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Alpha 26 released


robn
 robn
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The Pioneer development team are pleased to announce the release of Pioneer Alpha 26. This month sees the addition of two popular features of the original Frontier, the Imperial capital Achernar and the Imperial Trader, as well as various graphical and internal tweaks. Full changelog and builds for Windows, Mac OS X and Linux (32 & 64-bit) are available from the download page

Alpha 26 is dedicated to the memory of Neil Armstrong (1930-2012)

New features

  • Achernar (4,-9,-16) is now a fully custom system (#1452)
  • New Imperial Trader (a variant of the Imperial Courier) (#1069, #1496)

Minor changes and tweaks

  • Updated station splash advert (#1429)
  • Updated the Imperial Courier model (#1069)
  • Updated the "pilot" and "squadsign" sub-models (#1069)
  • Updated surface stations (#983)
  • Made month names translatable (#1490)

Fixes

  • Fix atmospheric pressure calculations (#1431, #1395)
  • Fix lighting glitches in systems with multiple stars (#1430, #1411)
  • Fix flipped EYE ship texture (#1436)
  • Fix Caribou laser position (#1435)
  • Fix broken planet ring textures on Intel GMA 900 chips (#1442, #1439)
  • Fix Lua console tab completion for some oddly constructed tables (#1447)
  • Fix Lua console tab completion for tables with numeric indices (#1461, #1462)
  • Fix ambient light state leak from intro/tombstone (#1472, #1445)
  • Fix blank UI after game load failure (#1481, #1479)
  • Draw the city before its starport to avoid a glaring graphical bug (#1487)
  • Fix Lua stack leak in console completion (#1492)

Script changes

  • Ships now identified by the filename the ship is defined in (#1444, #1474, #1491)
  • New Event system allowing Lua scripts to broadcast their own events. EventQueue is deprecated, for removal in alpha 27 (#1441)
  • New FileSystem module so scripts can list data files (including files from mods) and files in the game's configuration directory (#1350, #1483)

Internal changes

  • Show frame time in the stats overlay (#1437)
  • Update COUNTOF macro to fix avoid warnings when compiling with compiling with optimisations on GCC (#1451, #1450)
  • Force most icons to scale to their bounds regardless of their initial size. Allows hi-res icons (#1448, #1470)
  • Reimplemented Lua read-only tables (#1460)
  • Move the global Lua context so it can be used from modelviewer (#1473)
  • Rewritten material and shader infrastructure (#1432)
  • Many minor optimisations identified by PVS-Studio (#1480, #1399)
  • Fix a warning when building with clang (#1488)

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walterar
(@walterar)
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This is a good version. This post is going to be boring. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//prankster.gi f"' class='bbc_emoticon' alt='' />


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Geraldine
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Mod DB updated! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt='' />

Loved the dedication to Neil <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_sigh.gi f"' class='bbc_emoticon' alt='' />

Robn,......er........um......is the Eagle Lander in the game????????


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Marcel
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No, but a little mod will do it. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//derisive.gi f"' class='bbc_emoticon' alt='' />


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robn
 robn
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There is a moon landing challenge scenario in git. It was going to be a special start point just for alpha 26, but we ran out of time. If you feel so inclined you might like to finish it off <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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Pizzi1
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Thanks for the new release is fantastic, but I found a strange bug when I try to land on the surface of a gas giant like Saturn or Uranus.

Near the surface, the game crashes with this message:

-This application has Requested the Runtime to terminate in an unusual way.

During frame-OpenGL errors: GL_OUT_OF_MEMORY.

Landing on the terrestrial planets all works well (no crash).

my pc configuration: Windows 7 64bit, 6100fx, nvidia 9800 gt 1gb, 8gb ram.


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madshib
(@madshib)
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This looks gorgeous! I haven't seen this since my A600's 1084 monitor lighting up my bedroom in High school! You guys are doing an amazing job. If I could code, this would be the project I'd want to be on.

PLEASE keep up the fantastic work!

-Amiga fan


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fluffyfreak
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@Pizzi1

Could you tell us what the graphical setting were? I.e. the terrain detail, terrain texturing etc?

Also there should be a file in your "My Documents/Pionneer/" folder called "opengl.txt" or something similar, could you attach that so we can take a look at it please.

Thanks <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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Pizzi1
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hi fluffyfreak,

My actual game configuration is: City detail = max (very very high), Planet detail distance = max (very very high), Planet textures = on, Fractal detail = very high .

My resolution 1280x800 in full screen, shaders = on, vsync=on.

Opengl file is here: http://pastebin.com/6adKHdaP (sorry but i have a problem to upload here a file into this forum ).

ah i have found this if it can help into stderr file:

terminate called after throwing an instance of 'std::bad_alloc'

what(): std::bad_alloc


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 Anonymous
Joined: 54 years ago
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'Pizzi1' wrote:
My actual game configuration is: City detail = max (very very high), Planet detail distance = max (very very high), Planet textures = on, Fractal detail = very high .

My resolution 1280x800 in full screen, shaders = on, vsync=on.

Can I suggest that you lower down your detail settings and see if you have the same issue.

Having everything to 'very very high', while looks really nice it is quite a memory hog (as the bad_alloc suggests).


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Pizzi1
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Thx, lowering a bit the graphics settings all works fine.

I can now land on Saturn or any gas giant with no crash.


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GizmoR
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The only problem is that, you should not be able to do this <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

edit:

wow, this is my tenth post <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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Potsmoke66
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thanks for the updated look of the courier, even when it has changed again somewhat since then, don't mind.

a sort of a issue, the "local_lighting(false)" doesn't works no more and all following geometry after a locally lit one will be local lit to.

i don't know perhaps "local_lighting(true)" neither works, i know that you can invoke local lighting only with "use_light(#)" as well.

actually i'm changing the models to have either the local lit geometry as last in a model or as a seperate submodel.

on the other hand i expect it's only a sort of mistake.


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