P66 Models, one by one

This forum area is to share and discuss modding projects, models, music and other modding activities of Pioneer. Please use the 'Alpha Mods' or 'Beta Mods' folders to upload your files in the Pioneer section in the download area.
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

thanks fluffyfreak,tastes good after a first bite, i can even make bezier lines, cool.that's something what pleases me already and shows, yes i can use it.simple is good, no better!
walterar
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RE: P66 Models, one by one

Post by walterar »

"Usted puede responder en español, creo que nos ayuda a ambos."Sí, creo que será lo mejor.Resumiendo (no tanto :)El hecho es que encuentro a Pioneer como una muy buena película, con unos efectos visuales fantásticos; pero falta algo. El recién llegado no sabe como empezar. Es un juego? Es un proyecto científico?Cómo se juega Pioneer?Tenemos dos posibilidades. Pasear por una fantástica muestra de bellezas gráficas creadas artificialmente por la computadora. Experimentar la ley de Newton en el espacio y, nada más. Si quiero probar una nueva nave necesito dinero. ¿Qué hago? CtrlM? No, de ninguna manera, eso no es jugar. ¿Comprar y vender? ¿Minería? El sistema comercial está totalmente desbalanceado y me llevaría años llegar a una nave que cuesta $2474000. ¿Realizando tareas de delivery o taxi? Ahí la cosa se pone mejor. De todas maneras, y por las tarifas establecidas, el avance es lento y tedioso. Se alientan las tareas de asesinato, son más rentables; pero aunque sea un juego, estamos hablando de matar personas por dinero y eso me parece realmente terrible; elimino esa posibilidad. De pronto me encuentro modificando valores para agilizar las cosas. De pronto me encuentro modificando el juego a mi gusto.Achico el plazo de entrega para que las cosas sean más difíciles, pero con un pago acorde a la dificultad, al riesgo, y a la inversión de $$$ y tiempo. Es más divertido.Necesito un hipermotor más eficiente y modifico los hipermotores militares; trampa? No, es necesario justificar ésto, por lo tanto también modifico el escenario."En el año 3223 los motores militares de hiperimpulso han tenido un avance tecnológico importante, y se sospecha que inteligencias superiores (alien) han tenido algo que ver. Un motor militar clase 1 ahora se llama Hipermotor Tipo M1, pesa la mitad de un civil Tipo C1 (ex Clase 1) y tiene la potencia de un Clase 2. Por éste motivo se ha popularizado su uso y su costo se ha reducido sensiblemente. Hoy (1 de Enero de 3223) un motor M1 vale sólo $3900 pero tienen un inconveniente, son frágiles y caros de mantener; la revisión equivale al 75% de su valor de nuevo, más o menos, por lo que no es conveniente usarlos mucho tiempo. El fácil acceso a ésta tecnología ha traído como consecuencia el aumento en la demanda de combustible, por lo que su precio ha subido enormemente; hoy (1 de Enero de 3223) 1Ton de combustible militar cuesta $250. Como resultado de ésto ha aparecido La Asociación de Pilotos Espaciales, una entidad (Sindicato de Pilotos?) que presta los mismos servicios que el Combustible Club, la diferencia radica en que puedes encontrarlos en absolutamente todas las estaciones de la galaxia, y la cuota de ingreso es de $1700 en lugar de $400."En este juego hay tareas (misiones) que śolo podrás concretar usando estos motores.Hasta aquí todo funciona bién, pero quiero más.Estoy modificando el módulo taxi para convertirlo en Bus (o algo parecido), con tareas similares pero para un máximo de 40 pasajeros; y Truck, (o algo parecido) con Contenedores de carga en lugar de Cabinas. Todo esto para naves por encima de 120 Ton.Como verás, no se trata de un nuevo Pioneer, sino de aprovechar al máximo lo hecho hasta hoy en infraestructura.Y por supuesto compartilo. A alguien le puede servir.Y con respecto a "The infrastructure, now, is not useful for combat. Not functional.""Yo no entiendo muy bien qué es exactamente lo que quieres decir con eso?"Lo que quise decir es que las funciones de combate aún no funcionan como deberían. Prueba de aceptar una misión de riesgo y te encontrarás, al salir del hiperespacio, con una, dos, o tres naves enemigas que no representan ningún peligro en realidad. Son extremadamente fáciles de evadir, parece interesarles sólo la nube de llegada y se dirigen a ella, no a tí. Eso no es divertido.Ahora voy a pasar esto por el traductor de Google y verás por qué es muy difícil hacerme entender."You can answer in Spanish, I think that helps us both."Yes, I think, the better.In short (not so much :)The fact is that I find to Pioneer as a very good film with great visual effects, but something is missing. The newcomer does not know where to start. It's a game? It's a science project?How to Play Pioneer?We have two possibilities. Walking through an outstanding collection of beautiful graphics created artificially by the computer. Newton's law experiment in space, nothing more. If I want to test a new spacecraft need money. What do I do? CtrlM? No, no way, that's not playing. Buy and sell? Mining ¿? The trading system is completely unbalanced and would take me years to get a ship that costs $ 2,474,000. Performing tasks ¿delivery or taxi? Here it gets better. In any case, and the rates established, progress is slow and tedious. Tasks are encouraged murder, are more profitable, but even a game, we're talking about killing people for money and that I find really terrible remove that possibility. Suddenly I find myself changing values ​​to speed things up. Suddenly I find myself changing the game to my liking.Narrowed the delivery time to make things more difficult, but with payment according to the difficulty, risk, and investing $ $ $ and time. It's more fun.I need a more efficient and hyperdrive hyperdrive modify the military trap? No, it is necessary to justify this, therefore also modify the scenario."In the year 3223 military hyperdrive engines have had a major technological breakthrough, and it is suspected that higher intelligences (alien) have had something to do. A military engine now called Class 1 hyperdrive type M1, weighs half a civil Type C1 (former Class 1) and has the power of a Class 2. For this reason it has popularized its use and its cost is significantly reduced. Today (January 1, 3223) a motor M1 is worth only $ 3,900 but have a drawback , are fragile and expensive to maintain, the review is 75% of its value again, more or less, so it is not convenient to use a long time. Easy access to this technology has resulted in increased demand fuel, so its price has risen enormously, today (January 1, 3223) 1ton military fuel costs $ 250. As a result of this has appeared Pilots Association Space, an entity (Pilots' Union?) that provides the same Fuel services the Club, the difference is that you can find them in absolutely all seasons of the galaxy, and the entry fee is $ 1700 instead of $ 400. "In this game there are tasks (missions) that you can only specify using the engines.So far everything works fine, but I want more.I am modifying the module bus ride to make it (or something), with similar tasks but for a maximum of 40 passengers, and Truck (or similar) with cargo containers instead of cabins. All this for ships above 120 tons.You see, this is not a new Pioneer, but make the most of what has been done to date in infrastructure.And of course Share. Someone can help you.And as for "The Infrastructure, now, is not useful for combat. Not functional.""I do not quite understand what exactly you mean by that?"What I meant is that the combat functions still do not work as they should. Try to accept a mission and you'll risk, emerging from hyperspace, with one, two, or three enemy ships pose no danger really. They are extremely easy to avoid, seem interested only cloud arrival and spoke to her, not you. That's no fun.Now I will pass this by the translator of Google and see why it is very hard to make myself understood.
walterar
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RE: P66 Models, one by one

Post by walterar »

Y, por supuesto, entre tarea y tarea, también disfruto de un buen amanecer en un sistema lejano. Y sueño con un mundo mejor en el futuro. :) And of course, between tasks, I also enjoy a good morning in a distant system. And dream of a world best in the future.
walterar
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RE: P66 Models, one by one

Post by walterar »

you see my city in 3223, may find it familiar. :)
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

:idea: ¡Ajá! :idea: que era muy servicial.Es cierto que la lucha es un escape cobarde, creo que tenemos un poco de realismo mucho en este sentido."Frontier" muy engañoso, me refiero a que el buque no podría seguir si le hubiera dado el perseguidor, mientras que ninguna ventaja.Estoy pensando en trucos como la repentina "Imperial Courier" después de disparar una velocidad de un cohete. Mediante la asignación de mayor "frame" que alcanza una distancia fácilmente a usted por 300'000km suelta en un segundo. Este cambio de "frames" hace que sea imposible que depender en general, un perseguidor. Tan pronto como se activa el tiempo de aceleración sólo benefician a la IA ellos. Pero si usted sabiamente, poco a poco a partir de la segunda etapa a la siguiente, es posible colgar un rastreador, que socava la "cheat", simplemente.No es muy realista, pero es necesario para el juego (otro ejemplo de por qué el realismo no siempre es compatible con el juego).Invertir la mano, podría dar a los jugadores un poco de ventaja en los argumentos, de lo contrario puede suceder que un jugador pierde el interés.Por lo menos me siento de esa manera. Pero no siempre fue tan difícil, un poco más zuleicht para iniciar el proyecto. Pero al menos no había ninguna razón para huir.Balance de hace un buen juego, dar a la IA alguna ventaja porque el jugador una cierta ventaja allí, realista o no, no importa aquí.Ahora, para el comercio.No entiendo por qué los precios de los bienes siguen siendo tan mal equilibrada. Se llevará a ninguna parte con el comercio, lo cual es lamentable.Pero es bueno que no sólo el tiempo me quejo de estas cosas, gracias."Lass uns Nägel mit Köpfen machen" (Vamos a ir al grano).Usted trabaja por lo que incluso en el equilibrio del juego?Por favor, comparta sus resultados con nosotros, sin embargo, aunque puede compilar con mi software de Mac aún no, pero me parece un buen definido por el usuario de MAC, que me ayuda. Si no es aquí, entonces tal vez en otros lugares.Por último, también puede contribuir, no será fácil en estas condiciones, pero es posible.Es cierto que los recién llegados no saben qué hacer con el juego, pero que está en las raíces del juego. Muchos también se encuentran "Frontier" mortalmente aburridas, porque no hay un destino establecido. Por ejemplo, un amigo mío a quien yo mi primer "Frontier" fue dado. Prefería jugar a juegos como "Lemmings", entonces."Frontier" ya se tomó un poco de imaginación que le gusta, pero David Braben nunca quiso un juego con una ruta determinada y todos aquellos que aún amo, te amo por eso."Frontier" (y "Pioneer") no es un juego para las masas y no era un "flash de arranque" y cuando me miro en el "Pioneer" mira, más de un corredor de maratón.Algunos, quizás, entender por qué el "Pioneer" es un juego para mí, no sólo algunos, sino una pasión ("Leidenschaft", algo para lo que se sufre).Tal vez esta idea ayudaría a la junta un poco de rol elementos. Porque yo creo que sería fácil de usar, una vez que se coloca, y que permitiría una amplia variación en las misiones.También permitiría misiones más largas en lugar de crear una serie de pequeños pedidos, que puede ser, pero nunca dos veces por lo mismo que jugar. La elección seguiría siendo el jugador si quiere aceptar la misión o no.Pero eso requiere que ciertas cosas de manera sencilla, tal vez muy simple, pero no juega ningún papel, lo más importante que el jugador tiene que realizar una tarea determinada y en el mejor de algo que él no puede prever.Probablemente no pasará a la historia, pero eso no es probable que el jugador tiene que estar fascinado, no el desarrollador.Pioneer es exactamente lo que usted ha mencionado un gran demo técnica que muestra lo que podemos hacer con todos nuestros cerebros, pero en última instancia, el jugador le importa poco.David Braben es nich "the bold" para mí, porque él es tan inteligente, no, lo que le he convencido de que los buenos "cheats", con el que salió de la forma en que algunos problemas o soluciones para mejorar la relación con el realismo "gameplay" ha encontrado, es sólo una cuestión de "David Braben the bold" en mis ojos.Yo no soy un fan de los "Riders of the Blue Sky", porque eran los mejores programadores, no. Ellos escribieron la historia con inteligentes soluciones simples. "Gameplay", no puedo dejar de delirando acerca de las soluciones simples que tienen un alto adictivas.Tal vez algunos de nuestros desarrolladores podían tolerar algunos de estos "pioneering" espíritu de aquellos días (creo).[/hr]:idea: aha :idea: that has helped.yes, evading enmies is lame in combat situations, i guess we have a little to much realism in that point.FE2 cheats enourmously, i mean the ships even wouldn't be able to overhaul, but they gave the persecuter a forfait.think of tricks like the courier missile firing, after each the A.I. accelerates in no time, by using larger frames, in a second he can be easy 300'000km ahead of you.this altering of framesize is also used in general to make it impossible to escape. you engage "time acceleration" but the A.I. profits of it because of the larger frames.if you use it wisely in FE2 you can escape, use double speed and get to the next level when you're sure he can't overhaul you no more. takes a little longer to get to the target, but works. you can underrun the cheat.not realistic, but inevitable for the game. (here we have another example that realism didn't belongs in all cases to a game like pioneer). on the other hand, the flight model for active combat could leave a little forfait to the human, or the player looses interest in fighting.which has happened to me, it was less hard (a little to easy), but i never tried to escape it wasn't needed to.that's what makes part of a good game, balance. give a little forfait to the A.I. where it's needed and give a little forfait to the player where it's needed, realistic or not, it doesn't matters, it's a game. to the trading, i even don't undestand why the prices of the goods are still such unbalanced, you never get anywhere with trading, that's sad.but it's only good that it's not always me arguing about that."lass uns nägel mit köpfen machen"so you worked on balancing, am i right?please share the results with us, you know i can't actually compile the source (my machine leaks), but i will certainly find some help, i hope i'm not the only mac user here. else i find perhaps another kind mac user somewhere.i can do some to that to, because i can work on the source even if i can't compile it, a bit complicated, but would be possible.it's true that newcomers didn't know what to do with, but that's already in the roots of the game, many found FE2 boring because you have no clear task to fulfill.FE2 needs a little fantasy to play and like it. but DB never wanted something with a given path to follow and for those who are still in love with it, it's the main reason to play and like it.Frontier (and even Pioneer) isn't the game for everyone and was only successful in a long run, no "blitzstarter" and if i look at Pioneer a marathon runner.my first Frontier i inherited from a friend who disliked it, exactly because of above named reason, he liked games back then like Lemmings.the difference couldn't be bigger.while i fell in love from on the first touch, "wow, exactly what i've imagined, exactly what i feel a space game should be", it was a dream come true to me.perhaps some understand now why pioneer isn't just a game to me, it's a passion or better a "Leidenschaft" (you suffer for).perhaps a idea like i posted with the board/roleplaying elements, will help, because i feel it will be simple once it's setup and give a wide range of missions as result which you can't finish in only one try, like a simple delivery. what i was thinking of is to join tasks to a little longer mission. i'm convinced this will attract some players who like a path they can follow, but it leaves the opinion to create them randomly, so no mission will be the same as the previous.and decision is still left to the player if he likes to do it or not.i think such elements are far more important then to have grown factions, realistic perhaps, but what for? it didn't makes the game.to do that, certain things must be held simple, very simple perhaps but that didn't matters to gameplay, impoprtant is you give the player something to do.and best something he can't predict.well, perhaps you won't write history with that, but it will please the player.it's exactly what you stated is a brillant tech demo, we show what we are able to do with our brains, but that didn't pleases the player in the end.DB is "the bold" not only because he's a brain and able to code i don't know what, he was also very tricky and used some charming cheats to workaround certain problems. not only because of little time and disk space.it's the balance he had always as target and found, between realism and gameplay what makes him "the bold" in my eyes.i'm not a fan of "the riders of the blue sky" because they was the best programmers of all time, they didn't made history with that.they made history with intelligent but simple ideas.gameplay oh, i can't stop enthuse about their simple ideas... which are so addictive.perhaps some of our devs. need a little bit of that "pioneering" spirit of those days (i feel). german textAha,das war sehr hilfreich.Stimmt, Flucht im Kampf ist feige, ich denke wir haben etwas zuviel Realismus in diesem Punkt."Frontier" betrügt sehr, ich meine die Schiffe könnten dich auch nicht verfolgen, wenn man dem Verfolger dabei keinen Vorteil verschafft hätte.Ich denke dabei an Tricks wie das plötzliche beschleunigen des "Imperial Couriers", nachdem Abfeuern einer Rakete. Durch die Zuweisung grösserer "Frames" erreicht er locker einen Abstand zu dir von locker 300'000km in einer Sekunde. Diese veränderung der "Frames" macht es generell unmöglich einen Verfolger abzuhängen. Sobald du die Zeitbeschleunigung einschaltest profitiert nur die K.I. davon. Aber wenn man es klug einsetzt und nur langsam von stufe zwei zur nächsten geht, ist es möglich einen Verfolger abzuhängen, man unterläuft den "Cheat" einfach.Nicht sehr realistisch, aber notwendig für das Spiel (noch ein Beispiel warum Realismus nicht immer mit dem Spiel vereinbar ist).Handumkehr, könnte man dem Spieler in Auseinandersetzungen ein wenig Vorteil verschaffen, sonst passiert es leicht das ein Spieler das Interesse verliert.Zumindest empfinde ich das so. Es war nicht immer so schwer, eher etwas zuleicht zu beginn des Projektes. Aber immerhin bestand kein Grund zu flüchten.Gleichgewicht macht ein gutes Spiel aus, gib der K.I. etwas Vorteil da, dem Spieler etwas Vorteil dort, realistisch oder nicht das ist egal dabei.Nun zum Handel.Ich verstehe auch nicht warum die Preise der Waren immer noch so schlecht ausbalanciert sind. Man kommt nirgendwo hin nur mit Handel, das ist schade.Aber es ist nur gut, dass nicht nur immer ich mich über solche dinge beschwere, danke."Lass uns Nägel mit Köpfen machen".Du arbeitest also selbst an der Balance des Spiels?Bitte teile doch deine Ergebnisse mit uns, ich kann zwar mit meinem MAC immer noch keine Software kompilieren, aber ich finde bestimmt einen netten MAC benutzer welcher mir dabei hilft. Wenn nicht hier, dann vielleicht anderswo.Schliesslich kann ich ja auch etwas dazu beisteuern, wird nicht einfach sein unter diesen Bedingungen, aber möglich.Es stimmt, Neulinge wissen nicht was mit dem Spiel anzufangen ist, aber das liegt in den Wurzeln des Spiels. Viele fanden auch "Frontier" todlangweilig, weil es kein vorgegebenes Ziel gibt. So zum Beispiel ein Freund von mir von dem ich mein erstes "Frontier" erhielt. Er spielte lieber Spiele wie "Lemmings" damals. "Frontier" brauchte schon etwas Fantasie um es zu mögen, aber David Braben wollte nie ein Spiel mit einem vorgegebenen Pfad und alle die es immer noch lieben, lieben es genau deshalb."Frontier" (und auch "Pioneer") ist kein Spiel für die Masse und war kein "Blitzstarter" und wenn ich mir "Pioneer" anschaue, eher ein Marathonläufer.Vielleicht verstehen jetzt manche besser warum "Pioneer" nicht nur irgend ein Spiel für mich ist, sondern eine Leidenschaft (Leidenschaft, etwas wofür man leided).Vielleicht würde eine idee wie die Brett-Rollenspiel Elemente etwas helfen. Denn ich denke es wäre einfach zu handhaben, wenn es einmal aufgesetzt ist und würde breitgefächerte variationen in den Missionen erlauben.Ferner würde es erlauben längere Missionen zu erstellen anstatt einzelner kleiner Aufträge, welche sich aber nie zweimal auf die gleiche weise Spielen lassen. Die wahl wäre immer noch beim Spieler ob er die Mission annehmen will oder nicht.Aber das erfordert das bestimmte dinge einfach gehalten werden, vielleicht sehr einfach aber das Spielt keine Rolle, Hauptsache der Spieler hat eine richtige Aufgabe zu erfüllen und am besten etwas was er nicht voraussehen kann. Wahrscheinlich geht man damit nicht in die Geschichte ein, aber darum geht es wohl nicht, der Spieler muss fasziniert sein, nicht der Entwickler.Pioneer ist genau was du erwähntest ein tolles "Tech-Demo", welches zeigt was wir mit unseren Gehirnen alles anstellen können, aber das kümmert den Spieler schlussendlich wenig.David Braben is nich "the Bold" für mich weil er so intelligent ist, nein, was mich an ihm überzeugt sind die netten "cheats", mit welchen er manchen Problemen aus dem weg gegangen ist, oder Lösungen zur Verbesserung des Verhältnisses Realismus zu "Gameplay" gefunden hat, nur darum ist er "David Braben the Bold" in meinen Augen.Ich bin nicht Fan von den "Riders of the Blue Sky" weil sie die besten Programmierer waren, nein. Sie schrieben Geschichte mit intelligenten einfachen Lösungen. "Gameplay", ich kann nicht aufhören von den einfachen Lösungen zu schwärmen… welche einen hohen "Suchtfaktor" besitzen.Vielleicht könnten einige unserer Entwickler etwas von diesem "Pioneering" Geist jener Tage vertragen (denke ich).
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »


Quote:
And of course, between tasks, I also enjoy a good morning in a distant system. And dream of a world best in the future.
well spoken!
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

i have the models ready for alpha22Models one by one- replaces all standard ships (some missing are optional)- replaces all sub-models- adds / replaces some model functions skripts (pilot gender & colors editable in "data/models/selector.lua")- building & spaceports mods [/hr]and additionally a bundled update for the "alpha23 prerelease"models_p66_alpha23.zipplus the building & spaceport mods for "alpha23 prerelease"mods_bldg_sport_p66_alpha23.7z
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

edit: ok, worket out
Quote:
- Up the resolution of skin
?, most are scaled up x2 anyway and 2048x2048 for the texture sheet is big enough. i trie to think abou a reduction, because if i give the crew a separate sheet i can save half without loosing a lot compared to the original textures. the cockpit and pilots are fare to detailed and was ment for a inside cockpit view in the original game.ah, i see now you enhanced the contrast, well i only kept what i got, it was never very bright, overall the textures for the XWA are soft in colors.
Quote:
- make an uniform color for alls parts ( to have a look alike the SW ship )- modif the technicals deff. ( so now it's really "the most versatile and rapid ship of the galaxy" :) )- added a main thruster effect
color is by choice, you are lucky i didn't used the colorvariable material ;) , further, hm, some is glossy some matte.thruster i didn't liked, it won't look right anyway imho., to the specs; i have the manner to give good ships bad specs sometimes, i know, i like that :mrgreen:
Quote:
- added a landing gear
doesn't it rests on anti-grav fields? i'm curiousrear views i will have to check for all ships, but it's not urgent[/hr]it's ok to create a new sub_model if it's used by many models, but if it's a sub-model which is used exclusive, like your landing gear, you can add that to the existing script or place all in the ships folder and make sure that the sub-models script gets processed first, i.e. name it "0_anymodel.lua" to make sure it stands in front of "YT_1300.lua".
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RE: P66 Models, one by one

Post by Potsmoke66 »

your'e right, but hard to find a picture of it...[hsimg]http://the-blueprints.com/blueprints-depot/sciencefiction/startrek/millennium-falcon-4.gif[/hsimg][hsimg]http://farm6.staticflickr.com/5107/5622825771_683ce9cb9c_z.jpg[/hsimg]
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

you like to force me to make a own one, hm? ;)
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Geraldine
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RE: P66 Models, one by one

Post by Geraldine »

Use the force Gernot! :lol:
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RE: P66 Models, one by one

Post by Skodyn »

Gernot?I'm not sure what I did wrong, but after adding the typhoon file I get these errors, how can I fix this please?Error: [string "./models/ships/typhoon/typhoon.lua"]:429: call_model() to undefined model 'pilot_seat'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/typhoon/typhoon.lua"]:429: in function [C]: in function 'define_model'[string "./models/ships/typhoon/typhoon.lua"]:378: in main chunk[C]: in function 'load_lua'[string
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RE: P66 Models, one by one

Post by walterar »

Skodin, check if you have the folder '/pilot' in data/sub_models'pilot_seat' is defined in data/sub_models/pilot/pilot.lua
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RE: P66 Models, one by one

Post by Skodyn »

No pilot folder only pilot1
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

@skodynsorry, took me a while to recon. your post, but fixed the typhoon, even if alpha23 is knocking already at the door.typhoon_12-06-03_p66patched-alpha22.zipi will fix the link on first page to, no matter if it changes tomorrow again ;)also i put the "Caiman" and the "Maneuverable Cargo Unit" there.[/hr]
Quote:
Error: [string "./models/ships/typhoon/typhoon.lua"]:429: call_model() to undefined model 'pilot_seat'. Referenced model must be registered before calling modelstack traceback:[C]: ?[C]: in function 'call_model'[string "./models/ships/typhoon/typhoon.lua"]:429: in function [C]: in function 'define_model'[string "./models/ships/typhoon/typhoon.lua"]:378: in main chunk[C]: in function 'load_lua'[string
ok, your error was a different one, well i fixed the typhoon anyway (had a wrong ship specific scanner model name, "rhoombha..." instead of "typhoon..." ).by the way i separated the antenna from the scanner, so the antenna appears for the "Radarmapper" like on most ships now.the missing 'pilot_seat' must be from a (the) missing submodel(s) i guess.
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

i updated the links on page one,more stuff like the buildings will follow soon.i guess we will see this one soon again. btw, this is greyoxyd's work, i have also still two buildings of him.
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

ok, now i got the all things ready (and hopefully working) for alpha23, incl. buildings and spacestations,have phunnote that i changed again the content of the required submodels a little bit, it will be to your profit ;)check page 1 to get to the models.
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Geraldine
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RE: P66 Models, one by one

Post by Geraldine »

Excellent Gernot! :) Please keep updating your first post in this thread as I can use that link for the folks on ModDB. Any pictures I post on there of your models, get lots of views 8-)
Marcel
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RE: P66 Models, one by one

Post by Marcel »

OK, got them all! Thanks for updating the links. There's an ad on the download page that covers up parts of the file descriptions. It makes it very difficult to discern which files to download. DarkOne said he'd look into it. Now for some phun! :mrgreen:
Potsmoke66
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RE: P66 Models, one by one

Post by Potsmoke66 »

updated submodels,sub_models_alpha23_5.zip(belongs to "...pioneer/data/sub_models")more funny adverts (screens) in your spacestation and a stationwide communication system breakdownand a fitting groundstation for the new stuff,mods_groundstations_p66_alpha23_4.zipbelongs unextracted to "mods" ("local user data"/pioneer/mods)[attachment=1280:Bildschirmfoto 2012-06-23 um 01.30.jpg](it took me "years" to place and rotate the text on the wall, you can't see here, it's on the docks gate)and now for a find of greyoxyde's model...oh, btw, does anyone tried to scoop goods? i did,sorry most ships won't have yet a working cargo scoop, for some i fitted a flagged geometry, but i made some tries in scooping and whee, it's to hard, no impossible with the actual ships.i'm working on that to and hope i have soon some useful ships ready, actually i'm using a adder and succeeded with a quite large geometry (5mx5m 10m to 20m in front of the ship, as i remember good old FE2 released the scoop even at a distance of ~20m).still it's damned hard to catch anything...there is a problem that has to be solved first, the flagged geometry of the scoop count's as collision mesh (of course), but due to that it will lift your ship probably a lot over the ground when it's docked (because of the size), but smaller as roundabout 5mx5m it won't work.perhaps we need even a flagged geometry for the docking pos to solve this problem finally, the ships really should rest on the undercarriage or whatever that will reflect. no matter cargo scoop and especially NOT simply the lowest "y" of the collision mesh dimension with UNENGAGED undercarriage (and fixing it with a constant for the eagle and all the rest is wrong).further there is a problem that docked ships have no collision mesh, that's why the rest on their bounding radius, which is sad (or mad?).i have the adder for you, so yours can try and see if i'm right or wrong (size of collision mesh for cargo scoop).adder_alpha23_w_cargo-scoop_1.zipgood luck, commander ;)
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