Nightly builds
RE: Nightly builds
28 August - 6940e63This build has Ziusudra's new Trade Ships module. Now you'll see ships constantly entering the system, docking, buying and selling cargo, undocking and jumping away. No more ships blocking the landing pads forever, and the whole galaxy now seems to have come to life. Try it out!
RE: Nightly builds
robn wrote:
28 August - 6940e63This build has Ziusudra's new Trade Ships module. Now you'll see ships constantly entering the system, docking, buying and selling cargo, undocking and jumping away. No more ships blocking the landing pads forever, and the whole galaxy now seems to have come to life. Try it out!
will the system track what these ships have , will they influence trade by their behaviour, availbaility of goods and later impact on colony development ( being an active pireate might drive up system prices if u kill enough ships)
RE: Nightly builds
ollobrain wrote:
will the system track what these ships have , will they influence trade by their behaviour, availbaility of goods and later impact on colony development ( being an active pireate might drive up system prices if u kill enough ships)
No. Perhaps one day, in the distant future, but right now Lua scripts can't exert any control over stock prices, and as you already know there are as yet no plans for colony development.The X series does this, and that's the principle reason for it being such an utter CPU and RAM hog. The economy simulation is by far the most expensive part of the game, in terms of computing.
RE: Nightly builds
will it affect asssination missions, the appearnce of pirates and other not so advanced features then ?
RE: Nightly builds
ollobrain wrote:
will it affect asssination missions, the appearnce of pirates and other not so advanced features then ?
Not sure how it would affect assassination missions. A mission to assassinate a trade ship?I'm looking at pirates as my next project. They will be attracted to systems in much the same way as trade ships. I plan to have the pirates attack any trade ships they find.Something already in place is that if the player and/or pirates keep killing trade ships, they will eventually stop coming to the system. Though that is only persistent as long as the player is in the system.
RE: Nightly builds
Ziusudra wrote:
I'm looking at pirates as my next project. They will be attracted to systems in much the same way as trade ships. I plan to have the pirates attack any trade ships they find.
Right now you're going to have problems with this and pretty much anything that requires a NPC ship to attack another. The "kill" AI is unable to chase down a target ship at distance. Unless the target is very close (within tens of kms) at which point the combat AI kicks in, the AI code instead tries to "flyto" the target. Unfortunately flyto doesn't track changes in the target, so the AI flies to where the target was at the time it was activated.Players see this too - try targetting a ship from a long way away and then using "Fly to vicinity of AB-1234". You'll probably end up in the middle of nowhere.What we need is an AI that knows how to chase/intercept a moving target. Presumably it would look at the current velocity and acceleration of the target and determine a point in space that it could cross its path at with matched speed, and aim for that. It would also need to constantly recalculate this to handle changes in the target. I suspect its not an easy thing, but we're going to struggle to do much interaction with NPCs without it.
RE: Nightly builds
ollobrain wrote:
will it affect asssination missions, the appearnce of pirates and other not so advanced features then ?
They are separate Lua modules. Unless somebody writes modules specifically to interact with each other, they will not do so.If there's something that you want to happen in the game, the best way to go about it is to write a script yourself that will do that. Lua scripts describe what things in the game should do, without describing how. "How" is the job of the engine itself. "What" is the job of Lua scripts, and is very much about gameplay. If you can't or won't try writing Lua scripts for Pioneer, another thing to try would be to gather a team together. You clearly consider yourself an ideas man; you just need people to put your ideas into action.You could give your team a cool name, like Ollo's Brains. Or not... Has there ever been a scripting clan?
RE: Nightly builds
Tried a windows nightly build.While my computer is not modern and so can't use opengl shaders (being limited to opengl 1.4 and sadly unlike direct3d shaders there's no cpu emulation program for them for my card like 3d analyzer does) but i am really impressed by how amazing the landscape can be and how smooth the game performance is for such superb visuals.Here's a little hoovering over Phobos with terraformed Mars in the background.Fabulous work Pioneer dev team !
RE: Nightly builds
16 September - ac00f561Alpha 15 development is well underway. The two major changes visible to users so far are actually the restoration of a couple of old things. Assassination missions are back and available on the bulletin board at most stations:The "hoop" station, lost for almost two years, makes a return:There's other less visible things of course. As always, the Changelog shows the full list of stuff. More gets added every day!
RE: Nightly builds
Quote:
The "hoop" station, lost for almost two years, makes a return:
I can see that there's some interesting stuff going on there for me to play with.
RE: Nightly builds
Is anyone else having problems saving and loading games in pioneer-ac00f56? If I start a new game on Earth, save it and try to load it I get a message saying that it can't be loaded because it contains errors.
RE: Nightly builds
Marcel wrote:
Is anyone else having problems saving and loading games in pioneer-ac00f56? If I start a new game on Earth, save it and try to load it I get a message saying that it can't be loaded because it contains errors.
Yes, this build (and almost all of them back to alpha 14) has a nasty save game corruption bug. That was the last build with that particular bug. More recent builds (ie ff91c2c and 1fee3ed) do not have this issue. Note that the fix also involved a save game version bump, so these more recent builds will not load the corrupted save files nor any from alpha 14 or earlier.Fyi, nightly builds are available at https://sourceforge.net/projects/pioneerspacesim/files/nightly/.
RE: Nightly builds
Thanks. I'll stop messing with it and get the latest build. :)Btw, It doesn't pay to mess with Ann Miller.
RE: Nightly builds
22 September - 716c720We've added lots of eyecandy in the last few days so its a good opportunity to show a few screenshots.New city models. Vlastan's gorgeous new city models are now in, and all the old buildings have temporarily disabled pending a new building selection code (I'm hoping to have it done next week).Four-bay indoor station. durandal extended the venerable mushroom station with a four-bay version. This will be used for high-population cities/worlds in hostile environments.Panther. durandal also spent a lot of time cleaning, fixing and optimising ship models, and with some help from s20dan revived our old Panther variant.Lua console. jpab made a great start on an in-game script console which can be activated by pressing ~. You can call into any of the available Lua methods to test things, hack your ship and all sorts of other things. This is highly experimental and its very easy to crash the game from here. This is very early days and there's still a lot of improvements to come.
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matthewfarmery
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RE: Nightly builds
the panther looks cool, nice job on that 
RE: Nightly builds
matthewfarmery wrote:
the panther looks cool, nice job on that
Thats actually one of our oldest ships, been sat there for months unused because of a totally inefficient .lua.
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matthewfarmery
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RE: Nightly builds
can't wait to buy and fly one
RE: Nightly builds
It's great to see the big ships getting some attention. 
RE: Nightly builds
Bigger ships getting attention and as we go more specialisation to
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Guest
RE: Nightly builds
New nightly build, and this time it is OSX (why should we have to wait until a new alpha release before we get to see all the goodies). Because the OSX builds are done on a different machine to the Linux and Windows machines they may be a little out of sync (i.e. they may be different builds depending on when they have been kicked off).Thanks to Rob for giving me a hand with some of the scripts.Enjoy!29 September - 3b12f97