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[LanteaCraft / SGCraft] == ccDHD ==

lua computer utility

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#261 Dahknee

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Posted 16 August 2016 - 12:16 PM

 Yanniclord, on 16 August 2016 - 11:48 AM, said:

 Dog, on 06 August 2016 - 08:29 PM, said:

Let me play around with the idea - it's not something I'm particularly keen on, mind you, but maybe I'll come up with something. The bottom line is that it would involve modifying the address book format, which introduces all sorts of potential problems (especially for those using mixed versions of ccDHD).

EDIT: I've added call dropping support for new SGCraft (new LanteaCraft doesn't provide incoming addresses) - the next release will have it.

Lanteacraft? I never wanted to say it there because the Minecraftforums Moderators are so over sensitive and cringy, but that mod is slowly dying and the developer AfterLifeLochie doesn't really give a shit either (the other mentioned developer, MichiyoRavencroft does nothing to the mod, he is mentioned as a developer for no reason, he does not add a single thing to the mod, as he is active in the forums but does never say anything about the mod itself, only Lochie does), he doesn't open source it (the "newer" unstable versions of it) and doesn't give us anything to live with, like some kind of update of him saying he is still working on it or so, just nothing. The mod was once very well made, far better than SGCraft, but i became used to SGCraft now, since Lanteacraft is an absolute mess and a shit glitched piece of junk. The mod crashes all the time (when in a multi mod environment, because honestly, who plays Minecraft with just Lanteacraft, that would be a bit too boring), it also crashes for itself (without other mods in place) when for example right clicking with the painting brush to change the base into other blocks, the Stargate's ring spins WAAAAY too fast for an actual Stargate, which is stupid, the gate also has a tendency to either not establish a connection, or when it does, often it's just not able to close that connection, even when one side was closed, the other would still be open, or both stay open but you cannot travel through them. In addition to all that, most of the mod doesn't even work, and there are items added that have no use or meaning to them being there, when they do nothing anyways. And instead he is also adding stupid decoration items/blocks, instead of fixing the damn Stargate, which is the MAIN part of the mod, and the thing we all want, but instead he adds everything else we don't want/need. The mod is a mess, its an absolute glitch and crash-fest, and i am happy that i finally said it. I haven't felt it like this about any mod since Traincraft way back in the days. Lanteacraft once was great, but its glory days are past due.

Hate me for my opinion, but you cannot deny that i am right about this, since many clearly are complaining about it on the forums.

Dog, i think you are just better off focusing your programs on just SGCraft or possibly other Stargate mods, just not Lanteacraft. If you are willing to support it, we all are fine with it, but i think that you would be saving yourself a lot of work not maintaining it for Lanteacraft anymore, as i can almost assume that no one is using this program for Lanteacraft, and if so, only for the old versions, which are up here already. For the future, you might be better off dropping Lanteacraft, but the decision is yours to make.

Just as a note: SGCraft is far from perfect, but it at the very least works. I hate it that the gate is 5x5 and Greg refuses to even listen to my or others recommendations or alike, but at the very least it is stable, it works, and is almost right when it comes to the SG universe (though again, a 7x7 gate REALLY wouldn't hurt anyone, and i would really appreciate it if the gate was made about half the thickness, so maybe 50% slimmer, as the gate is waaay too "fat").

Captain Rant over.

Yes I actually completely agree, I saw some of the tests the mod developer was doing and they looked amazing, but they are years old, so I agree, the mod is just slowly dying...

#262 Dog

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Posted 16 August 2016 - 03:52 PM

I've not experienced the bugs you have, but I test in a relatively clean environment. Being a member of the LanteaCraft development team, I, too, am bummed about the lack of progress recently :( However, I know that Lochie and Michiyo (who actually does work on the mod, just not as 'publicly') are busy in their personal lives right now so development is stalled for an indeterminate amount of time unfortunately. As for the baubles being developed instead of the stargates, I agree - I, too, wish the development would focus on getting the core of the mod complete and stable before moving on to other stuff, but Lochie has his own development style, so it'll go however it goes.

Is LanteaCraft 'dying'? I'm really not sure - although I haven't spoken to Lochie in awhile the impression I get is that there are plans in progress, they're just moving very slowly.

#263 ExVee

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Posted 07 September 2016 - 08:13 AM

Hi, I'm sorry if I'm missing something reasonably obvious, but I need a little help. Does ccDHD not produce any message to indicate a dial has failed for absence of adequate power? I have a Twilight Forest address which I unthinkingly tried to dial once without extra power units attached to my Stargate. Of course the attempt failed, but I noticed it also didn't actually tell me why it failed, anywhere I could find. Are there error messages someplace I'm not thinking to look for them? If not, is error reporting something that could be added to the dialing interfaces?

Looking forward to any help - loving the program otherwise!

#264 Dog

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Posted 07 September 2016 - 04:23 PM

Hey ExVee,

Glad to hear you're finding the program useful!

ccDHD doesn't report errors or problems like that and it would be a rather large undertaking to add that at this point - so it's not something I'll probably add, although I'll play around with the idea and see if I can come up with something that works - no promises, though.

ccDHD does have a low fuel warning (the fuel level text turns red), but that only comes on if your fuel level is around 5% or less of the max possible fuel level with 4 power units iirc. I can raise that value so you get a low fuel warning with more fuel, which would then give you warning if you don't have enough fuel for interdimensional travel - do you happen to know how many SGCraft energy units it takes to dial interdimensionally? If not, that's OK, I can figure it out at some point and make the change.

#265 ExVee

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Posted 07 September 2016 - 06:30 PM

I had adapted one of the example programs on the SGCraft website so it would give an energy requirement readout when it displayed a list of saved addresses. The only interdimensional address I had there was to a Mystcraft age which reported a power requirement of over 70,000 - about one and a half RF power unit capacities. Greg the mod author noted somewhere that most any situations would be satisfied by having three connected, so I assume there is some point at which dialing energy would exceed 100,000.

I understand if implementing error reporting is a bit like trying to add the bottle after the ship has been built. For what it's worth I wasn't looking for anything super fancy, and had been thinking maybe the existing messages the DHD reports could be passed along. But as I think on it more, I bet that doesn't make it any more simple, does it? :D In the meantime I might explore this myself and see if I can find a way to kludge together something like a "diagnostic console" to add to the system.

#266 Dog

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Posted 07 September 2016 - 07:20 PM

Hmmm...I was only thinking about fuel consumption between dimensions, I wasn't taking into account the distance from the origin point in the new dimension - which would make the fuel consumption quite variable. Thank you for those numbers - they help. The only quick solution I can think of atm would be to have the fuel color change from green to orange when it's under 70K-100K and red when it hits 5% or so. It wouldn't be too informative, but I guess it would be better than nothing. I'll play around with it a bit and see what I come up with. Good luck with the diagnostic console - I'd love to see what you come up with.

EDIT: Apparently I already added this - I'll just have to tweak the values a bit. Currently the fuel readout turns orange if fuel is under 26%

Edited by Dog, 07 September 2016 - 07:24 PM.


#267 ExVee

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Posted 11 September 2016 - 08:39 AM

So I have a bit of an issue. I added gateBuddy to a remote gate and put ccDialer on a portable computer. pSync with my main gate and downloading the address list worked fine, and ccDialer will dial either gate I sync to. But I can't get an iris status or have the iris opened using ccDialer. I also found that after enabling pSync on my main gate system, gateLiason was having a tendency to hang statuses. Like, it would hold at "disconnecting" even long after the gate closed. If I tried to use the iris from ccDHD, it would execute an action once, but then be stuck in a closing or opening state in the computer where I couldn't use it anymore. Rebooting gateLiason restored functions, but only for a little while. I didn't find any of these conditions to be present before I started trying to use ccDialer tonight.

It all kind of concerns me, but I'm most interested in why ccDialer isn't able to connect with the destination gate's iris since that's the big safety hazard. It may not be a big deal when I'm playing around in single player such as my test environment, but I'm also using all of this in a small private multiplayer server and, well, it'd be nice to have insurance that no one will decide to splat me against an iris for the lols one day. ;)

#268 Dog

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Posted 11 September 2016 - 03:35 PM

I just tested the latest version in my test world and was unable to duplicate any of the problems you reported. ccDialer won't affect gateLiaison as the two never talk to each other - I'm not sure why you're seeing a slowdown in gateLiaison when you use ccDialer. The only program that messes up gateLiaison that I've been able to verify is the countdown timer program that is unsupported - if you're using that, I suggest you stop using it with SGCraft until I find time to track down why it causes a crash in CC (I suspect it's a bug in CC, but I'm not sure yet). In my tests I also received remote iris status updates fine in ccDialer and was able to remotely open the target gate's iris without issue. I tested everything twice to make sure it all worked and didn't come across any problems.

Just to clarify, you are using SGCraft, right? What version of SGCraft are you using?

#269 ExVee

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Posted 11 September 2016 - 11:57 PM

Yeah, it's SGCraft 1.11.2. I'm not using countdown or any of the other unsupported software. Would it matter if one gate still has a regular DHD associated with it while I'm trying to use CC controls? Because it didn't occur to me to remove the DHD from the remote Stargate when I hooked up the computer and installed gateBuddy.

#270 Dog

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Posted 12 September 2016 - 04:37 AM

Regular DHDs shouldn't affect anything.

Can you give me a list of steps I can follow that reliably produce the problem for you? I'll test again and see if I can uncover anything.

#271 ExVee

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Posted 12 September 2016 - 09:04 AM

I was all set to give up and declare my test world glitched in some way beyond the mods or programs. I generated two fresh test worlds to make sure the behavior was able to be reproduced. But everything worked. Different combinations of set ups, both emulating the original troubled system, as well as other variants to explore different scenarios. Everything worked, and I was in the middle of writing a reply conceding defeat. Then I realized I hadn't quite precisely replicated the original conditions.

See, I'm a Stargate nerd, so I wanted to build an approximation of Stargate Command - the gateroom and control room, at least. And I was using terminals and monitors to populate the control room with functional displays. One of which was the gateLiason terminal, which thusly was attached to the ComputerCraft Stargate interface by modem and cable, over a not huge but still fair distance. I tried using modem and cable in the new world testing, but had no issues. Until I realized I probably crossed a chunk boundary originally. So back I went and laid a longer stretch of cable to a further away Liason terminal, and that did it.

So, steps to reproduce: Attach modem and network cable to Stargate interface block, run the cable to an adjacent chunk and connect a gateLiason terminal in that adjacent chunk. Go a far enough distance that those chunks unload from memory, then dial in and discover as I did that it can't report or affect iris status. And I'm also finding the dialing controls to be frozen again. Getting that result may require the act of teleporting to the destination gate and back, I'm not 100% sure but it seems a good possibility since I was doing that in the process of all testing out of necessity.

The only inconsistency right now is that I tried putting a chunkloader in the original test world to encompass the whole area and it didn't seem to make a difference. That aside, the whole problem makes sense and is very likely not something you can (or should be expected to) fix, unless you have some inspiration to tackle it. An advisory in the instructions to keep gateLiason within the same chunk as the Stargate to ensure complete correct operation might not be a bad idea, though. For my own part I'll just have to adjust the build for the multiplayer server to take this discovery in to account.

Thanks for trying to investigate it, though!


Addendum: Chicken Chunks Chunk Loaders didn't seem to help, nor apparently did the default chunk loading behavior the Stargates are supposed to have. But the Spot Loaders from Chicken Chunks *will* help, provided you can place one in each chunk containing gate, network cable, and gateLiason terminal. In case anyone ever encounters this issue and needs a better solution than "don't run the gateLiason terminal outside the chunk the gate is in". :D

Edited by ExVee, 12 September 2016 - 09:59 PM.


#272 Dog

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Posted 12 September 2016 - 10:20 PM

Wow - thank you so much for such a complete and detailed tear-down of what was going on. You're right - there isn't really anything I can do fix it from the Lua side, although I *might* be able to come up with some kind of work around, that's more than I want to tackle. Sounds like your solution is the way to go - I've added a quick warning to the OP in the requirements section.

Edited by Dog, 12 September 2016 - 10:33 PM.


#273 Wallibuck

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Posted 13 September 2016 - 09:10 PM

Hi. Great program but I might have a problem. I am usinh your dhd program(mc 1.7.10, newest computerctaft)
and I clicked on lockdown on accident. Now it requires password even thou I didn't set up one. Is there some default pass? If yes could you write it with instructions how to change it?

#274 Dog

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Posted 14 September 2016 - 12:36 AM

The default password is 'password' (without the quotes). You can change the password in settings, which you can get to from the pulldown menu (click on -DHD- at the top left of the main screen).

Edited by Dog, 14 September 2016 - 12:39 AM.


#275 Wallibuck

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Posted 14 September 2016 - 05:42 AM

Thanks!

#276 Dog

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Posted 14 September 2016 - 03:19 PM

You're welcome :) When you have some time, take a look at the ccDHD & ccDialer Operation section in the OP, it should answer most of your questions - however, if it doesn't please feel free to ask - I'm always happy to help.

#277 AdingoD

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Posted 08 October 2016 - 06:39 PM

Hello, i've been experimenting with the programs a bit, and I've encountered a problem:
My ccDialer won't detect iris state of the ccDHD-ed gate, so I can't toggle it from the other side of the gate.

Any ideas for troubleshooting?

Thanks :)

#278 Dog

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Posted 08 October 2016 - 10:44 PM

OK, I'm a little unclear:

1. Your target gate has ccDHD installed right?
2. Does the gate you're dialing from have a computer attached?
3. If a computer is attached, is gateBuddy installed or did you do a full install of gateLiaison & ccDHD?

#279 AdingoD

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Posted 09 October 2016 - 03:11 AM

 Dog, on 08 October 2016 - 10:44 PM, said:

OK, I'm a little unclear:

1. Your target gate has ccDHD installed right?
2. Does the gate you're dialing from have a computer attached?
3. If a computer is attached, is gateBuddy installed or did you do a full install of gateLiaison & ccDHD?
Yes, my target has ccDHD installed.
I'm dialing from a normal stargate (i'd expect the ccDialer to be like a GDO & IDC..), not from a gate with a computer.

Thanks for the help.

#280 Dog

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Posted 09 October 2016 - 06:02 AM

Happy to help :)

OK, the problem is that without a computer, ccDialer can't talk to the stargate - there's just no way to do it. That's what I wrote gateBuddy for. Instead of requiring a full install of ccDHD and gateLiaison, you only need a CC Adapter (from SGCraft), a single computer (with a wireless modem), and gateBuddy installed; it'll manage communications between the gate and ccDialer allowing you to make and end calls, get remote iris status, open the remote iris, etc.

Keep in mind that remote iris status and control is managed either by gateLiaison/ccDHD or gateBuddy (they query the gate to get the information) - you won't get remote iris state or be able to control the iris of any remote gate that doesn't have gateLiaison/ccDHD or gateBuddy installed. The same goes for the local gate - you won't be able to dial/end calls with ccDialer unless either gateLiaison/ccDHD or gateBuddy is installed.

I realize it seems a bit complex, but it's the simplest approach I could find in order to provide mobile dialing/iris control, etc. I think after you've installed gateBuddy on a couple gates you'll find it to be relatively easy.





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