The Pioneer development team are pleased to announce the release of Pioneer alpha 14. Builds for Windows, Mac OS X and Linux are available for download from the download page. This release features a new 3D galaxy view, a complex trade ships AI and in-system delivery missions.
New features
* 3D galaxy (#394, #429)
* Trade ships AI. Ships now dock, undock, hyperspace and buy and sell things (#412, #11, #448)
* Delivery missions to other starports in the same system (#388)
* Press CTRL while clicking time acceleration buttons to override the lockout due to nearby bodies (#417, #358)
* Settings to adjust terrain textures and fractal detail (#442, #416)
* Polish translation (#443)
* Lua attribute SBody.parent to find the parent of a system body (#359, #368)
* Lua methods Player.SetNavTarget and Player.SetCombatTarget to let script control player targets (#422, #444)
* Overdue deliveries will now be checked and reported as "failed" immediately after hyperspace (#445)
Fixes
* Remove a couple of hardcoded references to the data directory (#363)
* Fix crash when closing police form triggered from inside a advert (#371, #372)
* Fix occasional crash in DeliverPackage when cleaning up old ads (#123, #379)
* Fix inverted mouse control (#389)
* Tweak to texture scaling to make edges sharper (#391)
* Fix occasional crash when rendering certain hill terrains (#364)
* Fix flickering when HDR enabled (#266, #401)
* Fix crash when trying to display tooltips when their parent UI element is no long on screen (#59, #410)
* Disable thrusters when docking (#409, #418) and in hyperspace (#431)
* Restore NPC (Lua) hyperspace functions (#414, #362, #269, #426)
* Fix bug where NPC flight state was not reset upon exiting hyperspace
* Nereid now has a radius and can be found
* Don't allow scripts to jettison non-existent cargo (#430)
* Fix crash when selecting own hyperspace cloud remnant (#427)
* Fix occasional autopilot crash into planet (#424)
* Fix buy/sell message output (#452, #288)
Internal changes
* Lots of internal cleanups; silences many warnings under GCC (#373, #375, #389, #392, #383, #399) and MSVC (#434, #435, #436)
* New utility functions for floating-point comparisons (#389)
* Dump Lua engine state to file on exception in Lua module (#370)
* Lua documentation fixes (#380, #403, #475)
* Abstracted the HDR rendering pipeline into discrete components (#396)
* New string formatting system for translations and other strings (#405, #449)
* Gracefully handle attempts to load old savefiles (#428)
* Redirect stdio output streams to files in user dir. Do this by default on Windows builds.
* Use SDL mouse button defines instead of hardcoded numbers (#446)
Thanks!
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.
Great news robn. Looking forward to trying this one out with the new map! 😎
Sadly, it seems pointless playing because if you save a game in A14 (and i noticed this in the previous nightly build) and then subsequently try to load it, it gives you the "this save contains errors" message.
Confirmed, saved games refuse to load. Could this have something to do with the music player? The game reported something like unable to determine music player state. I also tried turning off the music, but got the same error. Otherwise this is a great release. Has something been done to the ship controls? Flying around "feels" better 🙂 Also the game reports on the title screen it is Alpha 15!
I cannot reproduce it on master, even if I enable sound and music, sfx is playing.
Change DisableSound to 1 in config.ini and it should make game load, but you will get no sound/music/sfx...
I noticed i didn't visited Europa in last nightly builds, didn't visited it since a while actually.
So after getting Alpha 14, i went right to it, and well it's rather weird but i don't know if it is intended or if it is a bug to report, is Europa supposed to look like this .
From orbit :
From flying close :
I have not noticed other planets/moon/asteroid doing that on the few i visited in Alpha 14.
We are aware of Europa's 35km high cliffs. (-:
Change DisableSound to 1 in config.ini and it should make game load, but you will get no sound/music/sfx...
Did that, still getting this save contain errors.
Tried making a brand new fresh save and then loading it immediately after (with DisableSound set to 1 before launching the game) came back with the same thing.
Also got this in the STDerr file
Savefile version 30. This saved game cannot be loaded because it contains errors.
Could it be because of the flipped around and doubled slashes messing with the game?
There's a couple of issues at play here. One is that I accidently built a 15dev build and released is at alpha 14 (14 has savefile version 29, so the "version 30" thing is a giveaway). The other issue is that there's a bug in 15dev right now that's breaking game loads.
I'm doing a rebuild right now. I will repack alpha 14 and make a single binary available so you don't have to re-download the entire thing. I'll post again here when that's done.
I noticed that the terrain loading seems considerably slower in alpha 14...
Ok, the builds on the download page have been updated. If you already downloaded alpha 14 then you can just grab the binaries:
pioneer-alpha14.exe (Windows, 41MB)
pioneer-alpha14 (Linux, 1.8MB)
Note that these will not load save files from the "original" alpha 14. As I said before, it was actually a later developement build and has a couple of internal differences that make the save files incompatible.
Got this error when starting a new game with the new exe
stack traceback:
[C]: in function 'GetEquipCount'
data/modules/TradeShips.lua in function 'addShipEquip'
data/modules/TradeShips.lua in function 'spawnInitialShips'
data/modules/TradeShips.lua in function
Error: data/modules/TradeShips.lua couldn't find constant with name 'SHIELD' in namespace 'EquipSlot'
stack traceback:
[C]: in function 'GetEquipCount'
data/modules/TradeShips.lua in function 'addShipEquip'
data/modules/TradeShips.lua in function 'spawnInitialShips'
data/modules/TradeShips.lua in function
Gonna get the repackaged alpha 14 and try that and then see what happens.
Tried it with the repackaged alpha 14 and got
stack traceback:
[C]: in function 'GetEquipCount'
data/modules/TradeShips.lua in function 'addShipEquip'
data/modules/TradeShips.lua in function 'spawnInitialShips'
data/modules/TradeShips.lua in function
Error: data/modules/TradeShips.lua couldn't find constant with name 'SHIELD' in namespace 'EquipSlot'
stack traceback:
[C]: in function 'GetEq[/qu]te
pioneer-alpha14.exe (Windows, 41MB)
pioneer-alpha14 (Linux, 1.8MB)
Note that these will not load save files from the "original" alpha 14. As I said before, it was actually a later developement build and has a couple of internal differences that make the save files incompatible.
Thank you robn! 🙂 I will give that a try and update my post on the Frontier Forum too if it works 😉
EDIT: Using just the new exe, save games wil still not load. Also starting a new game creates this new error report
"ERROR:data/modules/tradeships.lua could'nt find constant with name `SHIELD` in namespace `EquipSlot`
[C]: in function `GetEquipCount` data/modules/TradeShips.lua in function `addShipEquip`
data/modules/TradeShips.lua in function `spawn InitialShip`
data/modules/TradeShips.lua in function "
Going to try downloading the full packaged version again
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.
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 🙂
Edit:
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 bad argument 0 `pairs` (table expected, got nil)
stack traceback
[C]: in function `pairs`
data/modules/Assassination.lua in function
Edit Mk2: Oh 😳 just noticed robn said the older save files would'nt work with the new exe.
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.
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 😆
Yeah, old games don't load - we're bumping the save version about every week at the moment. The joys of fast-paced development 🙂
@Geraldine, thanks for the welcome
I deleted those lines (i think that's the ones ?)
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))
ship:AddEquip('SHIELD_GENERATOR', num)
if ship_type:GetEquipSlotCapacity('ENERGYBOOSTER') > 0 and
Engine.rand:Number(1) + 0.5 - size_factor < lawlessness then
ship:AddEquip('SHIELD_ENERGY_BOOSTER')
end
end
And it indeed allow to launch the game without the error message and the runtime error following it.
Thanks.
Yep, that's it!
Thanks
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 it
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).
Cheers,
Philbywhizz.
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!