Notifications
Clear all

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-

Nightly builds

Page 11 / 14
(@Anonymous)
New Member
robn wrote:
An interesting feature for modders and hackers just landed on master - modding support.

This is an awesome feature - you guys always work on the good stuff when I'm away. 😆

The good news is that I'm back home tonight to merge all this goodness into the OSX build (so apologies for those waiting on OSX nightlies).

ReplyQuote
Posted : April 22, 2012 19:21
(@totya)
Active Member

Hi, I started new game with alpha 21 version. I see this is very buggy, I try latest nightly build: pioneer-0fe4073-win32. But if I load my savegame, this game is executed without any error. If I delete config file, result is same. Any ideas? Thanks.

ReplyQuote
Posted : May 1, 2012 19:07
(@ziusudra)
Trusted Member

Really, you'll just have to start a new game. As bugs are fixed and things are added, the save file format sometimes has to change. There is a version number in save file so the game can at least give an error explaining that the save file is incompatible, but nobody realized it needed to be updated. The next dev build (and alpha) will include that.

ReplyQuote
Posted : May 1, 2012 19:40
(@totya)
Active Member
Ziusudra wrote:
Really, you'll just have to start a new game. As bugs are fixed and things are added, the save file format sometimes has to change. There is a version number in save file so the game can at least give an error explaining that the save file is incompatible, but nobody realized it needed to be updated. The next dev build (and alpha) will include that.

Thanks for answer.

But this is very long game, I think not good idea if new (alpha) version always required to start new game.

Okay, what do you think, today nightly version savegame compatible with never versions? In this year example?

I think this is long game, the best solution if new version can import old savegame... or only partial import (or selectable import), example: money, ship, ship equipment etc... I think this save import is the best impotant required funcition now (for me).

ReplyQuote
Posted : May 1, 2012 21:47
(@ziusudra)
Trusted Member

A less breakable save format is something that has been discussed and will happen.

You can already use the console to recreate such things as your ship, equipment, money, etc, but it is not very user friendly. If you'd like to give it shot here's the documentation for scripting.

You must remember that the game is still in an early alpha state and there is a ways to go yet.

ReplyQuote
Posted : May 1, 2012 22:17
Geraldine
(@geraldine)
Famed Member
robn wrote:
When you run the game you'll notice that you now get a "mods" folder in your userdir (ie My Docs/Pioneer/mods, ~/.pioneer/mods, etc). If you drop a zip file in here, at game start its contents will be transparently attached to the data/ dir and loaded by the game as part of its normal operation. If a file in a zipfile has the same path/name as a stock file, the zipfile version will be used.

😎

Robn, this one feature means that Pioneer's future is now secured! Just like Oolite's oxps any mods will be easy to install for players. This is a great day for Pioneer. Exceptional work by you devs, very well done guys! 🙂

ReplyQuote
Posted : May 1, 2012 23:16
(@totya)
Active Member
Ziusudra wrote:
A less breakable save format is something that has been discussed and will happen.

You can already use the console to recreate such things as your ship, equipment, money, etc, but it is not very user friendly. If you'd like to give it shot here's the documentation for scripting.

You must remember that the game is still in an early alpha state and there is a ways to go yet.

Hi, thanks!

Please example, I press console key, after... I want set my last money, example 6500. Ctrl+M is too much.

ReplyQuote
Posted : May 2, 2012 07:31
(@walterar)
Prominent Member

" I want set my last money, example 6500. Ctrl+M is too much."

DONATE! The Church of The Celestial Flying Spaghetti Monster needs YOUR money to spread the word of god. 😉

ReplyQuote
Posted : May 2, 2012 09:56
(@ziusudra)
Trusted Member
totya wrote:
Please example, I press console key, after... I want set my last money, example 6500. Ctrl+M is too much.

First step: to open the console press the ` key (to the left of 1 and above Tab on many keyboards.)

Second step: to do anything to the player start with "Game.player".

That "player" is both a Player and a Ship object.

So, to set the amount of money you have you would type "Game.player:SetMoney(6500)" in the console and press enter.

To change what ship you have you would use SetShipType. So, "Game.player:SetShipType('Sirius Interdictor')" or what ever ship you had. You can find the name in the files in \data\ships as the name= entry. It is also displayed on the ship info and shipyard in game.

ReplyQuote
Posted : May 2, 2012 12:15
(@totya)
Active Member

Game.player:SetMoney and Game.player:SetShipType is works for me, thank you.

ReplyQuote
Posted : May 2, 2012 13:56
 robn
(@robn)
Noble Member

7 May - 11b51bc0

First build of the alpha 23 dev series (yes, we start development on the next next alpha before the next alpha has been released). It has a lot of internal cleanups to the way Lua is used, but no user-visible changes (except perhaps minor breakages). The reason I'm noting it is to let you know that it will likely break ships and custom systems that have been built for alpha 21 or 22. This includes the hometowns mod and my graveyard and redsol demo mods.

I've uploaded replacement graveyard and redsol mods that work with alpha 23 dev builds. Once alpha 23 is realeased (8 June) the old ones will be replaced.

If you only run "stock" Pioneer builds then none of this applies to you.

ReplyQuote
Topic starter Posted : May 6, 2012 15:22
(@ozfalcon)
Active Member

Are these nightly builds 32 or 64 bit?

(Perhaps relabel the thread "Nightly builds xxBit")

Also, I like the idea of the sample mods.

And I see they are listed in the Pioneer Modding Wiki. 😀

https://github.com/pioneerspacesim/pioneer/wiki/Modding

ReplyQuote
Posted : May 19, 2012 00:10
(@brianetta)
Prominent Member
OzFalcon wrote:
Are these nightly builds 32 or 64 bit?

They were all 32 bit until very recently. Now they are 64 bit.

ReplyQuote
Posted : May 20, 2012 10:38
(@skodyn)
Trusted Member
Brianetta wrote:
OzFalcon wrote:
Are these nightly builds 32 or 64 bit?

They were all 32 bit until very recently. Now they are 64 bit.

When were they changed to 64 bit?

will they run on a 32 bit system?

I've had no problems running the nightly builds in the past, so was surprised to note they have changed to 64 bit recently.

ReplyQuote
Posted : May 21, 2012 02:49
(@brianetta)
Prominent Member

Not sure when, exactly - it might not even have happened just yet, but if it hasn't it's imminent.

ReplyQuote
Posted : May 21, 2012 06:57
(@ozfalcon)
Active Member
Skodyn wrote:
Brianetta wrote:
OzFalcon wrote:
Are these nightly builds 32 or 64 bit?

They were all 32 bit until very recently. Now they are 64 bit.

will they run on a 32 bit system?

No, a 64 bit binary will not run on a 32 bit system.

(However a 32 bit binary can be run on a 64 bit system)

Be patient (Perhaps a week), There may be both 32 and 64 bit nightly builds available.

ReplyQuote
Posted : May 21, 2012 12:15
 robn
(@robn)
Noble Member

24 May - 1410318

Over the last couple of weeks I've rewritten the build scripts that produce the dev and release builds so that they can now reliably build for both 32 and 64-bit Linux. The above link build is the first to support all three platforms.

They are built on Debian 6 (squeeze) environments, which is roughly comparable to Ubuntu 10, so you shouldn't have any problem with them on any Linux from the last couple of years. Please give them a try and let me know how it goes. They look the same but are constructed very differently to the old builds, so there might still be kinks.

The win32 build is the same as always, except now I understand a bit more about how the cross compiler does what it does 😎

ReplyQuote
Topic starter Posted : May 24, 2012 02:54
 robn
(@robn)
Noble Member

29 July - c365f4a0

Goodness, its been a while since I've posted in this thread. The reason is mostly that we haven't had a lot of user-visible changes in the last couple of months.

This month is different. There's been quite a few https://raw.github.com/pioneerspacesim/pioneer/master/Changelog.txt ]visual tweaks and changes, but the most notable on the master branch half an hour ago and is in the latest dev build. The change is to the way gas giant rings are construced and drawn. I'll let the pictures speak for theemselves.

Saturn as it is in alpha 24:

DyvjY.png

And the new. Notice the transparency and shadows:

D10ZQ.png

And just for reference, the real Saturn:

Saturn-cassini-March-27-2004.jpg

ReplyQuote
Topic starter Posted : July 28, 2012 14:09
(@greywolf)
Active Member

I noticed that the most recent nightly builds are released without the 2 exe files (and the last pioneer.exe provided one or two weeks ago obviously doesn't work with the later builds).

Deliberately or not? Have I missed an announcement? What can I do to use the nightly builds?

ReplyQuote
Posted : July 29, 2012 22:52
Geraldine
(@geraldine)
Famed Member

The rings look great Robn! I have a feeling that I will have a few more cool screenshots to add to MOd DB when Alpha 25 breaks cover <img src="' http://spacesimcentral.com/forum/public/style_emoticons//cool.gi f"' class='bbc_emoticon' alt=':cool:' />

ReplyQuote
Posted : July 29, 2012 23:24
 robn
(@robn)
Noble Member
'greywolf' wrote:

I noticed that the most recent nightly builds are released without the 2 exe files (and the last pioneer.exe provided one or two weeks ago obviously doesn't work with the later builds).

Deliberately or not? Have I missed an announcement? What can I do to use the nightly builds?

Wow, you're right! The nightly builds are automated so they don't actually get checked. This looks like a bug in the build script somewhere. I'm checking it out now and will upload a new build as soon as its sorted. Thanks for the heads up!

ReplyQuote
Topic starter Posted : July 29, 2012 23:42
 robn
(@robn)
Noble Member

30 July - 5c4f6d7

The Win32 build now has .exe files as you'd expect. We shuffled some code around which broke MinGW but didn't break MSVC, so we missed it. Fix has been merged and the build script tweak to hopefully report this to me next time it happens. Enjoy!

ReplyQuote
Topic starter Posted : July 30, 2012 00:47
(@Anonymous)
New Member

Just a quick note to say that the OSX nightly builds are back, after being absent for a bit.

(does anyone use them?)

ReplyQuote
Posted : August 2, 2012 00:05
(@pizzi1)
Active Member

Hi all.

Good job with planet rings, now the planets seem more real than previous versions.

Today i have tested the current night build (pioneer-03fce2b-win32) and i have found a funny bug, venus has a huge pressure over 12000000 atm at 35 km from the surface.

Ah i have tried to land on the venus surface in manual mode but i can not reach the planet surface.

ReplyQuote
Posted : August 4, 2012 12:21
 robn
(@robn)
Noble Member

12 August - 9cbb44b

First nightly build for the alpha 26 development series. This fixes the two major glitches that people have identified with alpha 25 - the lighting glitch in multiple-star systems, and the atmospheric pressure miscalculation on Venus (and everywhere else).

ReplyQuote
Topic starter Posted : August 11, 2012 14:23
Page 11 / 14