To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
The Pioneer development team are pleased to announce the release of Pioneer alpha 12. Builds for Windows, Mac OS X and Linux are available for download from the download page.
Changes for this release:
New features
* Music! 17 songs and scriptable music engine and control script (#233, #250, #171, #267)
* New star and planet images in system info view (#167)
* 'Home' key resets camera in external view (#199)
* Re-implemented and re-enabled old hill, mountain, volcano, desert and river terrains for Earth and Mars-like worlds (#211)
* New "dunes" terrain for Mars-like worlds (#211)
* Earth terrain tweaks: more noise variations and reduced mountain height (#211)
* System information (F7) button cycles through info tabs in system info view (#212)
* Pause buttons now toggles game settings if game is already paused (#217, #221)
* Can now set navigation target by clicking on bodies in the system info view. Navigation target will be highlighted in the info view. Body info is displayed on mouse hover (#220, #255)
* Lots of new and updated parts for facegen (#213)
* User configurable FOV support in the config file (#219)
* Distance and fuel required text in sector view now colourised to indicate if jump is possible (#227)
* Highlight populated systems in sector view (#242)
* Mouse can now control ship rotation in ship info and shipyard (#243)
* New Lua event onFrameChanged and dynamic body frame attributes to help determine which planet/station/etc a ship is near (#249)
Fixes
* Lua model args passed as doubles to avoid loss of precision (eg time) (#174, #176)
* Removed misleading F7/F8 text from zoom icons (#201)
* Pass alert state to Lua onShipAlertChanged event (#191, #195)
* Avoid loss of precision when calculating radius of very tiny bodies (#189)
* Hyperspace range is displayed correctly again (#222)
* Occasional crash in system cache pruning (#230, #237)
* Crash due to buffer overrun in sound player (#253)
* Fixed HDR lighting on Radeon (#87, #263)
* Replace broken hill/dune terrain with something that works
* Adjust Saturn, Uranus and Neptune so they have rings as appropriate
Internal changes
* All model timing now based of game time (#175, #178)
* City models are now loaded at startup (#71)
* All terrains optimised (octave count reduced) (#211)
* Optionally use ccache to speed up builds (#235)
* New HYPERSPACE and DOCKED flight states to explicitly describe some conditions instead of having to infer from other data (#89, #252)
Thanks as always to everyone who downloaded and tested a dev build, reported an issue, submitted an idea or left a helpful comment. As you can see there's been a lot of little tweaks and fixes over the last month and things are starting to feel very polished as a result 🙂
Great news robn
Had a qick fly around Sol to check out the sights. Saturn looks different!
Its getting there, but next time around it should look like this 🙂 :
[attachment=829:pioneer-msvc-9 2011-07-08 23-08-25-98.png]
Its a new terrain so changing seeds won't give you that one, but it will be in the next alpha. Although there is the old saturn terrain in alpha 12 and changin seeds could give you that one with rings instead of the jupiter one.
Saturn looks like this on the Mac version.
Alpha 12
Macbook Pro
Nivida GeForce 9400M
OS X 10.6.5
So the people seeing the gas giant rings through the planet, what graphics card do you have and what platform are you playing on?
Known issue, happens on all platforms and both Radeon and Nvidia, but only wth shaders enabled. I expect its another depth bug.
hi Robn I just turned the shaders off and yes, the rings are clipped correctly....
I never use em as I prefer the look of the game without them, at least for now. Y' know I was thinking there, that the last two screen shots of Pioneer I posted on here, were of Saturn. I really must try going to other systems more often 😳 Mind you, I also noted seed value of 14 in s20dan's pic. Looks like I will be going back to Saturn again! 😆
Nvidia Gtx285 + Win7x64 here.
Rings are clipping incorrectly in the pic I posted back there, although its harder to see as they rings are the same colour as the gas giant in that pic.
nVidia 470GTX, Win7 x64
With shaders enabled I can see the rings through planets too.
Unplayable. I have 1-2 fps. CPU: Athlon64 2 GHz (one core), GPU: GT 440,. What is more important? CPU or GPU? Or I have both too weak?
CPU is more important.
Were you able to play the previous alpha without problems?
cpu
Were you able to play the previous alpha without problems?
Certainly yes. After buying Geforce GT 440 I hoped, I can play this game on max details and with HDR lightning...how fast must be CPU to play without lags?
Well, the usual question first: do you have the latest nvidia driver? Your CPU should be just fine.
Yes. I've tested almost all version of drivers.
I've got more questions then 🙂
Does HDR off make a noticeable difference?
How about shaders off?
Does the situation matter, like being close to a city? Try debug starting point.
Does the intro screen lag as well?
Try two things for us if you could:
-press escape to bring up the options menu,
1) turn down city detail - does the framerate improve?
2) turn down terrain detail - does the framerate improve?
Also, if you leave it for a while does the framerate pick up after a while? Perhaps when the terrain has finished generating.
Oh and how much RAM do you have?
Nah thats not going to make much of a difference at all Im sorry to say. That card is good but Pioneer is very much CPU bound to the point of insanity. You'll have no trouble displaying the details, its just getting them calculated and on-screen in the first place thats the problem 🙂
If you bought the card to play Pioneer its not a total loss, as in the future the shaders and G-cards are only going to get more and more use as things are exported to shaders.
Try following FluffyFreak's and Luomu's advice and trying those couple of things.
You never know this may be a new bug. Although one thing strikes me as rather obvious in all this: You mentioned you had a single-core CPU, now pioneer always wants to use 2 cpus/threads unless told not to, so really it should act all slow like that and Im left wondering why in-fact it ran well before...
If you can compile your own copy from source you can easily fix this by removing the threading tag from wherever it is set 🙂 Brian(etta) knows more about this as he has had a similar problem before.
Does HDR off make a noticeable difference?
YES
IS BETTER
YES, IT'S BETTER AT DEBUG STARTING POINT
NO
YES
YES
it's variable. sometimes is for short time without lags, but after this game stutters.
2 GB RAM
No, I'm not a programmer. Could somebody compile such version without supoorts for two cores?
Here you go: Don't run with any details above medium or your asking for trouble 😉
file removed
Missing files:
libvorbisfile.dll
libvorbis.dll
and after copying these files I've got a message: could not find entry point for procedure vorbis_window in library libvorbis.dll 🙁
NO
YES
YES
it's variable. sometimes is for short time without lags, but after this game stutters.
Ah ok, I'll try to test this on a single-core machine tomorrow if it (the laptop) works.
The terrain generation and city rendering both seem CPU bound at the moment.
What the variable performance after a period of time hints at, to me, is that you're seriously CPU bottlenecked. This sounds like every time the game catches up on it's CPU work it has to suddenly do more because you've moved and the terrain once again must update.
There are things that in the future it'd be nice to do, like port the terrain generation to GPU (as an option), but that doesn't help you right now.
Best bet at the moment is turn down the city and terrain detail in the version that s20dan has built for you because the GPU might be able to render that much detail, but the CPU can't keep up with the generation side of it.
libvorbisfile.dll
libvorbis.dll
and after copying these files I've got a message: could not find entry point for procedure vorbis_window in library libvorbis.dll 🙁
Yeah sorry about that here you go:
[attachment=844:pioneer-nothread.7z]
I can't run it...after "simulation evolution of the universe countdown" is ended, game crash 🙁