Not that simple. You need to recompile Pioneer itself.
You can download the latest source code from Github as a zip file, although installing Git on your computer will let you keep that source up to date without re-downloading everything each time.
So all I need is the latest source code and VC 2010, i.e. everything's in the source code already?
WARNING: Don't download the "pioneer-thirdparty" into the "pioneer" folder.
Download it NEXT TOO it.
So your folder would looks something like this:
- C:
- C:pioneer
- C:pioneer-thirdparty
The solution should be setup with a relative path, you can also use the Visual Studio 2012 Express Edition which is free and can be downloaded.
I just checked and it looks like the bloody wiki is out of date and doesn't mention any of this 🙁
I personally have something that looks like this on my HDD, as an EXAMPLE ONLY:
- D:
- D:Code
- D:Codepioneer
- D:Codepioneer-alt
- D:Codepioneer-terrain
- D:Codepioneer-thirdparty
Where "pioneer-alt" and "pioneer-terrain" are just different branches of my own codebase to save me from checking them out all the item as I switched around a lot.
The "pioneer-thirdparty" is always in the same place though which makes it a lot easier to develop with 🙂
Hope that helps.
Andy
I just checked and it looks like the bloody wiki is out of date and doesn't mention any of this 🙁
I hope you updated it.
Edit: Actually, never mind. I've just scrapped that section and replaced it with a link to the COMPILING.txt file that's included in the repository (and is more up-to-date).
John B
Cool, I'm at work so can't really do too much, just compiling right now 🙂
So all I need is the latest source code and VC 2010, i.e. everything's in the source code already?
No, you'll have to get the source code on my Kroo branch.
It is the first time i see that players have to compile to try something again.
Welcome to the world of free, open source software. Since this feature isn't in any alpha or nightly build, and I can't build it for you unless you happen to have a 64 bit Ubuntu 12.04 machine, this is how it works. You either build it yourself, or you wait until it's completely finished and included in the master branch.
If this was a commercial game, even an indie one, you wouldn't have the opportunity to try it at all. It would simply be a line in the "features coming soon" list.
Here is a patch if you run windows to test crew, unzip on top of one of the latest nightlies.
Walterar say:
As I suspected, Lisa is still here.
WARNING: Don't download the "pioneer-thirdparty" into the "pioneer" folder.
Download it NEXT TOO it.
So your folder would looks something like this:
- C:
- C:pioneer
- C:pioneer-thirdparty
Ah ok. Figured I was doing something wrong somehow. Out of curiosity, what is the problem with putting pioneer-thirdparty in the main folder? It's worked for me everytime I've done it. Not disputing that it is the wrong way to do it just wondering what's the reasoning behind it and potential problems.
I've tried it and I like it, however I got no idea what you're planning, so if I say stuff you're already working on, ignore my ideas.
Here goes:
Obviously, the bigger ships can have more crew, but would it be possible to destroy a ship and (say) capture its crew, then use them in your own ship as captive crew? That to my mind would cut down on wages a lot but have its own issues (keeping them in line springs to mind, somehow I doubt a crew of pirates want to work on my ship)
Secondly, is it possible to trade empty space for crew cabins? Say I got a ship with 100t free space and I get 10 cabins at (for instance) 2t each, that'd be 20t of space taken up by extra crew. Conversely, I could sell those to free up space.
Are the above doable?
Probably, although getting it all working stably and properly is the first goal. Now the weekend's here, that might even happen.
i have a question about integrating some news ships, in these case i must just def max and min crew in ships lua ?
i mean there is nothing must added in src for an added ship ?
It's worked fine in the 20 minutes I played, is there a table that's easily readable of what ship has what min/max crew? I tried reading the lua but on my small screen it just winds up giving me a headache, I'll try again on my bigger screen
Open the console (with the backtick (`) key) and type:
ShipType.GetShipTypes("SHIP", function (s) print(string.format("%s min %d max %d",s.name,s.minCrew,s.maxCrew)) end)
The output will probably roll off your screen, but it will also go to stdout.txt.
Ah ok. Figured I was doing something wrong somehow. Out of curiosity, what is the problem with putting pioneer-thirdparty in the main folder? It's worked for me everytime I've done it. Not disputing that it is the wrong way to do it just wondering what's the reasoning behind it and potential problems.
If you're just downloading the sourcecode as a zip/tar then it's probably ok, not as convenient as you have to copy it into each copy of the pioneer sourcecode you ever grab, but it should work.
However if you've actually using GitHub to fetch the source then you've got two repositories on top of each other, which means that each one can see the others files but they're not checked in. So if you clean one of the repositories to get rid of unused files, it will actually remove ones that are supposed to be in the other. Then of course you might also have conflicts with similarly named files in the same folders, or changes in on repository breaking the other etc.
Also my example of having two copies of pioneer checked out is only what i'm down too at the moment, on my main development PC I have 6! 🙂
i have a question about integrating some news ships, in these case i must just def max and min crew in ships lua ?
i mean there is nothing must added in src for an added ship ?
You don' need to change any source to add a new ship. it's all done through Lua. That's how we support mods with other ships etc.
thanks for the answer fluffy.
that's fine , going to test that
I like the fact my 65 piloting crew (after 14 hours) can fly and land anywhere at all. Oh and attack anything that is a target.
However, I can't find a decent engineer or navigator
No, no source code changes are needed for new ships.
Either I'm gaming the system or getting very lucky with the crew randomizing.
Started at Earth, got a 60 pilot
Went to Mars, 65 engineer
To the Moon, 60 navigation
Then to the stationa round Earth, 65 sensors.
I like this crew a lot, I like it. Yeah, they may cost a lot, but they are worth it. And all that in a Caribou I'm slowly turning into a spacebound fortress
You got quite lucky. Then again, you probably know how to look for crew properly.
Sol has so many crew going that you can generally find everybody you'd ever need. A combination of very high population and an extraordinary number of starports (22 in total) gives you 330 potential crew members to choose from. More, if you game the system by hiring and then promptly firing unskilled crew.