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    • #58305
      robn
      Participant

      Pioneer has an issue tracker! Please post bugs, feature requests and other things here:

      https://github.com/pioneerspacesim/pioneer/issues

      Brianetta has kindly volunteered to take on the important task of regularly checking the queue and testing and following up and making sure the devs can get on with fixing the code. That is a huge job and will be a huge help. Thank you!

      Please give as much information as you can when you create a new bug report. A simple report is good, but if its a reproducable issue please tell us how as this makes it much easier to track down. And always tell us which version you’re working with (eg “alpha 9” or “nightly e71494f”) and on which platform (Windows, Linux, etc).

      If its a feature request, be as descriptive as you can. Tell us how your idea works, under what circumstances its triggered, what the HUD/UI looks like, all that stuff.

      In both cases, the more info we have the easier it is for us to take make sure your contribution counts!




      This bundle expires on 12/20/2018


    • #79274
      Mysibrat
      Participant

      First of all, there is some error with adding new issues, possible temporal (“An unexpected error seems to have occured. Why not try refreshing your page? Or you can contact us if the problem persists.”)

      But whatever, this is the issue: Bentley Starport (Canqu [-2,-4]) is in wrong position. There is no possible to land in bay 2 due to collision with the planet surface. Alpha 9.01.

    • #79275
      Brianetta
      Participant

      Mysibrat, that’s probably temporary. There have been a few glitches like that since GitHub released a new issues tracker about five minutes after we started using their old one.

      I’ve logged the issue for you; it is number 7.

    • #79276
      s2odan
      Participant

      Hey ๐Ÿ™‚

      Quote:
      But whatever, this is the issue: Bentley Starport (Canqu [-2,-4]) is in wrong position. There is no possible to land in bay 2 due to collision with the planet surface. Alpha 9.01.

      The bug there is really in the placement of the star port, we could stop ports being placed like that, but it would stop cities appearing on cliffs which can look pretty cool sometimes…

      Tom did have a branch which may even have fixed this by placing the cities onto a large platform, this would actually raise them up from the terrain slightly, which might give enough room to land in a situation like this.

    • #79277
      Brianetta
      Participant

      That’s quite a neat solution; perhaps easier than the possibility which Rob put onto the issues tracker about excavating a site suitable for the starport. (-:

    • #79278
      Mysibrat
      Participant

      Well, cliffs star ports are very cool, i agree. I would like see only port fixed rather than all city on the platform.

      I think this is good moment to consider where is the optimal place for star ports.

      IMHO not in the city. All possible arguments (from the real life point of view) telling that ports should be somewhere outside the city. Possibly on the crater centre (if we are speaking about Bentley Starport). Whou could imagine Panther Clipper navigating above dense populated areas?

    • #79279
      s2odan
      Participant
      Brianetta wrote:
      That’s quite a neat solution; perhaps easier than the possibility which Rob put onto the issues tracker about excavating a site suitable for the starport. (-:

      Yes I think it would be easier. I was also thinking that it might be possible to ensure that the starport is built on a 100mx100m section of flat terrain based on the terrain slope, but only the starport should be checked, which should still allow cities on cliff edges. It would check the slope, if its too high, it could pick some random co-ords and try again….

      Its different to the other idea you mentioned in that it does not alter the terrain in any way.

      Ah, here’s Tom’s branch which I was referring to : https://github.com/tomm/pioneer/tree/city-foundations

      Quote:

      All possible arguments (from the real life point of view) telling that ports should be somewhere outside the city. Possibly on the crater centre (if we are speaking about Bentley Starport). Whou could imagine Panther Clipper navigating above dense populated areas?

      I think the current system we have now is fine for smaller population worlds. With those worlds it makes sense to me that the cities would be near the starports, as thats where all the commerce would take place.

      But for larger established worlds, like our own pretty blue marble, I think its best to seperate cities and starports, like you suggested. Perhaps they are nearby, but the starport shouldnt really be the central piece of the city.

    • #79280
      Mysibrat
      Participant

      @s2odan I think the current system(…) piece of the city.

      OK, thats sounds good.

    • #79281
      ollobrain
      Participant

      no this is a good idea

    • #79282
      MarcelMarcel
      Participant

      I have an issue with alpha 10. The faces in the station video screens are not visible to me. I see the “video link established” message blinking on the screen but otherwise the screen is black. This occurs windowed and full screen. All the other space port icons, etc. seem fine.

      XP Home sp3, Athlon 2500+, ASUS a7n8x, 1gb ram, ATI Radeon 9550 w/256mb

    • #79283
      s2odan
      Participant

      Oh dear, thx for reporting that Marcel. Hmm I have perhaps one idea, have you tried using the parts from the previous release?

      The parts were recently compressed and although its a very remote possibilty perhaps your Gcard doesn’t like that, it’s the only reason I can think of for that…

    • #79284
      MarcelMarcel
      Participant

      Which parts from the previous release do you mean? My latest version is 5d61822-win32. I see a lot of differences between that and 10. I can go to the Pioneer site and download the latest version prior to alpha 10, but it’ll take about 5 hours on my dial-up. I’m sure it’ll be worth it if this works! ๐Ÿ˜€

    • #79285
      Potsmoke66
      Participant

      marcel, do you remember the lanner? without textures, i have a ghost of a idea, where that can come from….

      developers should read there self the wiki from time to time… ๐Ÿ˜†

      it’s exactly what i guessed, they forgot the power of two rule.

      do you got a useful program to quickly convert the bitmaps?

      else, i can do that in no time

      it’s good you reported that, because i can’t see such i have no problems with irregular textures, but i know since then that this can happen with certain GFX cards.

      it’s a old rule, but is still valid.

    • #79286
      Potsmoke66
      Participant

      uploading right now….

      they might have lost a little quality perhaps, XnView has some limits (they get displaced to the upper right corner by 1 or 2 pixels, due to the bi-linear filtering), but it’s great to do such jobs automated.

    • #79287
      MarcelMarcel
      Participant

      I thought of that and checked the background texture sizes in 5d61822-win32 (which works for me) and alpha 10 and they appear to be the same. They’re not powers of two, but 5d61822-win32 shows the faces perfectly on my machine.

    • #79288
      Potsmoke66
      Participant

      nonetheless try these

      http://pioneer-universum.web.officelive.com/Documents/facegen_power_of_two.7z

      they was located under icons, them are even not 2^2, perhaps due to a rescaling of the content of the icons folder?

      i don’t know, just try the ones i uploaded, and tell us if it has worked out.

      perhaps a little up and down is allowed, i can’t neither tell, but as example that the odd ffed3d icons appear in 1600×1024, as well as in 1680×1050, it results into not exactly the same relation but still works in both, FFE is 320×200 or 8:5

      i can see now what you mean it’s true they was irregular to, but nonetheless, it could be that, until they got sort it out where that comes from, take the rescaled ones.

      i would be really surprised if that didn’t helps.

      i know it’s a fact, you will have to respect the power of two rule, of course a texture can be rescaled internally when caching to memory, which cost’s a little extra time then i guess.

      marcel, guess how a texture… no, how a mesh gets distributed to a texture, the texture has ALWAYS the size and RELATION 1:1.

      i guess otherwise it isn’t possible to handle them, but of course can a GFX card rescale to, i guess that’s perhaps a reason why my ATI could produce different sized texture patches on a landscape, it makes then a “chaotic” look, small tiles, 8×8 up to big tiles 32×32 mixed, with using always the same texture. while my NVIDIA can’t do such.

      but you can’t have everything, i guess either you can use irregular textures by default or you can mix scales but irregular texture are then not to handle (sounds logical no?) how should the card arrange them then? with quadratic i can imagine how that works, because you will always have a fitting value then (e.g 1st tex 32×32, on one side bordered by 8×8+8×8+16×16, next side perhaps 8×8+16×16, next 32×32 tile… and so on, can you imagine such, looks great for carpet golfing :lol:. while regular like i have now it looks like a checkerboard.

      btw, chaotic arranged was only possible with OpenGL, when i run the game via DirectX i had checkerboard look to.

      therefore i could add mower lines (is that right?) by pressing of a key under DX, which wasn’t possible with OpenGL (also logical, how should that work when they are arranged chaotic?).

    • #79289
      MarcelMarcel
      Participant

      Thanks a lot man! I’m downloading them now and I’ll try it out tomorrow. ๐Ÿ˜€

    • #79290
      Potsmoke66
      Participant

      just as example, has not much to do with space sims but with texture use

      ordered use of texture

      TWPGA2K%20-%20Intellivision%20PGA.jpg

      disordered use of texture

      INTVnew_02.jpg

      fairway texture is exactly the same in both cases

      all textures made by potsmoke66 ๐Ÿ˜‰

    • #79291
      robn
      Participant

      I can’t think why the compression would make a difference. The pieces are loaded, decompressed and assembled into a face before being converted to a texture and pushed to the card.

      I also have no idea what all this power-of-two business is about.

    • #79292
      Potsmoke66
      Participant

      no it’s not the compressing (by compression i mean the huffman table).

      it’s the regular or irregular size that makes the difference.

      we had this problem 3/4 years ago, if i am right first reported by Marcel, because i posted some pictures of the lanner and he said he has no textures on the lanner. soon one or two followed and said, yes we haven’t to, but we thought it’s normal.

      then i got after it, first i was assuming the wrong thing (compression, sorry my fault, i mixed up things already then), like often. and i guess it was Coolhand who gave me the hint, that this rule (8,16,32,64,128……) always has to be kept (it’s good to have such a experienced modeler aside who isn’t to eager to let himself down to our degree ๐Ÿ˜€ ).

      then i remembered, yes i cut the texture for the lanner at midst, to make different color stripes possible, but i didn’t wanted to use the whole texture for it. bottom and top had then each a texture size of 512×1024.

      o.k, i made them quadratic again, and everybody was satisfied. :mrgreen:

      since that i always kept this rule, and also marcel did so, because he knew his problem and apart from that he would have been the first who noticed it. ๐Ÿ˜‰

      btw, coolhand is a freelancing modeler, so he knows “industrial standards” well.

      you don’t have to care where that comes from as modeler, just keep the rule if you like to sell your models to a release on the market.

      really i can’t explain, why they worked in the nightly builds, they was irregular the same way. i don’t know, but i assume, the content of folder icons gets rescaled to 1:1.

      if you got a little bit time to offer for it…

      http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php

    • #79293
      s2odan
      Participant
      robn wrote:
      I can’t think why the compression would make a difference. The pieces are loaded, decompressed and assembled into a face before being converted to a texture and pushed to the card.

      I also have no idea what all this power-of-two business is about.

      I was clutching at straws offering the compression as a reason, but the other reason mentioned is to do with image dimensions. Certain dimensions cause issues with some cards. Its not ‘power of two’ as many current image dimensions are not to the power of two such as star and planet graphics some of which have odd dimensions.

      But regardless what it is, certain dimensions for some images can cause issues on older cards as was evident with the lanner a few months back.

      Any ideas…?

    • #79294
      Potsmoke66
      Participant

      this idea

      http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php

      blender team is again cool,

      if i look at nvidia for such they only telling me about their OWN IMPORTANCE to that evolution, eager you could say ๐Ÿ˜†

    • #79295
      robn
      Participant

      That probably is it. Gui::Image has code that rounds the size up to the nearest power of two before building the texture, and that is the one that is used for all the icons and the old facegen. The new facegen doesn’t do the power of two rounding, it throws a single 295×285 texture into GL. I’ll open an issue to fix this up as soon as Github comes back.

      Somewhat amusingly, the code that I cribbed from in GuiImage.cpp has a comment reading “gl textures must be POT, dim > 64”. If it had defined “POT” I would have got it right. Please everyone, make your comments explain the code ๐Ÿ™‚

    • #79296
      Potsmoke66
      Participant

      have you read the katsbits article?

      if i follow what they mention, rescaling is bad for framerate, simply said.

      POT’smoke man… ๐Ÿ˜†

      i would have guessed anything except power of two.

      not to long ago someone answered me at sci-fi meshes with something like

      Quote:
      Completely CGI unrelated, but can Pioneers engine serve as a RTS as well?

      i was completely overwhelmed CGI? ok, computer graphics and some i, RTS? i googled for results: Radio Tรƒฦ’ร‚ยฉlรƒฦ’ร‚ยฉvision Suisse, nah, can’t be that guy was from the states or, Revue Technique Suisse RTS, Real Time Strategy what was he meant.

      i told him then not to use to much abbreviations, i am not a native english speaking.

      but POT is a hammer man!

      btw, “Revue Technique Suisse” or in german “Technische Rundschau”, my father was subscribed to, a very thick piece of “newsletter”.

      marcel, he was one of the guys in white overcoats, hopping around those giant machines.

      everything i know about physics, math, geometry or electronic i know from him.

      i guess i was aged 9 when he explained me the functions of “and” “or” and “nor” gates.

      discreet technology…

      i wasn’t much older when i build my first flip flop ๐Ÿ˜Ž

      and it’s really a shame i “wrecked” my millenium falcon with all the flashing LED’s on it ๐Ÿ˜ณ

      we was one of the first families in our county* that owned a electronic calculator, using nixie tubes for the display, build by my father of course, we wouldn’t have had the money then to buy one.

      *Glarus is not very big and populated foremost by “cowboys” and textile workers, like i was educated in.

      don’t ask me now why i never made it to electronics or computers then, they simply said i am to bad in math’s…..

      well, imo, someone should beat them everyday with sticks, until their back get’s as bent as mine is, from working as “bob the builder”.

      that was really a good time back then, we used to sit together in his workroom, he was smoking permanently his gauloise bleu and soldering all this magical gimmicks together.

      i know a word for my father and you as well i guess :ugeek:

    • #79297
      s2odan
      Participant
      Quote:
      The new facegen doesn’t do the power of two rounding, it throws a single 295×285 texture into GL

      Ah then that would make some sense then….

      Edit// hehe I’m being dumb again ๐Ÿ˜‰

      Ya power of two seems like a reasonable requirement for textures, in fact I have never commited a ‘texture’ to pioneer that was not in those dimensions myself, UI stuff though was not needed to be in those dimensions at the time….

    • #79298
      Potsmoke66
      Participant
      Quote:
      In other words, it’s always best to get image proportions right from the get-go, avoiding over-taxing the system and forcing it to mess up your work.

      referring to katsbits, we would gain in both due to that, power AND quality

      if you like i can do further investigations at gamedev.net

      but i guess that’s not needed no?

      i guess the above linked article explains the reasons well, why rescaling shouldn’t be left neither to the program nor to the GFX card.

      not because it’s not possible to do so, it’s the “weaker” solution rather a simple “keep the POT* rule”. ๐Ÿ˜‰

      well industrial standards, they have their reasons, equal to why still often 8bit depth is used, even when anything else is possible to.

      *power of two

      that excerpt of NVIDIA’s CG tutorial is also very interesting to read, when you leave away the permanent tapping on their own shoulders.

      http://developer.nvidia.com/node/76

    • #79299
      MarcelMarcel
      Participant

      Well, I replaced the alpha 10 facegen folder with potsmoke’s ‘POT’ converted folder. Unfortunately, it made no difference. If the compression is different in alpha 10 than 5d61822 (which works fine for me) then that’s probably the reason. I guess in a way it’s good to have a crappy old computer after all! ๐Ÿ˜†

    • #79300
      robn
      Participant

      Replacing the images will not make the slightest amount of difference. Its nothing to do with the size of the images.

    • #79301
      Potsmoke66
      Participant
      Quote:
      Well, I replaced the alpha 10 facegen folder with potsmoke’s ‘POT’ converted folder

      which surprises me not little ๐Ÿ˜ฎ

      because else i can actually see no reason for that…

      compression really makes no difference, as long as only the huffman table is used and no restrictions to the original data have been made, which is not given by .png compression levels, it's lossless, you don't loose one bit of the picture and chksum is the same after un-compressing them like the original (unlike a .jpg which looses many information, but i don't have to tell you).

      anyway to avoid a complications the pics in the folder i send you was compression level 0, even if there is no difference, except loading speed.

      and packet size of a zip is the same, you can compress lossless only once, there is no further or only very little you get out of that.

      for a data stream that's a bit different, because there you have to set frames for the huffman coding, you like to listen or watch in real time, for a static data not.

      can you describe the appearance a little further (attach a screenshot)? and i forgot actually what system (your computer) you use, will be also of importance

      perhaps i can find a reason for that, because it seems no one else has this problem.

      [hr][/hr]

      for the devs, what would be if you really would pass all texture data un-scaled to the process? i mean all textures even icons would have to follow the POT, imo that’s only professional.

      problems with some gfx cards is not the only reason, read the dammit katsbits stuff, textures get bad of scaling from irregular to regular and has nothing to do with blender or not, only because that this is a article of blender community, it’s important for ALL computergames. further if the “artist” scales his pictures he has appearance in his hands and didn’t have to leave that up to a softs. i know i am only gernot and sometimes i feel like “ahh not that odd gernot again…”

      usually i go and investigate, check a lot of articles where i find information to a certain problem i have. one could never know everything, but one can ask and one can know where to ask (old rule of my chemistry teacher).

      if i have some facts, i can ask some “wise guys” and I have EARS to listen… i didn’t think i am super, in nothing i do (even when i am perhaps, i can’t see that), sometimes this hinders me, sometimes this is only good. ๐Ÿ˜€

      i am not to proud to ask a stupid question…, might be because one has first to LOOSE EVERYTHING that he has loved.

      there is not much left that i am proud of, even not my paintings, that’s somehow stupid or bad, but no way to get back.

    • #79302
      MarcelMarcel
      Participant

      Go it. Facegen has to be modified to output a power of two texture so even the oldest ATI cards can work with it. Thanks for everybody’s interest in this.

      And Gernot, I would have loved to hang out with you and your dad back then. He was an :ugeek: but I’m not up to that standard. Maybe a bit of a :geek: , but if anybody around here is an :ugeek: , it’s you. ๐Ÿ˜Ž

    • #79303
      robn
      Participant

      I’m thoroughly enjoying the assumptions that the devs are not listening, not reading, etc. As I’ve already stated, the issue is here solely because I screwed up and threw a non-power-two texture into GL. The problem is understood. There is an open issue to track the problem, with a suggested fix. All its waiting for now is for someone to find time to implement it.

    • #79304
      Potsmoke66
      Participant

      wait some fun stuff… i posted before i know but i love it

      there are many kinds of :geek: and :ugeek:

      ft-geek-10-20-1.jpg

      btw, i still have my old comic books…. ๐Ÿ˜‰

    • #79305
      Anonymous

      Luv it potsmoke66 ๐Ÿ˜†

    • #79306
      ollobrain
      Participant
      robn wrote:
      I’m thoroughly enjoying the assumptions that the devs are not listening, not reading, etc. As I’ve already stated, the issue is here solely because I screwed up and threw a non-power-two texture into GL. The problem is understood. There is an open issue to track the problem, with a suggested fix. All its waiting for now is for someone to find time to implement it.

      dont be to hard on em guys they are doing a good job with pioneer im playing the nightly builds and loving it. Just figured id throw some encouragement in there ๐Ÿ˜€

    • #79307
      MarcelMarcel
      Participant

      A minor quibble with alpha 10. On the Planetary info screen Discovery Base is depicted orbiting Jupiter, or possibly Callisto. It’s actually orbiting Ganymede.

    • #79308
      robn
      Participant
      Marcel wrote:
      A minor quibble with alpha 10. On the Planetary info screen Discovery Base is depicted orbiting Jupiter, or possibly Callisto. It’s actually orbiting Ganymede.

      Actually it is orbiting Jupiter, but its distance is “wrong” so it appears on top of Ganymede. Issue #116.

    • #79309
      MarcelMarcel
      Participant

      OK, thanks for the reply. Since I was ‘evicted’ from Mars High, I’ve toured the Sol system and decided on Discovery Base for my home ..um.. base of operations to work on detailing the nice_spacestation. There’s some nice photo-ops with Ganymede and Jupiter both in view… for now anyway. ๐Ÿ˜€

    • #79310
      doomdark64
      Participant

      Is there going to be a search for planet feature implimented? its hell looking for a certain star in amongst all the mayhem on screen. or even if the mission would target the planet you were supposed to be delivering package/killing someone at?.

      Regards

    • #79311
      robn
      Participant
      doomdark64 wrote:
      Is there going to be a search for planet feature implimented? its hell looking for a certain star in amongst all the mayhem on screen. or even if the mission would target the planet you were supposed to be delivering package/killing someone at?.

      I’ve been wanted the targeting button in the mission screen for a while now. You’ve motivated me to finally log it: issue #128.

      I would like to do a system search but I haven’t figured out how to do it well. The problem is that except for a handful around Sol all the systems are generated on demand. To search all of them would require a prohibitive amount of time. One possibility is to limit it to “nearby” systems, but for what value of nearby? Once we start thinking about that we end up with a solution that may not work for all the cases, or comes with a complicated user interface.

    • #79312
      Subzeroplainzero
      Participant

      Does that mean you’re thinking of implementing a “target system” button next to accepted missions? That’s a fantastic idea but what happens if your rubbish jump drive requires you to travel through a few systems to get there? Perhaps instead it could plot a course for you, linking your current system to the required destination with coloured lines, a bit like freelancer?

    • #79313
      GeraldineGeraldine
      Participant

      I knew you were thinking about Freelancer even before I finished reading your post Subzeroplainzero. ๐Ÿ™‚ That feature was indeed handy in that game, but for Pioneer, maybe even a different coloured blob on the target system when you access the galactic map would do? In that, once you accept a mission the game will highlight the system for you. Then you can plot your own route.

      Another thing I always wanted was a log function where, say the co-ordinates of last 10 systems you visited, could be stored and used to speed up navigation. That way if your lost (happened to me all the time in Frontier ๐Ÿ™„ ) you can back track.

    • #79314
      ollobrain
      Participant

      some sort of log- mission log would be a good idea if there was anyone to do it. Put it in the to do list

    • #79315
      robn
      Participant
      Subzeroplainzero wrote:
      Does that mean you’re thinking of implementing a “target system” button next to accepted missions? That’s a fantastic idea but what happens if your rubbish jump drive requires you to travel through a few systems to get there? Perhaps instead it could plot a course for you, linking your current system to the required destination with coloured lines, a bit like freelancer?

      Actually all I was thinking is that it would switch you to the sector view and show you the system. If you were out of range it would be up to you to figure out how to get there. Of course if we ever get a better sector view with a path-finding mechanism then we’d be able to use it.

    • #79316
      robn
      Participant
      Geraldine wrote:
      Another thing I always wanted was a log function where, say the co-ordinates of last 10 systems you visited, could be stored and used to speed up navigation. That way if your lost (happened to me all the time in Frontier ๐Ÿ™„ ) you can back track.

      That’s a great idea. Please open a feature request.

    • #79317
      robn
      Participant
      Geraldine wrote:
      a different coloured blob on the target system when you access the galactic map would do? In that, once you accept a mission the game will highlight the system for you. Then you can plot your own route.

      That’s really cool. Do you know how it might work if you have multiple missions open?

    • #79318
      SeanN
      Participant
      robn wrote:
      Geraldine wrote:
      a different coloured blob on the target system when you access the galactic map would do? In that, once you accept a mission the game will highlight the system for you. Then you can plot your own route.

      That’s really cool. Do you know how it might work if you have multiple missions open?

      Perhaps each mission accepted on the list could have its own color blob that corresponds to the system on the galactic map (as long as the colors weren’t the ones used for the present system and hyperspace navigation blobs).

    • #79319
      Gudadantza
      Participant

      I ve just added two little requests in the tracker. I think they are interesting.

      -Configurable FOV to change (option menu or hotkey) the aspect of the field of view in an easy way and

      -Surface HUD as those in modern ships or the space shuttle, and option to switching between the normal Pioneer HUD and the new HUD. The HUD will show the level horizon lines and a compass. Information will be relative to the selected planet.

      Greetings

    • #79320
      GeraldineGeraldine
      Participant
      SeanN wrote:
      robn wrote:
      That’s really cool. Do you know how it might work if you have multiple missions open?

      Perhaps each mission accepted on the list could have its own color blob that corresponds to the system on the galactic map (as long as the colors weren’t the ones used for the present system and hyperspace navigation blobs).

      To answer robn first, keep it simple, use different coloured blobs. At present Pioneer is using blue to show you where you are and green for a selected system, so basically any other colours that take your fancy.

      And for SeanN, yes that is along the lines I am thinking, but it could be refined by either by having different colours to represent different kinds of mission and further refine that by increasing the brightness of the colour depending on how soon the mission time ends. Or you could use coloured shapes around a star. Anything really to designate to the game player that these are important. Eg, a bright yellow triangle might mean a soon to be completed bombing mission or a dull purple square might mean a delivery mission that has plenty of time left. The game player would be able to tell at a glance looking at the galactic map what they need to attend to first. ๐Ÿ™‚

      And I will enter a feature request for the flight log, but need to think about how it might work first. I dont just want to write “gimmie a flight log!” ๐Ÿ˜† I will try and think about how it could work. ๐Ÿ™‚

      Incidentally, if people are thinking about features they would like to see in Pioneer, do check out the super massive “Ideas For Elite IV” thread at the Frontier forum. Never have I seen a game’s features analysed and argued about by a gameplaying community in such detail and over such a long period of time. Someone might as well use that honey pot of ideas ๐Ÿ™„ Be warned though, it’s big as in the Douglas Adams sense of the word, here is a link http://forums.frontier.co.uk/showthread … 86&page=21 ๐Ÿ˜‰

    • #79321
      ollobrain
      Participant

      no the elite 4 ideas if they can be slowly added to pioneer by the contributing programmers is a good idea, elite 4 doesnt exist so all youre taking are ideas from this and other space based games and putting em into an open source mix

    • #79322
      GeraldineGeraldine
      Participant

      I mentioned that thread because it is a cornucopia of ideas for the ultimate space sim. Many of them are perhaps beyond the resources of the Pioneer project, but there are many more that might be possible to implement. It’s not like say, FRONTIER DEVELOPMENTS are making use of them! ๐Ÿ™„ Besides a good idea is still a good idea no matter it’s source ๐Ÿ˜‰

    • #79323
      ollobrain
      Participant

      as u say resources and time this is all personal developer free time contributions and its all appreciated. Having a look at the ideas about 1/3 my guess are simple things that can probably be done the others would require sourceing more willing contributors

    • #79324
      fluffyfreak
      Participant

      Hi,

      I recently forked the project so I could start to fixup the MSVC project files (they’re committed on my fork by the way) when I noticed that the terrain was “jumping” when I moved the camera around.

      I was on the surface of a large planet (I will post later with the name & location, I don’t have it on this PC) in the external camera view. If you rotate the camera around the ship in this view all of the terrain jumps up and down whilst the ship stays still. This looks like a floating point precision problem reaching different results for rendering the terrain dependent on the camera view position.

      Is this a known issue?

      Andy

      PS: also the game is fantastic, I really hope that by working on my fork I can add something useful and meaningful to an already great project ๐Ÿ˜€

      my fork:

      https://github.com/fluffyfreak/pioneer

    • #79325
      Brianetta
      Participant

      The terrain generator is iterative. The ground outside jumps up and down until the generator’s last iteration is done, and the ground is rendered at its highest resolution. I think this can also mean that the spot where your ship is landed might sometimes not actually be on the ground any more, especially in canyons, although I haven’t tested that in great detail yet.

    • #79326
      Brianetta
      Participant
      fluffyfreak wrote:
      PS: also the game is fantastic, I really hope that by working on my fork I can add something useful and meaningful to an already great project ๐Ÿ˜€

      my fork:

      https://github.com/fluffyfreak/pioneer

      Definitely! We buy in completely to the GitHub fork ethic. If you have something in your forked repository that is complete, and you’d like it to be considered for inclusion (or just for testing) then feel free to make a pull request of it. This will automatically create an issue on the tracker, and we’ll all be able to see, review, test and discuss your contribution right there.

    • #79327
      robn
      Participant
      fluffyfreak wrote:
      I recently forked the project so I could start to fixup the MSVC project files (they’re committed on my fork by the way)

      Thank you so much. I’ve been trying to get them updated myself but I might as well be on another planet when it comes to MSVC. I will merge shortly.

      Quote:
      PS: also the game is fantastic, I really hope that by working on my fork I can add something useful and meaningful to an already great project ๐Ÿ˜€

      I’ve started tracking your fork so I’ll keep an eye on what you’re doing. If you’re intending to get serious about Pioneer dev please familiarise yourself with the Development Model. Welcome!

    • #79328
      robn
      Participant
      Brianetta wrote:
      The terrain generator is iterative. The ground outside jumps up and down until the generator’s last iteration is done, and the ground is rendered at its highest resolution. I think this can also mean that the spot where your ship is landed might sometimes not actually be on the ground any more, especially in canyons, although I haven’t tested that in great detail yet.

      Yes, the terrain height can change under you, for better or worse. I too have not tested in detail and don’t yet fully understand the issues (eg can the terrain under you change such that you’re suddenly inside a mountain?)

    • #79329
      s2odan
      Participant

      Ah this is a different issue I believe, I call it Jitter, but Im not sure of the ‘proper’ name for it ๐Ÿ™‚ If you land on said planet it should go away and as far as I know will only appear if you are moving relative to said planet. I know, I’m terrible at explaining stuff ๐Ÿ™‚ Here’s a video showing it in action as well as another bug related to the Earth terrain which I really should fix (those potholes you can see over the landscape increase with height and it looks wrong up-close):

      [youtube]http://www.youtube.com/watch?v=XkuPqMhN_vU[/youtube]

      Quote:
      (eg can the terrain under you change such that you’re suddenly inside a mountain?)

      Thats the nature of the fractals. If you were to make a save landed in a valley or by a cliff face or some sharp terrain piece, when you load up the game your ship would be inside the planet until it can finish loading enough iterations of the terrain for the shape to resemble what it was. ๐Ÿ™‚ The opposite for if you land on a spire, you will be high up in the air until the spire is calculated.

      There are some situations too where if you fly down to a feature from orbit with too-high detail settings then its possible you could land on a flattish area and end up inside the spire of a mountain once loading has finished, but that would require a slow cpu and the very-very high detail setting.

      There might be some ways of alleviating this, and in-fact I have already tried a few methods for building the terrains and one of those may have already helped alleviate this issue simply by keeping the larger mountain shapes at a very low octave number (less iterations required/possible) and using smaller noise to ‘fill’ it in. But it will never be completely gone.

    • #79330
      robn
      Participant

      Is there a way we could arrange that priority be given to generating the terrain immediately under the player? I imagine the memory overhead of tracking the progress of terrain generation over an entire area could be prohibitive. It might work though as I assume that determining the final height for a single point is actually quite fast (relative to generating an entire large area).

      I really must learn how the terrain engine works to be able to contribute more usefully to these kind of discussions…

    • #79331
      fluffyfreak
      Participant

      @s2odan,

      Yes that’s exactly the issue I’ve seen ๐Ÿ™‚ I don’t think it is the terrain regenerating the patch as you are sat on the ground. I’ll take a look at it as I have some experience with terrain generation and rendering.

      @everyone,

      Thanks for the warm welcome! ๐Ÿ˜€

    • #79332
      ollobrain
      Participant

      welcome aboad sounds like a reasonable progress is going to be made

    • #79333
      s2odan
      Participant
      fluffyfreak wrote:
      I don’t think it is the terrain regenerating the patch as you are sat on the ground. I’ll take a look at it as I have some experience with terrain generation and rendering.

      Oh thats a different issue, the one where the patches update/generate and you are inside the ground or high in the air… This issue in the vid (which you experienced) is not fractal based, but some engine/rendering issue.

      Quote:
      I’ll take a look at it as I have some experience with terrain generation and rendering.

      I too at first thought it was a floating point precission thing but now Im not so sure. (Although the ‘jitter’ is highly indicative of that) So maybe thats the best place to start if we both came to that conclusion.. But I have a sneaking suspicion in the back of my mind that I have been here before ๐Ÿ™‚ Good luck commander ๐Ÿ™‚

    • #79334
      s2odan
      Participant
      Quote:
      Is there a way we could arrange that priority be given to generating the terrain immediately under the player?

      Hey, sorry I thought I replied to this. Short of having dynamically changing values which control the terrain loading I don’t know how that could be done.

      In Geosphere.cpp at the top are the values I am referring to.

      Hmm yes I think if : #define GEOPATCH_SUBDIVIDE_AT_CAMDIST 5.0 could be a dynamic value set to about 0.1 on load and scale upwards to 5.0, then it would do something like this. But I’m pretty sure that if you change any of those settings there that the whole terrain would simply have to be rebuilt from scratch, just like if you changed detail levels which defeats the purpose of that ๐Ÿ™

      Basically what that value means is how far away from the ship/camera the land will be before we load up the next level of quality. So a really low number like 0.1 would mean that we strongly concentrate on loading up what is right next to us, and the quality falls off very quickly with range from camera.

    • #79335
      robn
      Participant

      Yeah, I don’t imagine for a moment that it would be a simple tweak. I’ll put it away somewhere near the back of my head for later pondering.

    • #79336
      tomm
      Participant

      You can play with lower detail level, but basically the terrain fractals should have a CPU budget. Some of the terrain fractals are probably using way too many octaves of perlin noise. Maybe not all of them are necessary to create the same effect

    • #79337
      CreepyStepdad
      Participant

      Has anyone else had trouble landing large ships? So far I have tried to land two large ships on autopilot, and both times they decided to kill themselves.

    • #79338
      robn
      Participant

      Yes, actually. I’m finding they struggle on massive planets, usually descending too fast. I haven’t tested thoroughly though. Please open an issue for this so with a ship and planet that you can reproduce this at. We can then get on with some serious testing and determine a course of action. Thanks!

    • #79339
      Brianetta
      Participant

      Some ships might not have the thrust to mass ration needed to land safely on all planets. Some might not have enough to take off at all. These things are possible; they have to obey our laws of physics, after all.

      Perhaps the autopilot can do some checking first. If you ask it to land at a surface starport, it could check the mass and radius of the planet to determine the surface gravity, and then loudly inform the player if that gravity force exceeds that of the ventral thruster (the one underneath, that does the landing and takeoff).

    • #79340
      CreepyStepdad
      Participant
      robn wrote:
      Yes, actually. I’m finding they struggle on massive planets, usually descending too fast. I haven’t tested thoroughly though. Please open an issue for this so with a ship and planet that you can reproduce this at. We can then get on with some serious testing and determine a course of action. Thanks!

      Oh, so it’s reality that’s the problem. Damn you, reality! ๐Ÿ‘ฟ

      I’ll try to give concrete examples of ship and planet combo soon if still needed. Thanks.

    • #79341
      MarcelMarcel
      Participant

      Brianetta, I went to close issue #46 a few days ago and noticed that you already did. Thanks for that and all you do. I haven’t encountered the problem for a few alphas, until now. Unfortunately alpha 14 crashed with the message;

      Error: space station model airport_1 does not specify valid ship_dock_anim positions.

      I assumed it was caused by the system clock vs. game clock issue, but now I’m not sure. I was flying from Eugene to Gates on autopilot in real time. I’m not sure How long it ran before the game crashed. I went and did some chores and found the red screen when I returned. GitHub says I don’t have permission to reopen the issue.

    • #79342
      Brianetta
      Participant

      Thanks, Marcel. The issue has been re-opened, as promised.

    • #79343
      SubV
      Participant

      The autopilot, when used on Natrix ship isn’t working properly (PSS a17). It keeps crashing me, especially when I try to dock with space station.

      I’ll open an issue if needed.

    • #79344
      robn
      Participant
      SubV wrote:
      The autopilot, when used on Natrix ship isn’t working properly (PSS a17). It keeps crashing me, especially when I try to dock with space station.

      Reported in #856. Fixed in latest nightly and in alpha 18 (releasing next week).

    • #79345
      whisper979
      Participant

      I hope this is the right place to post this. I am using alpha 19. I have never been able to save a game. Actually, that’s not true. I can save all I want but when I load a game, the game either crashes or the game loads but my ship won’t move in any way. What information do you need about my OS or system? I really don’t have a problem with not being able to load a saved game because I find Pioneer entertaining even when I have to start from scratch every time. I thought that I should report it though in case this is an issue with the game on certain hardware/os combinations.

    • #79346
      Luomu
      Participant
      whisper979 wrote:
      or the game loads but my ship won’t move in any way

      The game is paused when the game loads, make sure you haven’t missed that. Also, saves between alpha releases aren’t guaranteed to be compatible, so this can account for some crashes.

    • #79347
      whisper979
      Participant
      Luomu wrote:
      The game is paused when the game loads, make sure you haven’t missed that.

      *hangs head in shame*

      I hope that’s not my issue ๐Ÿ˜ณ

    • #79348
      whisper979
      Participant

      With Alpha 19 and 20. If you start a new game and fly directly to Enki Catena, then use auto-pilot to land, you will crash on the spaceport every time. I love this game! Keep up the good work!

    • #79349
      pazuzu
      Participant

      Alpha 20, on Win 7 Ultimate 64bit: opening the 3d starmap crashes the game, all the time.

      Thanks to all the devs, I’ve been waiting for this for as long as I can remember!

    • #79350
      Brianetta
      Participant

      As the thread’s title hints, there is an issue tracker. Please do take the time to describe the problem on the issue tracker. Include the contents of your opengl.txt file, and describe exactly what you did to make the crash happen. Bear in mind that (since we wouldn’t have released alpha 20 if we knew it crashed so obviously) the dev team are unaware of this, and have not seen it happen at all.

      Also include details of any modifications you have made to the game, such as additional data files, models or Marcel’s home towns.

      We do know about Enki Catena. We’re ignoring it for the time being; an asteroid’s no place for a city anyway.

    • #79351
      pazuzu
      Participant

      You are right, will do when I manage to find opengl.exe, where is the file location?

    • #79352
      pazuzu
      Participant

      nvm, found it

    • #79353
      MarcelMarcel
      Participant

      Fwiw, I just flew to Enki Catina from La with my hometowns and my wip spacestations installed. The crash wasn’t fatal, but here’s what I saw when I landed.

      [attachment=1095:Enki Catina.jpg]

      Yeah, It’s no place for a city, but a small mining base would be appropriate.

    • #79354
      Brianetta
      Participant

      Unfortunately, almost the entire terrain there is steeply sloped. Asteroids need an entire rethink of bases and docking. The current landing pads are not the solution.

    • #79355
      quinn2084
      Participant

      I noticed an inconsistency with the star map. It appears that the right-ascensions are off by 180 degrees (or 12 hours). Look at Barnard’s Star. This was the only place I could find to post this, as the other sites I’m getting “page not found” etc. Let me know if this is the right place to post, and if so, I’ll continue my with the details. Thanks.

    • #79356
      Brianetta
      Participant
      quinn2084 wrote:
      I noticed an inconsistency with the star map. It appears that the right-ascensions are off by 180 degrees (or 12 hours). Look at Barnard’s Star. This was the only place I could find to post this, as the other sites I’m getting “page not found” etc. Let me know if this is the right place to post, and if so, I’ll continue my with the details. Thanks.

      The place to report bugs is still the issue tracker.

      Firstly, though, are you sure there’s a problem? I have no idea how you’re measuring right-ascension in the game, but Barnard’s Star is in the same approximate direction as the galactic centre, which is right.

    • #79357
      quinn2084
      Participant

      Thanks for replying. The right-ascension of the galactic center is about 18 hours, and so is Barnard’s Star — you’re right. But they are, then, both pointing in the wrong direction. Look at the stars in this wikipedia link http://en.wikipedia.org/wiki/List_of_nearest_stars — Starting from Sol, if you face the First Point of Aries (0hrs right ascension, 0 degrees declination), Barnard’s Star is shown to the RIGHT, not the LEFT. The Pioneer Star Map shows Barnard’s Star to the left (if you face the First Point of Aries on the Star Map from Sol). I’m pretty sure the First Point of Aries, in the Pioneer Star Map, is in the direction, from Sol, toward the Sector Coordinate (0,1,0); and Polaris (90 degrees declination) is in the direction, from Sol, toward the Sector Coordinate (0,0,1), yes? I think I know what happened — when you laid the coordinates down you went in a clockwise direction when using the right-ascension, but you should have gone counter-clockwise. Just trying to help… It’s a great game.

    • #79358
      Brianetta
      Participant

      You’re going to have to log an issue there. I might be confusing myself greatly, but the local stellar neighbourhood looks OK to me.

    • #79359
      s2odan
      Participant
      Quote:
      Barnard’s Star is shown to the RIGHT, not the LEFT. The Pioneer Star Map shows Barnard’s Star to the left (if you face the First Point of Aries on the Star Map from Sol).

      We’ve discussed this before, we came to the conclusion that when factoring in the centor of the galaxy then we are displaying them correctly.

      If however SOL was to the left/west of center in Pioneer instead of to the right/east, then they would be wrong. We had some reference images knocking about, I think Brianetta found them, they showed our stars to be in approximately the correct place when looking towards the galactic center from Earth.

      But like Brianetta said, make an Issue on the tracker if your convinced its wrong. We’d certainly like it to be correct ๐Ÿ™‚

      EDIT//

      Sorry I didn’t thoroughly read your post.

      Quote:
      But they are, then, both pointing in the wrong direction.

      Yeah pretty much, I always imagined it would be correct if looking from the bottom instead of the top ๐Ÿ™‚ (looking from Z- to Z+, instead of Z+ to Z-). So if you tilt your head round, they should be facing the right way hehe

    • #79360
      quinn2084
      Participant
      s2odan wrote:
      Quote:
      Barnard’s Star is shown to the RIGHT, not the LEFT. The Pioneer Star Map shows Barnard’s Star to the left (if you face the First Point of Aries on the Star Map from Sol).

      We’ve discussed this before, we came to the conclusion that when factoring in the centor of the galaxy then we are displaying them correctly.

      If however SOL was to the left/west of center in Pioneer instead of to the right/east, then they would be wrong. We had some reference images knocking about, I think Brianetta found them, they showed our stars to be in approximately the correct place when looking towards the galactic center from Earth.

      But like Brianetta said, make an Issue on the tracker if your convinced its wrong. We’d certainly like it to be correct ๐Ÿ™‚

      EDIT//

      Sorry I didn’t thoroughly read your post.

      Quote:
      But they are, then, both pointing in the wrong direction.

      Yeah pretty much, I always imagined it would be correct if looking from the bottom instead of the top ๐Ÿ™‚ (looking from Z- to Z+, instead of Z+ to Z-). So if you tilt your head round, they should be facing the right way hehe

      Thanks. I will log an issue once I save up my 7 bucks to join ๐Ÿ˜‰ (or don’t I have to to pay to log an issue?? I tried clicking on “new issue” but it took me to “page not found.”) I really tried doing that, too, i.e. looked at Sol from the direction of the Southern Cross (or from sector 0,0, -1), but it doesn’t work. It then puts Barnard’s Star in roughly the correct spot but all the other stars are then mirrored and in the wrong spot. I’m pretty sure it’s because the stars were laid down using a “standard” clock for the right ascension which goes clockwise, but it should have been laid down in a COUNTER clock wise position … E.g. if midnight (0 hours) points to the top and noon (12 hours) points to the bottom, then 18 hours (as Barnard’s Star is) points to the RIGHT, not the left. It is counter-intuitive, I know, but that’s how it is because (as many of you know) we pretend Earth stays still and the stars spin around us, for simplicity’s sake.

    • #79361
      robn
      Participant
      quinn2084 wrote:
      Thanks. I will log an issue once I save up my 7 bucks to join ๐Ÿ˜‰ (or don’t I have to to pay to log an issue?? I tried clicking on “new issue” but it took me to “page not found.”)

      Its free. You only have to pay to host private projects there. We do all of Pioneer’s project management there and don’t pay a dime. I have heard that the signup can be hard to find though. It’s here: https://github.com/signup/free

    • #79362
      Ziusudra
      Participant
      quinn2084 wrote:
      I tried clicking on “new issue” but it took me to “page not found.”

      Internet Explorer has issues with the GitHub site. If you’re logged in it should be OK, or you can use another browser, like Chrome.

    • #79363
      quinn2084
      Participant

      Okay, thanks, Robn and Ziusudra. I created my free account with your advice. I just logged the issue as:

      “quinn2084 opened this issue just now

      Star Map Right Ascensions Appear Off By 180 Degress”

      Here https://github.com/pioneerspacesim/pioneer/issues/1080

    • #79364
      Brianetta
      Participant

      That’s brilliant. Please take a look at the changes we’re proposing here (includes pictures), and add comments with any of your thoughts.

    • #79365
      quinn2084
      Participant

      Thanks, Brianetta, looks good! And I’m glad to see I wasn’t losing my mind, or just being plain ignorant!

    • #79366
      Brianetta
      Participant
      quinn2084 wrote:
      Thanks, Brianetta, looks good! And I’m glad to see I wasn’t losing my mind, or just being plain ignorant!

      I haven’t quite ruled out the possibility that we both have…

    • #79367
      quinn2084
      Participant
      Brianetta wrote:
      quinn2084 wrote:
      Thanks, Brianetta, looks good! And I’m glad to see I wasn’t losing my mind, or just being plain ignorant!

      I haven’t quite ruled out the possibility that we both have…

      LOL! Ah yes, good point.

    • #79368
      Skodyn
      Participant

      How do you add a Label like ‘Feature Request’ to a new issue? or is that done by you Brianetta?

    • #79369
      robn
      Participant
      Skodyn wrote:
      How do you add a Label like ‘Feature Request’ to a new issue? or is that done by you Brianetta?

      Yeah, we add labels to help us track and categorise things. You just write the words, we take care of the rest ๐Ÿ™‚

    • #79370
      ollobrain
      Participant

      the anti clockwise changes seem reasonable enough better graphical and tactical overlay

    • #79371
      greywolf
      Participant

      This concerns the alpha 23 builds only (from the beginning of alpha 23 – I was hoping the problem would go away after a couple of builds): CTD when pressing F2 (map), with shader only, no error message. Without shader, everything is fine. I have never seen this happening with alpha 22 or older.

      My PC is AMD triple core, 4 GB RAM, ATI 3650 card (latest drivers), Vista Home Premium, plenty of disk space, resolution 1280×1024, all parameters set to max (performance is great).

      By the way: I tried Pioneer on a somewhat older Thinkpad, too. Crashes within a couple of seconds or minutes, sometimes within flight, sometimes after landing, CTD with the typical Microsoft message. Tried to play with minimum parameters, no change.

      It’s a 1.5 GHz Intel CPU, 1 GB RAM, ATI 7500 Mobility, XP, also plenty of disk space. It’s a shame, because Pioneer plays great even on that PC, as long as it lasts. I assume Pioneer is simply not compatible with the old graphics card – or does anyone have an idea?

    • #79372
      Ziusudra
      Participant

      The first is a known issue, #1062. Though it is interesting that it only started happening for you with alpha 23 dev builds. Are you using the builds from here?

      BTW, an actual version number is more useful than “latest drivers”.

    • #79373
      robn
      Participant

      Problem was traced to a Radeon driver bug. A workaround has been implemented and is in the latest nightly. Please try it and let us know how it goes: https://sourceforge.net/projects/pionee … s/nightly/

    • #79374
      greywolf
      Participant

      Thanks guys – fix works.

      Regarding your questions and comments:

      – Yes, I do download the builds from that link.

      – Yes, the problem did not appear before alpha 23.

      – I had updated my graphics drivers only about a couple of weeks ago. But, of course, you’re right, I should have provided version number and date: It’s 8.961.0.0, dated 4/5/12. Which makes me think: Could it be that the problem wasn’t introduced by the alpha 23 builds but rather by updating my graphics drivers? It must have been at about the same time.

      Thanks again, for the quick fix AND for the great game!

    • #79375
      Ziusudra
      Participant

      Yeah, it turned out to be a problem with recent ATI drivers. Other reports of the bug have come as long ago as alpha 20.

      Edit:

      Thanks for the report, follow up and confirmation.

      Now for the thinkpad, could you please provide the stderr.txt, stdout.txt, and opengl.txt which are in the My Documents/Pioneer folder?

    • #79376
      greywolf
      Participant

      Here you go:

      stderr.txt is empty

      opengl.txt:

      OpenGL version 1.3.3927 WinXP Release, running on ATI Technologies Inc. MOBILITY RADEON 7500 DDR x86/SSE2

      Available extensions:

      GL_ARB_multitexture

      GL_EXT_texture_env_add

      GL_EXT_compiled_vertex_array

      GL_S3_s3tc

      GL_ARB_texture_border_clamp

      GL_ARB_texture_compression

      GL_ARB_texture_cube_map

      GL_ARB_texture_env_add

      GL_ARB_texture_env_combine

      GL_ARB_texture_env_crossbar

      GL_ARB_texture_env_dot3

      GL_ARB_texture_mirrored_repeat

      GL_ARB_transpose_matrix

      GL_ARB_vertex_blend

      GL_ARB_vertex_buffer_object

      GL_ARB_window_pos

      GL_ATI_envmap_bumpmap

      GL_ATI_map_object_buffer

      GL_ATI_texture_env_combine3

      GL_ATI_texture_mirror_once

      GL_ATI_vertex_array_object

      GL_ATI_vertex_streams

      GL_ATIX_texture_env_combine3

      GL_ATIX_texture_env_route

      GL_EXT_abgr

      GL_EXT_bgra

      GL_EXT_clip_volume_hint

      GL_EXT_draw_range_elements

      GL_EXT_fog_coord

      GL_EXT_multi_draw_arrays

      GL_EXT_packed_pixels

      GL_EXT_point_parameters

      GL_EXT_rescale_normal

      GL_EXT_secondary_color

      GL_EXT_separate_specular_color

      GL_EXT_stencil_wrap

      GL_EXT_texgen_reflection

      GL_EXT_texture3D

      GL_EXT_texture_compression_s3tc

      GL_EXT_texture_cube_map

      GL_EXT_texture_edge_clamp

      GL_EXT_texture_env_combine

      GL_EXT_texture_env_dot3

      GL_EXT_texture_filter_anisotropic

      GL_EXT_texture_lod_bias

      GL_EXT_texture_object

      GL_EXT_texture_rectangle

      GL_EXT_vertex_array

      GL_HP_occlusion_test

      GL_NV_texgen_reflection

      GL_NV_blend_square

      GL_NV_occlusion_query

      GL_SGI_color_matrix

      GL_SGIS_texture_edge_clamp

      GL_SGIS_texture_border_clamp

      GL_SGIS_texture_lod

      GL_SGIS_generate_mipmap

      GL_SGIS_multitexture

      GL_SUN_multi_draw_arrays

      GL_WIN_swap_hint

      WGL_EXT_extensions_string

      WGL_EXT_swap_control

      stdout.txt:

      SDL_GetVideoInfo says 32 bpp

      Initialized Legacy renderer

      Epsilon Eridani:

      height fractal: Flat

      colour fractal: StarK

      seed: 3197673032

      Icarus:

      height fractal: MountainsVolcano

      colour fractal: Desert

      seed: 13

      Atlantica:

      height fractal: HillsNormal

      colour fractal: TFPoor

      seed: 8

      New Hope:

      height fractal: MountainsNormal

      colour fractal: EarthLike

      seed: 43

      Hades:

      height fractal: RuggedLava

      colour fractal: Volcanic

      seed: 191082

      Hercules:

      height fract

    • #79377
      CodyCody
      Participant

      I had a long-running saga with my old ATI 3650 and OpenGL, then when AMD took over, bugs in drivers became a regular problem. Great GPUs generally, but their drivers often stink. I’ve since switched to nVidia, such is my devotion to OpenGL games – much goodness!

    • #79378
      dymensia3d
      Participant

      I'm experiencing some crash issues with the latest alpha24. Robn suggested I get the latest nightly build which I did and the crashes have gone away, that is until last night <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      I've tried many times this same process which I will describe as best I can.

      I'm starting on earth and taking a nice slow trip all the way out to Pluto stopping at every orbital base along the way to practice manual maneuvering etc. Then on to the next planet, and so on.

      I've had no crash issues until my last trip out to the last spaceport in SOL. It is a long way out, many AU and it seems there is a large cargo ship at the destination perhaps because the distance to it is also many AU. When I depart the station and set course and hit time acceleration it always crashes with this same message below:

      Error:[string"modules/TradeShips.lua"]:638:unable to resolve method or attribute 'flightState'

      stack traceback:

      [C]:

      in function'__index'

      [string

      "modules/TradeShips.lua"]:638:in function<[string "modules/TradeShips.lua"]:637>

      I'm reloading my saved _autosave each time to try the journey again with different time accelerations and always will crash to desktop with the same error but perhaps with different number.

      (instead of 637 it could be 722 or something)

      I am assuming that perhaps the program is having difficulty managing that far away ships' position during time compression.

      I am a new player and just trying to tour our solar system before heading out into other systems while learning the controls etc.

      Thanks for all the assistance I've been getting already from Robn and others.

      As an ex-player of wingcommander and privateer, I love this sim <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      Awesome work !

      jt

    • #79379
      Ziusudra
      Participant

      Please submit a bug report to the GitHub project

    • #79380
      dymensia3d
      Participant

      Roger that Ziusudra. . .

    • #79381
      MarcelMarcel
      Participant

      I just landed on Phobos base in alpha 25. I was on autopilot and my hometowns for alpha 25 mod was installed, so it was a mushroom 2 station. The autopilot stopped 10 km above the base after rolling level and extending the undercarriage. The Eagle just rocked from side to side and wouldn't descend. I switched to speed control and attempted to gently set down but passed through the pad surface. Rising again and switching to manual, I was able to touch down normally. Has anyone else experienced this and do you think it's worth an issue report? The terrain of course is very rough. The bottom of the tower was mostly covered but the pads were well above ground. By the way, Phobos is looking great!

    • #79382
      Skodyn
      Participant

      I had a similar crash on Deimos yesterday Marcel using the constrictor, will try Phobos and Deimos later with the eagle as well and get back to you. On memory I thought one of the towers was a bit too close to the pad

      Edit: I had no problems at all, is this not similar to the Enki Catena problem, btw I did have your latest hometowns mod installed

    • #79383
      MarcelMarcel
      Participant

      I didn't experience a crash. The autopilot simply refused to land. When I went through the surface of the pad, again I didn't crash, there was no collision detection. That was alpha 25. I'm now using build 9cbb4b-win32. I'll head off to Mars and see what happens.

    • #79384
      Skodyn
      Participant

      Yes I knew that, I should have said I had that happen as well as crashing, when I could not land and the thrusters stopped working and the status said I had landed but the ship was just stuck there hovering above the pad. I was just suggesting maybe it's the same or a similar issue

    • #79385
      Overlord
      Participant

      Just thought I'd mention that there are two systems called "Inur". At 2,3,7 and 4,7,1. I very nearly missed my delivery deadline for 1400 notes cos the search box gave me the wrong one!

    • #79386
      MarcelMarcel
      Participant

      I just landed on Phobos in build 9cbb4b-win32. I installed potsmoke's sport stations so this time the station was his sport_hostile. The Eagle did the same thing, rocking side to side above the pad, but this time it only lasted a few seconds then the ship landed normally. I wonder if the autopilot is having trouble because of the small radius and rough terrain. The height of the landing pads is different between the mushroom and the hostile stations, so that probably affects it too.

      Just tried to land on Deimos. The moon is a total hedgehog, completely covered with tall spikes. The port was potsmoke's outdoor pad, down at the bottom of a deep hole. I managed to get close enough to the pad to see that there were spikes poking through it. Totally unlandable. Tomm isn't going to get any unwanted visitors in this build, that's for sure!

    • #79387
      Overlord
      Participant

      I just tried landing on Venus and have had some difficulty even getting to the surface. I was using the set speed function and >> stardreamer speed and the ship was moving towards then away while facing directly at the surface. When I managed to reach the surface, I hovered at 30 metres and tried to use set speed again to fly along and the ship was flying in all directions on its own. It wasn't turning, just a combination of forwards, backwards and side strafing. It was as if Venus was moving around me!

      I'm a bit daunted by the git thing so thought I'd post here to begin with in case someone else wants to check it first. Am on stock alpha 25, windows32.

    • #79388
      walterar
      Participant

      Overlord The A25 is a bug, get the new here.http://sourceforge.net/projects/pioneerspacesim/files/nightly/pioneer-d90d5d8-win32.7z/download

      Marcel, you complain? Look what happened to my beautiful new ship.

      [media]http://youtu.be/TjrQHkgwMI0[/media]

    • #79389
      Brianetta
      Participant
      'Overlord' wrote:

      Just thought I'd mention that there are two systems called "Inur". At 2,3,7 and 4,7,1. I very nearly missed my delivery deadline for 1400 notes cos the search box gave me the wrong one!

      There are probably a million or so stars with names in the galaxy, and only thousands of possible names. Duplication will inevitably happen, especially with the two-syllable names. Your contact on the bulletin board will have told you which Inur he meant, by giving you the sector coordinates. The search function only looks around the nearest few sectors. The number varies, but it's not very far. The best thing to do is move the map to the sector in question, and use the search if you're still having trouble spotting your destination.

    • #79390
      Potsmoke66
      Participant

      @walterar,

      ok, that looks common to me (except for the planet, this seems to be a exceptional place)

      yeah, that happens often, hey you had a tiny spot of landing pad visible, throw the autopilot overboard and land carefuly on that little patch <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ /> that works.

      cruel is also when the surface of the planet has nearly the same level, you will never dock it use to "suck" you on the planets surface, but you can launch then and the docking sequence probably gets engaged then.

      hmm, how high we should make a landing pad?

      really i know this problem well, but i didn't take it hard.

      in such a case like yours, hmm… if there wouldn't be a tiny spot of landing pad visible, i would even try to land manually and see that i can get under the surface, should work probably.

      all just a matter of will <img src='http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif&#8217; class=’bbc_emoticon’ alt=’;)’ />

      no, perhaps one fine day we have at least a slightly flattened terrain around the spaceport, even if i dislike the idea of complete flattened ground for the whole city.

      another experiment i started once, but it's more a "mindgame", i tried to figure out that you can/could build city tiles, large city tiles, this comes close to, i guess it was greoxydes idea.

      be warned walterar my new spaceport is even lower in level (30m above surface, but i made it easy to change height therefore, right on top of the script you can enter the position of the spaceport, so it's not bound to 30m above surface, you can give it easy any height desired) but therefore far larger (300x300m), works halfaways with the above described method, land manually on the visible part of the landingpad.

      not to tell what happens if you unfortunately have to mess with the "microspaceport", i guess the "imperial interceptor" has no chance to land there <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:)’ />

      no matter which terrain level. but since the "microspaceport" is centered on it's sole landing pad, the landing pad will be mostly rake out of the ground, even when it's levelled relatively low.

      what can be done and it was once on my mind, i can alter the "archology" (that giant mushroom thing) to a spaceport, with two or three landing pads raking out of the top section, this will be always high enough. two different ideas i have to that.

      [attachment=1458:PICT1251.JPG]

      while the "dock similar to a spacestation" i feel is a interesting variation to a spaceport. instead of landing you will have to approach this like a spacestation.

      oh, i had i new idea, it could look also like… hmm how should i say… a giant sandwich or a wedding cake, if you can follow this idea.

      pads would be in center of the building, so it's granted they will be above the surface, instead to have pads arranged around the tower, the pads will build the tower.

    • #79391
      Potsmoke66
      Participant

      @marcel, landing pads have no collision detection due to the geomflag setting for the pad, they work only to detect landing.

      actually i altered my new spaceports to have a "real" collision detection, but this solves nothing of course, it makes it only harder and i mean HARDER to land.

      in other words, if you land with the autopilot you receive always a slight damage.

      now i like such, but i'm not sure if everybody will like it.

      the reason for above older issues is not to clear to me, also it never accured to me, further does such persist? any experiences?

    • #79392
      greywolf
      Participant

      Alpha 28 Problem:

      When trying to launch Pioneer Alpha 28 I get this error message:

      "Assertion failed!

      Program pioneer.exe

      File ./../SmartPtr.h

      Line 28

      Expression m_ptr"

      While I'm at it: I couldn't get Alpha 27 to run, too, but for a different reason (Alpha 26 works fine):

      When trying to lauch Alpha 27 a red screen comes up displaying this message:

      "Error: [string "modules/pioneer brian.lua"]:139:attempt to index global 'EventQueue' (a nil value)

      stack traceback:

      [C]: in function '__index'

      [string "modules/pioneer brian.lua"]:139:in main chunk"

      There is an OK button, but when I press it there is the normal Windows message, something like "pioneer.exe doesn't work anymore and must be closed".

      I didn't report it because I was hoping it would be resolved with the next release – also because I didn't have time to play anyway.

      As there isn't a problem with Alpha 26, it looks like software-related problems. On the other hand, I'm surprised that I seem to be the only one having these problems.

    • #79393
      Brianetta
      Participant

      Looks like you have some scripts in your data directory that you added later. Try remving them. If problems persist, an issue tracker is now available.

    • #79394
      greywolf
      Participant

      Thanks Brianette. Both Alpha 27 and 28 appear to be ok now.

      The problem was caused by the file brian.zip in the pioneer folder within documents. I don't know (or remember) how this file got there. The file date is 5/14/2012. Within this ZIP there is only one file "modulespioneer brian.lua", dated 5/13/2012. Is brian.zip required for anything?

      (I haven't really played Alpha 28 today, but I could launch it and start from Earth.)

    • #79395
      Brianetta
      Participant

      Ah, I wondered why my name was involved. I just published that as a gist on gist.github.com, so it didn't have a name as such.

      Yes, many parts of the API have changed over the months, and an updated script would be necessary. I'd update it, but I know that things might change again soon.

    • #79396
      greywolf
      Participant

      I remember now. <img src='http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif&#8217; class=’bbc_emoticon’ alt=’:-)’ />

      Yes, I did use this cheat, to get around a little bit more.

      I like to play as an explorer rather than as a trader or fighter – and there are so many things to explore in Pioneer! It would be nice to be able to travel like, say, in Noctis where you can fuel up in "S06" systems. It shouldn't be too easy to travel around, but possible.

    • #79397
      Stas
      Participant

      In last alpha – natrix ship is not sale in shipyards

    • #79398
      Vuzz
      Participant

      due to his non equip with atmoshield, you can find the natrix only in space stations

    • #79399
      Stas
      Participant

      201305.58-linux32 – bad archive?

    • #79400
      robn
      Participant

      201305.58-linux32 – bad archive?

      It was truncated during upload for some reason. I’m uploading it again right now.

    • #79401
      GeraldineGeraldine
      Participant

      Hi folks

      Had a bug report on ModDB about the search function in the Windows 20135.87 build. System Gliese 393 ( location 1,2,0 ) wouldn’t lock on after using the search. Cant say I have encountered this bug myself. More details (and my replys) in the comments below the downloads.

    • #79402
      DevinJAM
      Participant

      was playing a game for a while and enjoying then it kept crashing again and again. i got the game saved and it crashs at the same spot. as i have a crew member land for me.

    • #79403
      Vuzz
      Participant

      Don’t think if it’s really a bug 

       

      On the last release Pioneer-20140223-win32, the dots in scanner seem too big 

       

      i found also the same problem in the extended view ( view of factions) in galaxy map .

       

      see :

       

      818125screenshot20140225201919.png

       

      899387screenshot20140225201936.png

       

       

      At the max dezoom it’s really unreadable

       

       

       

    • #79404
      lwho
      Participant

      This is not happening for me (Ubuntu 12.04.4, 64 Bits, self-compiled). I tried both tag 20140223 and current master (6e38538d9f03).

       

      I guess, it’s related to your OpenGL configuration . You should probably open an issue and attach your opengl.txt and output.txt there.

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