New game mod: Pioneer Scout +
RE: New game mod: Pioneer Scout +
@MV2000 Xylophis is an original model included in Pioneer. It is not added by this mod. You can find it in the folder /data/models/ships/Xylophis within the Pioneer installation. Everything concerning G9, should uninstall it with to install G10.
RE: New game mod: Pioneer Scout +
Welp, just noticed that I haven't updated my Pioneer install to the latest version yet, therefore Xylophis model didn't show up. My bad.
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SGDominator
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RE: New game mod: Pioneer Scout +
Really enjoy your mod and the changes that you make on a regular basis: Would like to point out just one thing about the recent change to PersonalInfo.lua, you might want to have it coded thus: local CurrentPosition local CurrentFaction local StationName local frameBody = Game.player.frameBody.label if Game.system == nil then CurrentPosition = t('Hyperspace') CurrentFaction = t('Hyperspace') else if Game.player.flightState == "DOCKED" and Game.player:GetDockedWith().type ~= 'STARPORT_SURFACE' then StationName = Game.player:GetDockedWith().label.." - " else if Game.player.flightState == "DOCKED" then StationName = Game.player:GetDockedWith().label StationName = StationName.." STARPORT - " else if Game.player.flightState == "LANDED" then orbitalBody = frameBody StationName = frameBody.." - " else StationName = t('') end end end CurrentPosition = StationName ..Game.system.name..": Sector (" ..Game.system.path.sectorX.."," ..Game.system.path.sectorY.."," ..Game.system.path.sectorZ..")" CurrentFaction = Game.system.faction.name end or something similar. The reason being is that if you land on a planet and then access your Personal Info Stats. the system crashes because it is only taking into account docking at stations and not landing on planets. Have attached a jpeg showing what the above code does when having landed on New Hope near ITZALEAN Starport. This code also concantenates the title Starport after surface stations. I noticed that orbital stations usually get the title station after their name but surface starports just give you the name, so this adds that addition. There is probably a more elegant way to code this, but this is what I have for now. [attachment=2376:2013-10-19_021622.png] By the way do you know how to get these images to display in better quality than they show after they are uploaded. On my system it displays as an 1286 x 988 24 BPP image, but here it is very small when displayed and the image quality is not so good. Amendment: To ensure that the previous location statistic also shows both the STARPORT and ORBITAL suffixes I editted the /00-Player/Player.lua file thus: local onShipUndocked = function (player, station) if not player:IsPlayer() then return end local pLabel = player.label local sLabel = station.label local sType = station.type local frameBody = Game.player.frameBody.label local faction = Game.system.faction.name if sType == 'STARPORT_SURFACE' then _G.PrevPos = ((sLabel).." STARPORT - ".. Game.system.name..": Sector (".. (station.path.sectorX)..",".. (station.path.sectorY)..",".. (station.path.sectorZ)..")") else _G.PrevPos = ((sLabel).." - ".. Game.system.name..": Sector (".. (station.path.sectorX)..",".. (station.path.sectorY)..",".. (station.path.sectorZ)..")") end _G.PrevFac = faction if sType == 'STARPORT_SURFACE' then Comms.Message(t(pLabel.." taking off from " ..sLabel.." STARPORT")) else Comms.Message(t(pLabel.." taking off from " ..frameBody)) endend This is just for those whose personal preference is to have the specific locations reflected on their screens. [attachment=2377:2013-10-19_111125.png]
RE: New game mod: Pioneer Scout +
@SGDominatorThanks for informing me of this bug. :pioneer: Correct this, and other fixes, a fix pack to publish today or tomorrow.Obviously I do not usually land outside a space station on my testing. :sclerosis: In Scout+ G11 expand on the information of the space station where the ship is docked: surface or orbital station. I do not upload my images in spacesimcentral, I keep them in my dropbox. They look better as well and everyone can see them if they are not logged in.
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flyingfetus
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RE: New game mod: Pioneer Scout +
Is there a way to take some of the ships out of the mod? i opened it and took some of the ship files out, than compressed it back into a zip, but it didnt work.
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SGDominator
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RE: New game mod: Pioneer Scout +
I do not upload my images in spacesimcentral, I keep them in my dropbox. They look better as well and everyone can see them if they are not logged in. @walterar Thanks, so that's how it is done, might have to get a dropbox account.
RE: New game mod: Pioneer Scout +
"i opened it and took some of the ship files out, than compressed it back into a zip, but it didnt work." It should run. Here I leave an example with Caiman caiman.zip
RE: New game mod: Pioneer Scout +
@SuperNewtable: You need to keep the directory structure of the mod. Ship models should stay in the .zip/models/ships/ directory and the shipdef lua's to the .zip/ships/ directory. Or just copy the original mod and delete every other thing, but leave the things you want.
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SGDominator
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RE: New game mod: Pioneer Scout +
Is there a way to take some of the ships out of the mod? i opened it and took some of the ship files out, than compressed it back into a zip, but it didnt work. A sure way to have any ship you want in the game is copy the DataModels and DataShips directories to a safe location. Unzip your mod to your Documents directory usually following the directory structure of Pioneer. For example, your directory might be something like this under Windows: C:usersyour usernameDocumentsPioneerData Unzip your mod under that data directory making sure you follow the directory structure of Pioneer. If necessary create the top level data directory under your username location where the Pioneer mods directory is located. Example: Under DataShips make sure to copy all the .lua files of the ships you want, then under DataModels all the model directories that match the ships in the Dataships directory. Make sure there is not any reference to any ship you do not want, particular in the DataUIMainmenu.lua or any other lua for that matter, but usually the mainmenu.lua is the culprit because that is where you get your starting ship. After that I delete all the model directories and all the lua's in the ship directory in the Main Pioneer executable directory where ever you installed Pioneer. Just be sure to leave the empty wherever you installed the executable PioneerDataShips and PioneerDataModels directories in there locations. Once you have everything running you should be able then to compress the data directory under you username location and then stick it in the Pioneer Mods directory. However, since I usually mod a lot I just leave everything uncompressed in the data directory of my usernameDocumentsPioneerData directory. Hope this makes sense. As with anything always backup first in case something goes wrong.
RE: New game mod: Pioneer Scout +
Attention! FixPack 01 to Scout + G10 The latest versions of Pioneer have some internal changes. For this reason, Scout+ G10 is obsolete. Also, I take the opportunity to make some corrections and cleaning. You will see the difference. The latest version of Pioneer can be downloaded from here: Win32 Linux32 Linux64 OSX To apply this, you should add this fix pack in the mods folder: PioneerScoutPlus-G10-FixPack01.zip Enjoy 
RE: New game mod: Pioneer Scout +
This is good news Walterar as I will have to update moddb early this month.
RE: New game mod: Pioneer Scout +
Walterar, 20131106-linux64 is not compatible with G10. You're probably working on G11 right now. :prankster:
RE: New game mod: Pioneer Scout +
Hi Marcel Yes, and the most important change is this [url]https://github.com/pioneerspacesim/pioneer/issues/2521[/url] I had to rewrite much of the modules to work with the new system. The changes and improvements were many, had a hard time but the result is satisfactory. I think he's ready but I want to try a little more. However, at the current rate, the Pioneer core changes rapidly. Presumably, the fix packs of Scout+ G11 will be many, :mole: but fun. :tease: :shout:
RE: New game mod: Pioneer Scout +
Hmmm Sorry but I'm being a dummy here. I took the orig G10 pack and the G10 fix pack, put them as they were as zips in the MOD directory (in usersetc etc) and the mods are not functioning. Pioneer just loads up as normal. I am using Pioneer 20131103. I know I am missing something so I apologise in advance and thank people for their patience. :hi: [UPDATE EDIT]Ok it worked. The problem was there were TWO Pioneer directories in mydocs one was Pioneer one was PioneerGenI originally put the files in Pioneer GEN because this directory was the newest from November where the other one was from waaaaay back. I guess Pioneer uses both directories then ? They seem to contain similar data. In fact some files and directories are the same. Thank you Scout+ team. This looks fantastic. Will be testing it out tonight after work.
RE: New game mod: Pioneer Scout +
PioneerGen is the directorie of genesia lol ^^ with theses two distincs directories system you can run both Pioneer and Genesia without interferences 
RE: New game mod: Pioneer Scout +
Perfect. Thank you for that. I LOVE Genesia. Alpha 22/23 no longer work. There was a windows update and now my older Pioneer files no longer work. This is really disappointing because I think it was Alpha 22 that was the last version with ELITE content and now...pow not working. Still we have the amazing models genesia has. I have 271013 which I believe i the latest one. Thank you Genesia team thank you Scout+ team.You are ALL amazing. :hi:
RE: New game mod: Pioneer Scout +
Again with you. Eleven release, for eleven consecutive months! It's here!Pioneer Scout Plus G11 version Few developments this month. The adequacy of the significant changes in the nucleus of Pioneer have been all along. The unsolved problem is that, before, if missing any translation in any language, the system used the English equivalent string. It seems that does not work yet. For that reason Pioneer G11 is only available in English language, Spanish and Russian. Anyway I worked hard the combat system and there are many improvements in this regard. Check it out yourself and tell me if there is something wrong. Mainly in the texts translated into English and Russian, I translated the new texts into these languages​​, with the help of Google Translate. Marcel, Sapog66, help! :bye: Download free from here: Pioneer Scout+ G11 (all platforms) Applicable to Pioneer Space Sim 20131111 (or higher). Download free "Pioneer Space Sim 20131111" from here: Win32 Linux32 Linux64 OSX If you do not know Scout+ I strongly recommend you read the post from the begining. Instructions for installing it are here: How to install the mod I hope you enjoy this as much as I do. :pioneer:
RE: New game mod: Pioneer Scout +
@Walter. I'll quite finish yet the entire manually translation in french of Genesia (thanks Google).This work is make with the old translating system. If you want i can send you the language's lua. folders for free using in Scout .
RE: New game mod: Pioneer Scout +
@Vuzz The new translation system is fantastic, for the translator, on the web, but very hostile to the developer or modifier of missions modules, or other. There is much work to do there. I'll make extra texts Scout + for easier translation. When you have, you can work more comfortably. It will be nice to have Scout+ in French. Also in other languages​​, of course. :good: