[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)
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yea, its one of the bug i cannot fully fix. Sometime it end up stuck in a move_to call. As a workaround i added a time based interrupt at an extreme value (past which it just screw everything and ignore collision / everything and get to dock), but sometime its stuck in a position that is perfectly fine (shouldnt be stuck at all), but even in those case, all it can do is wait for the timeout before continuing.
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You set those timeouts to 10 minutes, didn't you? I am not sure whether i understood what you ment, but I think you understood the bug I mentioned, so that is good ^^.Jey123456 wrote:yea, its one of the bug i cannot fully fix. Sometime it end up stuck in a move_to call. As a workaround i added a time based interrupt at an extreme value (past which it just screw everything and ignore collision / everything and get to dock), but sometime its stuck in a position that is perfectly fine (shouldnt be stuck at all), but even in those case, all it can do is wait for the timeout before continuing.
Well, do do you have any possibility to contact the devs abou tit? They should urgently talk to you, cause they obviously don't understand their own game. Keep up the good work.
If I may ask: Are you also working as a programmer or is this your hobby?
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My fulltime job is lead programmer for Star Sonata 2. (http://www.starsonata.com/) its an indie space mmo game. So yea, i am working as a programmer, altho also servers administrator.
As for contacting the devs about it. I only bother other programmer when i have a reproduceable test case (which i dont here, it happen seemingly randomly), so there is very little point in contacting them to tell them, hey the move_to command sometime get stuck.
Bugs in game is something pretty darn common, and not always as easy to properly fix as player may think xD. Altho i do enjoy fixing those i can track none the less.
As for contacting the devs about it. I only bother other programmer when i have a reproduceable test case (which i dont here, it happen seemingly randomly), so there is very little point in contacting them to tell them, hey the move_to command sometime get stuck.
Bugs in game is something pretty darn common, and not always as easy to properly fix as player may think xD. Altho i do enjoy fixing those i can track none the less.
Well, Jey, you've done a good job.
I've been playing and having a lot of fun.
Been trying my luck at highjacking the little 12K freighters.
About 50 / 50 following my orders,
going to assign them to station commanders and see if the can find there way around better working for them.
I thought they'd be good to run between my stations in a single zone.
Have you had time to look at 1.20 conflicts ???
I've been able come up with save file work-a-rounds for the few problems that I have had. (From the Hard Code errors. Station building, station gun count , etc. )
I've been playing and having a lot of fun.
Been trying my luck at highjacking the little 12K freighters.
About 50 / 50 following my orders,
going to assign them to station commanders and see if the can find there way around better working for them.
I thought they'd be good to run between my stations in a single zone.
Have you had time to look at 1.20 conflicts ???
I've been able come up with save file work-a-rounds for the few problems that I have had. (From the Hard Code errors. Station building, station gun count , etc. )
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Well, as stated before, you did a good job. Thx for that.Jey123456 wrote:My fulltime job is lead programmer for Star Sonata 2. (http://www.starsonata.com/) its an indie space mmo game. So yea, i am working as a programmer, altho also servers administrator.
As for contacting the devs about it. I only bother other programmer when i have a reproduceable test case (which i dont here, it happen seemingly randomly), so there is very little point in contacting them to tell them, hey the move_to command sometime get stuck.
Bugs in game is something pretty darn common, and not always as easy to properly fix as player may think xD. Altho i do enjoy fixing those i can track none the less.
Egosoft, plz pay him out, cause you don't know what you are doing.
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Honestly, if Egosoft was listed, i'd buy a share(i'm an investor IRL) and hire you-know-who while sorting out who caused this mess and why. Ive cleaned up messed up software-companies before, even a pair of indie game-devs.
Anyways, amazing job Jey, i installed Starsonata just so you get a piece for your work. I suggest others do the same, something to do while *ehem* someone fixes the game
Anyways, amazing job Jey, i installed Starsonata just so you get a piece for your work. I suggest others do the same, something to do while *ehem* someone fixes the game

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Yes, the mod will handle updating automaticly from any version to the mod. Altho uninstalling the mod wont always be so straightforward, it will require a separate mod to be enabled to "disable" the traders first, then wait about 20 mins (a message will tell you once its done / ready to go back to vanilla), and then once thats done, youll just have to save, remove the extension from your save, and disable it.
I am not making it removable without the save edit, so that people have to read the post (it will be explained in the first post once i release it) to uninstall it heh.
In theory, just yanking the mod would work to an extent, but if a trader was currently trading at the time of the save, that trader could end up stuck, hence the other mod required to disable the traders first.
I am not making it removable without the save edit, so that people have to read the post (it will be explained in the first post once i release it) to uninstall it heh.
In theory, just yanking the mod would work to an extent, but if a trader was currently trading at the time of the save, that trader could end up stuck, hence the other mod required to disable the traders first.
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Well, I mean, will I be able to load savegame after egosoft will release next version of their patch (your mod version not changed).
Because, right now, I'm not.
I have a savegame from 1.19 game version with 0.22 wip installed and game craches, when I try to load it in 1.20 game version (with the same 0.22 wip).
Will I be alble to load this savegame, after you release mod?
Because, right now, I'm not.
I have a savegame from 1.19 game version with 0.22 wip installed and game craches, when I try to load it in 1.20 game version (with the same 0.22 wip).
Will I be alble to load this savegame, after you release mod?
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yes i do plan on fixing that with the release of the mod. Altho i feel bad that the WIP is currently incompatible, my version im working on right now is split in 2 (extension and wip and is currently not functional since im still in the process of converting it all to extension in my free time).
I probably will only be able to finish it on sunday.
I probably will only be able to finish it on sunday.
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I'm not sure if its an issue with your WIP or just a problem with Cell Recharge Factories in general. I've tried to build one twice now and both times (different constructors) the Construction vessel just took off and started trading even though i had it set to I'll provide the materials.
The first time it had all the materials it needed and flew off to trade with my ATF and the second time I was trading it the last of the materials it needed and it flew off to buy food. I followed it the second time, it lined up to receive goods and just sat there for quite awhile, when the cargo drones finally showed up it took off rather than takes on goods, sat away from the station till the cargo drones despawned then flew back and lined up again.
After all that, somehow my Scaldis then finished delivering its goods and it started building the Cell Recharge Fac from a different sector all the while repeating the trade action with the foodstuff Station.
Anyone else have issues with Cell recharge Facs? or maybe everyone has resorted to using the ignore jump fuel extention
P.S. awesome WIP btw, makes the game playable!
The first time it had all the materials it needed and flew off to trade with my ATF and the second time I was trading it the last of the materials it needed and it flew off to buy food. I followed it the second time, it lined up to receive goods and just sat there for quite awhile, when the cargo drones finally showed up it took off rather than takes on goods, sat away from the station till the cargo drones despawned then flew back and lined up again.
After all that, somehow my Scaldis then finished delivering its goods and it started building the Cell Recharge Fac from a different sector all the while repeating the trade action with the foodstuff Station.
Anyone else have issues with Cell recharge Facs? or maybe everyone has resorted to using the ignore jump fuel extention

P.S. awesome WIP btw, makes the game playable!
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There's all kinda bugs in the CV and stations when you build them.
None of which are caused by W.I.P. 22.
Some have save-file edit work-a-rounds others do not.
The game is just badly broken.
If they would just release the tools and code, the community would fix all of these smaller problems and save everyone a lot of time and heartache.
None of which are caused by W.I.P. 22.
Some have save-file edit work-a-rounds others do not.
The game is just badly broken.
If they would just release the tools and code, the community would fix all of these smaller problems and save everyone a lot of time and heartache.
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Indeed most of the games features rely on stations, and many bugs such as trading are being caused by simple things like their holds becomming full.
Until someone dives in and or a group of people dive in and try fix all the problems with stations as outlined in my request, this games not going anywhere.
The problem is truely epic, there just very little of the game that's actually finished when you get to look closely at things.
Until someone dives in and or a group of people dive in and try fix all the problems with stations as outlined in my request, this games not going anywhere.
The problem is truely epic, there just very little of the game that's actually finished when you get to look closely at things.
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Its a small Dev-team and just look at how AMAZING looking game they made. The engine IS NOT updated X3-engine, it was build from the ground up. For such a small dev-team making something like this up is what most ppl dont get. They just see a bugged, unfinished game, sweet jeebuz, just look at what they have done!
Why they had to release this in this shape is the "actual question", the "reason" why its bugged to oblivion.
My bet is its the "traditional" reason of running out of money. They had to release it or they never would have. I hope to god they made it and are making money right now. Its a hard decision knowing you'd get ass-raped by reviews.
Also, patching is not free. The game sales arent going thru the roof anymore, mostly due to reviews. Those reviews are also hard to change afterwards, how many sites have ever "re-review'd" a game after its been patched? I dont remember many.
Still, they are making patches while NOT MAKING MONEY out of it. If they start making DLCs before all features are in, my question is answered, they ran out of $$$.
If the game is patched into "good state" before DLCs roll in, i'd be VERY impressed and have some more questions...
As for the patching, i'd say performance needs to be number one. Everyone needs to be able to play. Mine runs 50+ fps in any spot and hardly ever see crashes so performance and crash-fixes dont make me jump out of joy.
Personaly i'd hope for "expanded" content as in making existing stuff usefull. Add combat commands, improve AI, add missing small ships etc.
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Back to topic. Extension done when? Me wants! GIEF!!1
Why they had to release this in this shape is the "actual question", the "reason" why its bugged to oblivion.
My bet is its the "traditional" reason of running out of money. They had to release it or they never would have. I hope to god they made it and are making money right now. Its a hard decision knowing you'd get ass-raped by reviews.
Also, patching is not free. The game sales arent going thru the roof anymore, mostly due to reviews. Those reviews are also hard to change afterwards, how many sites have ever "re-review'd" a game after its been patched? I dont remember many.
Still, they are making patches while NOT MAKING MONEY out of it. If they start making DLCs before all features are in, my question is answered, they ran out of $$$.
If the game is patched into "good state" before DLCs roll in, i'd be VERY impressed and have some more questions...
As for the patching, i'd say performance needs to be number one. Everyone needs to be able to play. Mine runs 50+ fps in any spot and hardly ever see crashes so performance and crash-fixes dont make me jump out of joy.
Personaly i'd hope for "expanded" content as in making existing stuff usefull. Add combat commands, improve AI, add missing small ships etc.
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Back to topic. Extension done when? Me wants! GIEF!!1
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