Empyrion - Galactic Survival

Empyrion - Galactic Survival

Project Eden 1.10 (Obsolete)
catbox99 18 Oct, 2021 @ 8:42pm
Some considerations....
IMO, you are leaning on validation too much. Validation will check to see if a file is there, but that's all.

There are some things that we are finding can be problematic. For example, the improved flak cannons were throwing error messages all over the place. We removed them, and the error messages stopped. In some orbits, where there are custom ships, we are seeing error messages when engaging. I've looked at the configs and the structure, and from a mod point of view, there shouldn't be issues, but there are. The files are there, but the game doesn't seem to always find them when it needs to - and then that error gets into the save game, and we see it over and over. Validation doesn't help in these cases. Sometimes, resetting a playfield fixes the issues, sometimes it does not.

Speaking of playfields, we have a lot of issues with warps and some playfields. However, these also show up with the vanilla game. Again, deleting and respawning the playfield mostly works. That's an indication of a file processing issue with the main game, IMO. Additionally, we have found the main game to hang on unloading playfields that are not in use. As a small sever, we set the config file to keep only one active. Recently, we found that 5 playfields were running with no players online.

Sometimes, it's hard to know when it's a base game issue, and when it's a mod problem.
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Showing 1-6 of 6 comments
ravien_ff  [developer] 18 Oct, 2021 @ 9:05pm 
This sounds like a server problem.
Either the scenario was not properly installed on the server, the bundle files got corrupted during a FTP upload (upload it as a zip and ask the host to unpack it for you), or the server is not up to running the scenario.

Validating files in steam also validates the scenario files which can fix issues with running an out of date version of the scenario because steam isn't the best at pushing workshop updates to people.
catbox99 19 Oct, 2021 @ 8:29pm 
Fortunately for us, our clan leader owns the server box. It's a brand new server, using the latest hardware, and it's very, very capable. Naturally, because it is new, we are still tweaking it, so it is possible there are some issues that way.

We started a new game with your 1.6 release (with much grumbling from the players). The files are DL directly to the server and moved/renamed as necessary from there. Twice now, we have had the validation process indicate a missing dedicated server file, which was supposedly downloaded. I'm pretty sure that it was the same file. We also installed a local version of the game on the server and ran a check with the mod installed, and the local game files validated.

Recently, we learned that the server owner had left the default dedicated.yaml name alone, so we have to back it up frequently to keep it from getting over-written when there are updates, which is a pain. Obviously, it is a potential problem source, but changing it now seems like a bad idea. I've walked through the rest of the mod settings and installation with the server owner, and it seems correct.

The mod mostly runs without issue for us, but there are those strange errors, from time to time.

We'll keep hammering away at it, of course. Maybe one day, Eleon will provide more mod support. One can hope.

ravien_ff  [developer] 20 Oct, 2021 @ 3:00am 
If you are uploading the files via FTP then make sure that the transfer mode is set to "binary" OR upload the scenario as a zip file and unpack it on the server side. This could be the cause of your errors on weapon effects.

Via this post in Discord:
I think I figured out how to fix the problems with Reforged Eden hosting on Nitrado - FileZilla and other FTP clients just need to be changed to default to Binary mode rather than ASCII mode when uploading the files, then the CoQ issues every time a non-vanilla gun fires or a custom asset is loaded should be resolved. May want to add something about that to the server setup guide.
Last edited by ravien_ff; 20 Oct, 2021 @ 3:00am
catbox99 20 Oct, 2021 @ 12:16pm 
It's not a Nitrado server (although we do have a test server on Nitrado). I will remember the binary recommendation, however, and will pass that along.

Currently, the files are DL directly to the server from Steam and moved/renamed as necessary from there. Previously, however, we did rely on FTP, and apparently were not using binary transfer, so it is possible that the save file is corrupted.

We probably need a fresh start to go with the new server, but there's no way the player base will go for it right now. I'll have to wait for the next major version number.
ravien_ff  [developer] 21 Oct, 2021 @ 1:22am 
Originally posted by catbox99:
It's not a Nitrado server (although we do have a test server on Nitrado). I will remember the binary recommendation, however, and will pass that along.

Currently, the files are DL directly to the server from Steam and moved/renamed as necessary from there. Previously, however, we did rely on FTP, and apparently were not using binary transfer, so it is possible that the save file is corrupted.

We probably need a fresh start to go with the new server, but there's no way the player base will go for it right now. I'll have to wait for the next major version number.

I am going to be working on it early next year, so most likely a few months away before any major update.
catbox99 21 Oct, 2021 @ 9:03am 
I will probably push for a server reset for 1.7, assuming nothing major comes up in the meantime. Thanks for your recommendations.
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