Anyway, we just merged a new cool mission module that gives missions e.g. to scoop illegal goods in orbit, or scoop escape capsule, or buy information about recent debri fields that the player can visit - these really could use some player testing before our planned february release, you'll need to grab the latest pioneer build here (it's compatible with your current, RC-1, saves), and packs all bug fixes as of today (2021-01-17):
Pioneer 20210117 - Linux (Ubuntu)
@crux_72 regarding your crash issue: Running the game in a debugger, and getting a backtrace, would help, but it's slightly non-trivial (would require installing Microsoft Visual Studio (if on windows), starting pioneer inside that program, and once a crash happens, paste the back trace from Visual Studio here/issue tracker).
@crux_72 regarding your crash issue: Running the game in a debugger, and getting a backtrace, would help, but it's slightly non-trivial (would require installing Microsoft Visual Studio (if on windows), starting pioneer inside that program, and once a crash happens, paste the back trace from Visual Studio here/issue tracker)
Hm... I could give it a try. However, I now suspect that it is a conflict with the joystick.
I have noticed that the crash always occurs when I press the joystick while pressing the keyboard buttons. Example here;
When starting the ship from the planet surface I press the 'R' button to gain altitude, in parallel 'F6' to retract the landing gear, and when I now press the button on the joystick to change the flight mode and 'ENTER' to accelerate it crashes (most of the time).
Anyway, we just merged a new cool mission module that gives missions e.g. to scoop illegal goods in orbit, or scoop escape capsule, or buy information about recent debri fields that the player can visit - these really could use some player testing before our planned february release, you'll need to grab the latest pioneer build here (it's compatible with your current, RC-1, saves), and packs all bug fixes as of today (2021-01-17)
Ah, very cool, will have a look then!
Do you already have an idea regarding the problem with the Skybox?
Anyway, we just merged a new cool mission module that gives missions e.g. to scoop illegal goods in orbit, or scoop escape capsule, or buy information about recent debri fields that the player can visit - these really could use some player testing before our planned february release, you'll need to grab the latest pioneer build here (it's compatible with your current, RC-1, saves), and packs all bug fixes as of today (2021-01-17):
Pioneer 20210117 - Linux (Ubuntu)
?
I just realized you need to be logged in into github to download these, which is a bit silly.
Maybe someone can download it and upload it somewhere.
What's wrong with making it just as accessible as the current test version?
And here is another small bug report, but I don't think it is that significant;
If you fly along the planet's surface and increase the time acceleration beyond the limit (Ctrl-click) you can fly relatively unharmed 'under the surface'. Funny if you 'accidentally' save the game in such a situation and then want to reload ? .
No bugs but enquiries as to whether this can still be changed;
- a third HUD layer where the interstellar objects are not displayed.
- An acoustic message when you receive radio messages (or at least a folder where you can store a corresponding SE yourself).
- Request landing permission by pressing a button, not only by using the mouse.
- Separate music structure for 'when landed' and 'near station / planet'.
- The change between music (in space, near station etc.) is jerky - fade in or smooth transition?
Just a few thoughts that would make the experience a little more 'rounded'.
- a third HUD layer where the interstellar objects are not displayed.
I assume you mean where the labels of interstellar objects are not displayed?
And yeah, once you force time acceleration, you're on your own, when it comes to "bugs"...
We're looking into putting a build up somewhere. We don't want to do it as a "release", as it's just something I pulled from the build artefact pipeline.
@crux_72 & everyone else, here's the download for the (last) pre-release before we do a stable one:
https://sourceforge.net/projects/pioneerspacesim/files/pioneer-20210117-win.exe/download
We could use play testing of the scoop mission, if you wan to increase their frequency on the BBS, you can set num=100 on line 528 in data/modules/scoop/Scoop.lua, and it will spam it with the new misison type.
I assume you mean where the labels of interstellar objects are not displayed?
I realise that I can set the HUD to three levels with TAB, if that's what you mean. What I mean is a fourth setting where I can still see the instrument displays but the objects in the room are not shown, as shown here in the picture.
We could use play testing of the scoop mission, if you wan to increase their frequency on the BBS, you can set num=100 on line 528 in data/modules/scoop/Scoop.lua, and it will spam it with the new misison type.
Downloaded and installed - I don't think I'll have as much time this week as the last few, but I'll test it and let you know if I come across a bug ?
EDIT: Time-limited dementia has made me write the last part of my post in my native language - corrected ?
So, I had time to spend a few hours in Pioneer today. My first feedback on these 'new missions':
None.
Why? Because in 4 hours of play I haven't encountered a single one in the BBS. Unless they're combat rank dependent, because I can't take those yet.
But so that my post wasn't entirely about otherwise was one more suggestion and one question;
Suggestion:
Make it possible to turn the navigation tunnel on and off ingame (not only in the options menue)
Question:
How can I deselect a targeted ship?
@crux_72 That sounds strange. If you edited like I suggested, there should be 100 of these on every BBS. If you did edit, and there still are none, then please just go back to the original file provided in the build (as either my instructions were wrong, or it ended up wrong).
The BBS advert mission headlines of interest for testing the scoop mission are:
- "PICK UP: Prompt recovery of drifting container required."
- "EASY MONEY: Valuable information for sale."
- "INFORMATION FOR SALE: Location of a debris field with valuable cargo."
- "HELP NEEDED: Urgent escape capsule rescue operation."
Some of these missions require some reputation.
Reading the code now, actually, you won't find this mission type in Sol, as spawn rate depends on lawlessness, so you want to go to some other system for these missions. I did try a new game just now, with New Hope as starting location, and I instantly got a mission.
Reading the code now, actually, you won't find this mission type in Sol, as spawn rate depends on lawlessness, so you want to go to some other system for these missions. I did try a new game just now, with New Hope as starting location, and I instantly got a mission.
Well, I just got one now (in SOL) - It's a Pick Up. Can't take it now (have a few other open missions to finish first), so no testing (yet). My rep is: Harmless / Credible. So, it is possible to get those in SOL.
Hmm, I could have sworn lawlessness in Sol is 0, which should mean 0 of those adverts are spawned.
For any system with non-zero lawlessness, there will be a minimum of one (or more) adverts of the previously listed adverts.
Final report
So... once again a short feedback before the next release.
Except for the following points, I didn't notice any (new) things and even these are hardly relevant. As for the new missions, some of the references (text blocks) are missing, but I accidentally deleted the screenshots so I can't go into more detail. I never left the SOL system during my entire test period and can confirm that the new missions are regularly offered there. I find the frequency to be appropriate.
The face generator is still not persistent and in some cases the faces are not loaded.
Furthermore, I wonder if it is not actually intended that the armour types are assigned to specific factions (blue police armour for Sol, black armour Commonwealth etc.)? So if so, that doesn't work.
Hull strength and fuel reserve are displayed differently in the cockpit view and station menus.
And that's about it. No crashes so far or things I couldn't adjust myself on occasion (translation errors in German and Spanish as well as menu names that are too long etc). If there is interest, I can upload the files with the corrected content on occasion, here or in the DevForum, where it suits you better.
Finally, a personal question;
I have started to mod my universe a little bit to fit my game style. Specifically, I've reduced my universe to a few factions, adjusted jump ranges, added a few cities to Earth (Tokyo, Zurich, Melbourne) and so on. The only thing I have no idea where to start is how to make the 'allready explored area' not 500 ly but more like 50 ly large... any pointers on where to find the appropriate files and where to put them at the end so they load would be much appreciated.
Thanks already and good luck with the optimisation - I really think Pioneer is an awesome experience ? !
Missing faces I've never heard of, that's really weird.
Furthermore, I wonder if it is not actually intended that the armour types are assigned to specific factions (blue police armour for Sol, black armour Commonwealth etc.)? So if so, that doesn't work.
Nope. Not a feature/bug. But hopefully someday we will have faction specific uniforms.
For translation issues, the best/only option is to correct them in transifex(signing up is free), so it's up to people who know multiple languages to just correct it there for us.
As for area of unexplored space, it's something I also like to reduce to something in the range you're suggesting, it's currently hard coded though, in src/galaxy/SectorGenerator.cpp
Thanks for testing & feedback!
I suspect that the discrepancy between the to fuel percentages is due to that the reticule is (I think) measures the deltaV and the station measures the fuel capacity.At least the 56% matches up with the gauge on a glance.
Which is sure odd, but on the other hand they kinda make sense in their contexts, since in the station you buy fuel by the ton, not by km/s, but knowing how much you can accelerate before going to fast is more important during flight than the actual fuel amount.
So I think the station screen number should be changed, if there's going to be a change. Or there could be two percentages, but that might be more confusing.
For the hull, I don't think there's anything in there that would explain such difference though.
Which version you are on? The fix for that issue with the Skipjack was merged on the 16th of January. There might have been a save bump since then though, but you could download the modified collision file for it from the PR: https://github.com/pioneerspacesim/pioneer/pull/5087
Building density depends on the city detail setting and the population of the planet as well.
@arfa That makes sense, the fixed skipjack was merged january 16th.
Today is exactly one year since last release, which means we'll make a new release within the hour (will announce on twitter and on this forum). Stay tuned.