- This topic has 30 replies, 9 voices, and was last updated September 15, 2011 at 10:13 am by Anonymous.
September 11, 2011 at 6:39 am #82858
The new windows binary applied on the “bad build” lead into this error after selecting your starting point (and i tried the new build and it does the same error too) :
And once clicking OK, it crashes with a runtime error.
The windows version of the “bad build” didn’t have this error.
edit : just noticed someone posted the error message already.September 11, 2011 at 6:54 am #82859GeraldineParticipantRobsoie wrote:edit : just noticed someone posted the error message already.
No worries Robsoie, too much information on a crash is better than none at all. It all helps the devs 😉
Oh, and welcome to the SSC 🙂
Tried out the full package and getting the same error when staring a new game. Also, getting this error when loading a save game:
Error: data/modules.TradeShips.lua:411: bad argument 0 `pairs` (table expected, got nil)
[C]: in function `pairs`
data/modules/Assassination.lua:411: in function
Edit Mk2: Oh 😳 just noticed robn said the older save files would’nt work with the new exe.September 11, 2011 at 7:19 am #82860
That’s a known bug that was fixed a few days ago but didn’t make the deadline for alpha 14. A workaround is to delete lines 39-47 from data/modules/TradeShips.lua.September 11, 2011 at 7:24 am #82861GeraldineParticipant
Thanks again robn, I will try that 😉
Hey robn, thats fixed it. Old games still wont load, but new one will and it also starts up as normal now too! 😀 Many thanks, I will post those fixes on the Frontier Forum. If I dont they might get a bit tetchy 😆September 11, 2011 at 7:44 am #82862
Yeah, old games don’t load – we’re bumping the save version about every week at the moment. The joys of fast-paced development 🙂September 11, 2011 at 7:58 am #82863
@Geraldine, thanks for the welcomerobn wrote:That’s a known bug that was fixed a few days ago but didn’t make the deadline for alpha 14. A workaround is to delete lines 39-47 from data/modules/TradeShips.lua.
I deleted those lines (i think that’s the ones ?)Quote:
if ship:GetEquipCount(‘SHIELD’, ‘SHIELD_GENERATOR’) == 0 and
Engine.rand:Number(1) – 0.1 < lawlessness then
local num = math.floor(math.sqrt(ship:GetEquipFree(‘CARGO’) / 50))
if ship_type:GetEquipSlotCapacity(‘ENERGYBOOSTER’) > 0 and
Engine.rand:Number(1) + 0.5 – size_factor < lawlessness then
And it indeed allow to launch the game without the error message and the runtime error following it.
Thanks.September 11, 2011 at 8:24 am #82864
Yep, that’s it!September 11, 2011 at 9:36 am #82865
Been flying in Hades canyon while New Hope was on the horizon
I wish i had a powerfull computer enough to play at this kind of details 😀 but what’s impressive with Pioneer is that even at medium details it looks really nice (and with great framerate on my old system)
for comparison, same locations but level of details i use when flying and have a very nice framerate despite my intel card :
That game is really wonderfull and gorgeous even at medium/high details , thank you very much for always improving itSeptember 12, 2011 at 7:11 pm #82866Anonymousrobn wrote:ElectricSkies wrote:I’d like to build this for myself in Mac OSX. How much do the instructions in the Compile pioneer page apply to building for Mac?
I think it doesn’t for the most part. See COMPILING.OSX.txt. Our OS X guy (Philbywhizz) hasn’t been around much lately (also why there’s no OS X build yet) so the XCode project might be slightly out of date (missing new files). If it doesn’t work for you the GNU way should work.
I’m back.. and will have an OSX build tonight. Had some issues building this release as there were a few changes with the way my ObjectiveC code was working with pioneer. The GNU way should always work though (COMPILING.OSX.txt should help you there – if it doesn’t let me know).
Philbywhizz.September 13, 2011 at 3:30 am #82867
I finally sorted out exactly what went wrong with the original builds of alpha 14. I’ve done fresh builds from scratch and confirmed they work, and uploaded them. If you already grabbed the original and the patched executable and edited TradeShips.lua then there’s nothing you need to do. If you do go and download the alpha 14 packages from the download page then it will all just work.
Sorry for the mix up, and thanks for your patience!September 13, 2011 at 7:28 am #82868
Thanks to Philbywhizz an OS X build of Alpha 14 has just been posted at http://pioneerspacesim.net/download.September 13, 2011 at 10:41 pm #82869ElectricSkiesParticipant
Thanks for the OSX build, Philbywhizz. However, it quits itself immediately upon being opened. Do other OSX users have this problem?September 14, 2011 at 2:15 am #82870AnonymousElectricSkies wrote:Thanks for the OSX build, Philbywhizz. However, it quits itself immediately upon being opened. Do other OSX users have this problem?
That’s not cool.. Are there any messages sent to the console (via the console app – located in /Applications/Utilities?)
What version of OSX are you running?September 14, 2011 at 1:21 pm #82871ElectricSkiesParticipant
I’m running OS 10.6.8.
I tried opening it through Terminal, but there were no error messages. Terminal shows the next command prompt before Pioneer crashes, so it seems that it runs for a bit before closing.
Edit: as per advice here I tried deleting ~/Library/Application Support/Pioneer, but it didn’t help.September 14, 2011 at 7:36 pm #82872AnonymousElectricSkies wrote:I tried opening it through Terminal, but there were no error messages. Terminal shows the next command prompt before Pioneer crashes, so it seems that it runs for a bit before closing.
Ok, I think I know where the issue is now – it is the way that the application is packaged with the newest lua management code (damm you luamanager and your constructors! 🙁 ).
I’m going to have to have a rethink on how to package up pioneer on OSX (I have an idea of a work around), and unfortunately I won’t be able to test and fix it until tonight. Thanks for your patience.
- You must be logged in to reply to this topic.