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-
i noticed that this is a question many new pioneer users have.
so i opened this thread with a quick answer to that, because it's no big deal to find it on your machine whatever OS you have.
it's located in your user accounts personal folders, it changes of course from OS to OS.
but it's rather easy to find if you follow this hint.
simply save a game and watch attentive what is written in the "comms" window (that's where the scanner is located to).
it will look like this
[attachment=1446:Bildschirmfoto 2012-10-22 um 18.36.10.png]
and show for a brief moment where the file has been written to.
if the time is to short to read, make a screenshot, either with CTRL-prtscr (on a PC) or your prefered screen capture program.
(for MAC users as a hint, it's "R-SHIFT "apple button" #3" for a full screen shot and "R-SHIFT "apple button" #4" for a framed section, i know some MAC users still don't know this)
in this example it has output "users/mecy/library/Application support/Pioneer/savefiles" as destination.
if you step back one folder, your in the "local pioneer data" folder.
there you find also the rest of all "personalized" data such as the "mods folder" and the error messages as well as config.ini where your settings get saved to.
stderr.txt. stdout.txt and opengl.txt are handy for error reports.
if you have encountered a error put them together with your machines specifications, your OS, your Graficcards specifications
to give the devs. a easy acces to all the needed data/info.
as i already said, zipped mods belong there to (of course into folder "mods")
as a hint for those who work with mods respectively like to create one, might it be a model, a module, or some custom systems.
you can have common folders in mods folder everything which is not zipped won't get recognized as a mod.
that's how i worked on the MAC, if one is ready to test i zipped the folder and moved it to "mods".
on the PC i work a bit different, i leave all mods zipped and open them either under windows like a common folder and you can copy, delete or move as usual, or i use 7zip, which allows even to open a script and it will be properly backwritten to the zip after closing the editor.
depends a bit on what is most comfortable to work for you, if it's a just quick edit or a complete new or rework of one.
the folder structure in the mods MUST be held, some instructions;
the folder "mods" equals in general to the folder "data" in the installation.
that means, there should be NO folder data in a mods zip, only "systems", "modules", "ships" or "models" and their subfolders (if).
to make it possible to override existing data of the installation, keep the whole original folder structure plus the original scripts name, scripts get recognized by their name so you can raplace a i.e. model but it will appear in the game under a complete different name as a complete different model.
as example:
i like to replace the "interplanetary shuttle" from models with a own ship (attention this could be a vital one, but no fear that works as easy as 1,2,3 and in case of the shuttle it's no vital one)
you can see in the installation the ships specification is located under "data/ships", means your mod needs the "ships" folder and the included "ip_shuttle.lua". by keeping the name of the file "ip_shuttle.lua" it grants it will override the existing script, whatever it is in this script (that could be also a complete empty file, i.e. to disable a existing one if needed).
the same for the model itself, by keeping the folder structure "...models/ships/ip_shuttle" and the name of the script "ip_shuttle.lua" the existing model will be overridden
i link here a modified "interplanetary shuttle", so you can examine it to see how that looks like.
[attachment=1448:mod_studcity_shuttle.zip]
usually i name my mods "mod_whatkind_whatexactly" but it's no must, that influences nothing, it's just for the overwiew.
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the model itself can have whatever content and again it's possible to have a empty script to disable a model.
while for ships you have to keep in mind: relevant for a ship are, if it appears in the game or not, the ship specifications.
means any specification without a ship-model will lead to a error, while vice versa you can simply disable a ship by overriding the specifications with a empty specifications script, if there is a model or not. of course the model will be "build", but it simply won't be used.
take care of the few vital models we have.
these have to be in the game, at least by the "internal name", how you name the ship for the game doesn't matters.
i.e. it would be possible to replace the "Eagle Long Range Fighter" with a "X-Wing" as long as the folder is named "4_eagles" and the models scripts are named "4_eagles.lua" (could lead to some problems in this case, because there are 4 ships in this script and the "Eagle MKIII" resp. "eagle_mk3" is needed for the debug start option. but let's say you add to your modified/altered "eagle_lrf" named "X-Wing" a second in the same script (4_eagles.lua) named "R-41" to replace "eagle_mk3", everything will be fine then. i guess i prepare one exactly such a case with the StarWars ships to show how that works. the nice thing about this is, the models might be named internally "wrong" as eagles, but they will appear in the game as "X-Wing" and "R-41")
like the data folder itself, the mods folder is alphanumerical in hierarchy, means you can even override a mod if the new one is "lower" in hierarchy.
i.e. i have already installed my "mod_ships_fe2_alpha26" but because "mod_studcity_shuttle" is alphabetical after the previous it will override the previous content for the section of the "ip_shuttle".
this will lead to a error message "attempt to redefine ip_shuttle" in this case, but that harms nothing.
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expect here soon the "XWA mod" to replace the standart starting ships
i noticed that this is a question many new pioneer users have.
so i opened this thread with a quick answer to that, because it's no big deal to find it on your machine whatever OS you have.
This FAQ item answers it: Where is the configuration file, saved games, screenshots?
Actually you can replace any file in the data dir, including music, shaders, facegen parts, anything at all.
the same for the model itself, by keeping the folder structure "...models/ships/ip_shuttle" and the name of the script "ip_shuttle.lua" the existing model will be overridden
Just to clarify, the name of the ship comes from the filename its definition is stored in. The name of the model used comes from the "model" parameter in the definition. The names of the model files and the model itself is not important.
take care of the few vital models we have.
these have to be in the game, at least by the "internal name", how you name the ship for the game doesn't matters.
Ships (not models) referenced explicitly by the core in alpha 27 are:
- eagle_lrf
- cobra3
- ladybird_starfighter
- missile_guided
- missile_naval
- missile_smart
- missile_unguided
In alpha 28, that list changes slightly:
- ip_shuttle
- ladybird_starfighter
- missile_guided
- missile_naval
- missile_smart
- missile_unguided
eagle_lrf and cobra3 are start ships, and are modifiable through new scripts in data/ui.
Additionally, there are some models (not ships) referenced directly by the core:
- lanner_ub
- tombstone
No. The model names are unimportant. You can change them as you like. All that matters is that the ship definitions are named correctly and refer to an existing model.
No, its not used at all.
Police use ladybird_starfighter
There are cops with weird tastes.
ok, robn, i can be wrong, really not? i mean the "eagle mk3", cause i thought it's the opposite ship when i start from "debug position", but like i said i can be wrong.
i don't check or make proof always everything i post or say, most is comin straight out of my mind or memory, that leaks sometimes, i used to say "i have a mind like a rinse" <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />.
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yeah, shipname resp. models name, i guess that can be confusing, i know the "NAME" doesn't matters to exchange a model, only the name of the script if you like to replace one, else of course it doesn't matters at all.
but that's why i linked (or will link more) examples, because instead to explain something with many complicated words, you just snoop into the mod and everything is clear.
further thanks, about this i wasn't myself to sure, if it's enough just to properly exchange the specifications or if i have to properly replace the models script to. i have to say i simply replaced both scripts properly, ship specs and model, at least in this way you can't fail.
anyway that won't change a lot, i mean usually you won't replace only the specs tzo get a ship replaced, so it's somehow obvious you will replace both and then why don't keep the name of the original script, it's no fault.
also it makes imo easier to understand as if i would say: "keep the name of the ship specs script to replace (or in the meanest case disable) a existing ship but you can have as model script what you want". such can be confusing, i guess.
while if i say: "replace both properly" you simnply can't fail.
somehow obvious i just have to replace the ship specs, but like i said easier to understand if you respect simply both.
to us it's obvious, for a "newbe" absolutely not.
also think of the "language barrier", means probably a not natively english speaking like me, will ask himself then:
"what exactly has he said? which is to replace properly?"
if i say replace both, no questions are left open, or at least one less.
anyway think always: "nothing is obvious", "not even that i have to press return to enter".
in general when i read your advices you respect this well.
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of course you can replace every script under "data", i should have clarified this more perhaps. besides what i wanted to say was that a mod should NOT contain a folder "data", at least that was the idea. but also i thought i made this clear by declaring "mods can replace any script, not only models". (sorry different thread, i was thinking to move this stuff to the other thread, because this hint here was ment only to show where to find that stuff, because i noticed it's for a "nube" always one of the first questions i.e. "where do the mods go to?" or "where do my savefiles go?").
personally i'm very grateful for the wiki, your LMR reference and all that, but i know also that one will look first here, before he messes with the "pro's".
that's, maybe "wrong", but common, you like to mess usually with one or something that is on your level, not that i see you devs as, how does fluffyfreak said once "we don't live in the clouds" or something like that. of course you are humans <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />
therefore exist "diggers" like me, we are a sort of link, i know this well and i always was one, i can bring a matter close to one of what he might thought before it's reserved to academics.
"look that's far not as complicated as you thought..."
there is still a gap between students of all kinds and workers like me, personally i feel that shouldn't be, but it exists.
it's mainly the fault of the workers, as i feel.
of course i can only speak for my experiences here in switzerland, i like that we have a different education here, this counts for germany and switzerland foremost, we learn a profession by practical experience, that's quite different to other systems.
as example i'm educated as a "textile technician", now if you learn this here it means you work simply in the industry and theory you get teached in school, but the weight is on the practical part. i know now some learned a similar profession elsewhere, but they was educated mainly in school and practical experience is reduced to some short "hobbyist" visits in industry. the result is quite different, believe me.
but it has some drawbacks as well, simply said you are no student you don't feel that you are one, you are a worker.
personally i stand behind our system we have, it's more "earthbound" or "grounded".
the main difference is, a practical educated you can use to produce something right from the start, you don't have to show him nothing, he has done it already.
a theoretical educated, sorry but it's true, i can't use immediatly, i have to show him first how the shit works in "reality".
or perhaps he's neither willing to do the practical part, of which i feel our society leaks a lot today.
but after all, i grant you, we will both know the same about the theory, or what has surprised me about myself, i have seen myself always more as a practical one, but my degree i made with the theoretical part, i was far better in this as in the practical part, finally.
but wherever you might be positioned after, to have the practical experience is not to replace by nothing, for my education that means,
one can be as good in chemistry as he likes to, but that didn't makes a good textile technician of him.
he will never understand what is needed in reality, simplyfied said he never had sticked his finger in a acid pit to see how that feels <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />
it feels bad, i can tell you, lol.
that should be no criticism now, in no way, i just drawed here what is my experience, that's all.
and in very short terms: "scottie wouldn't be scottie..."
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anyway thanks for your interest <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />
looks like we both like to keep pioneer in a good shape, just hmm, we have, i guess, complete different characters.
nonetheless big respect, there have been made good progress and i'm really grateful for this.
i'm a "madman" and i feel you are a very orderly person unlike me, that wild, ill-mannered "hippie".
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the "ip shuttle"?
data/ui, sounds good to me <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
Music doesn't work as a mod for me. Could it be that my 2.63gb of music files are too much for it to work? They all play just fine. I simply move them over to each new alpha.
i will pipe the compliment to my mother, besides it's not yet finished.
wow, that's a lot of music! actually more as i got on my phone(walkman, it's a sony <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> while it's a bit shitty i have to say, that thing plays all music sorted by titles, now all albums are mixed. in case for live or classical music this is shit, and this from a company who's former holder came to the idea of a walkman, as story tells, while sitting in a airplane and he wishede to listen to classical music. well "mr.sony" do you forgot what it was for?) i "lost" 4GB, have forgot them at the last concert of "toxo" and some 8GB i destroyed (argh) with maintaining my old player (opened it and forgot to remove the SMD in advance...) well fine the player works, resp. the socket is soldered now properly... shit happens.
but i have no problems with the "music mod" i have, of course no 2.63GB, wait... 126MB <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' /> but mostly free unprotected music, slightly old stuff, "my" old amiga soundtracker modules in ogg. still i like them best, this music suits pioneer somehow, i wouldn't listen to this kind of music usually, i don't like "techno" or "rave" to much.
but you can make a lot of action with the music, play some fast techno track while in a fight... i converted also some old games music for pioneer, that's a track from "Zool2" (sci-fi level what else), the "Diggers" intro (for lift off) and main track (10 mins of tranquilizing noises), also old SC2K would work fine for the city.
if you are ever in need to play, resp. ripp some music from a game GAP (games audio player) plays most formats also PSX's XA (which is in fact a .wav with a different header). and some funny moog synthesizer music from "switched on bach" (Walter Carlos, she, yes she, made also the soundrack for clockwork orange).
"my mother and my sister used to listen to bach and strauss, for years it was the only music in our house. then i came off with some good old folk and country rock and tried to rearrange bach..." i must have seen him three times <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />, he's cool, stiff somehow but cool, i failed to see jerry lee 2 or 3 times, each time he was to sick to play, on one occasion he took over his part and played a extra concert, such isn't to expect of a guy which gives usually no encores. he's really straight, on this concert even someone of the crowd secretly took out his camera, he noticed it by the blinking LED, wen't PERSONALLY off stage, walked there and took the camera.
besides, i have no problem usually when people take records of concerts, but nowadays it can be really annoying. last concert of popa chubby i nearly smashed a i-phone, i was getting wild, they stand in front of the stage and if you like to party they feel disturbed, this i don't understand, i'm here for the concert, if you like to make a record, well fine, but don't stand in the way of the people who like to party.
and if the i-phone is to miserable to make records from distance, well then get yourself a real camera, i would be the first who is interested in such a record.