11, 2017, 12:21:29 AM »
Hmmm.... Creating an "avid agressiv miner" option, like a pirate attack, but from a normal factions, with military ships and miners, trying to take over some of the zones that are ressource regenerative but not neutral.

That way, you can't just hop into a regen-sector when server is empty and mine to your heart content with just a tinyminy miner ship!

That way, players would have to count on their alliance to take over a full sector, (creating station, patroling AI squads, ect), to defend their members when they mine, without having the player having to warp in with an armada by himself (causing probably way more lag), and making Alliances even more important in the next update, adding a cool gameplay feature!

A simple check with a customized event script "if regen=>check if neutral => if not => launch factionattackonshipexaustionpipepoundingmuchwow.lua every 15-30minutes" and the combination of both mods make a whole new sense!

Mods / Re: [MOD] Universal System
« on: July 09, 2017, 07:00:51 PM »
Thank you, still that's kind of a jenky way. It would mean that each time I want to add a ship to this fleet, I would have to swap files, reboot the server, be sure there is no player, do my thing, reswap and reboot the server again.
Well I'll see if I could integrate your mod with some command-based item-spawning mods out there, would be a more practical solution imo ;)

Mods / Re: [MOD] Universal System
« on: July 09, 2017, 11:21:45 AM »
Goog thing!

Could there is an option so it doesn't drop from kills nor sell at vendor?
I plan on using it as a core item for a "Purge Squad" to create a agressive administration fleet on a server. A good way to "kick" people when they talk trash ;)

Mods / Re: [MOD] NoNeutralCore
« on: July 09, 2017, 10:08:07 AM »
Not many reactions, yet I consider this mod to be VITAL for some MP servers, meant to be hardcore in the way that people are more threatening than pirates!

For example, the excellent mod regenerative asteroid mod you made, it's way more interesting (Imo) to have disputes and large scale deadly battles for potentially-infinite-resources zones, than just "farmlands" where you just battle to tag asteroid before other players!

I just hope you'll keep updating this mod!

Mods / Re: [Mod/Fix] Turret Factory Fix(es)
« on: July 09, 2017, 07:08:48 AM »
Good question, would be interested by an answer too!

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