New game mod: Pioneer Scout +

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.
Marcel
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RE: New game mod: Pioneer Scout +

Post by Marcel »

Thank you! I'll give it a try as soon as I get back to Earth!
Sanguinem
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RE: New game mod: Pioneer Scout +

Post by Sanguinem »

Seems that I get to be bug-hunter general for you. I got another bug that is causing a crash. Happened just after I entered a system I was to explore on a mission, right after blowing up a pirate that challenged me on entry to that system. Files attached below. :) [attachment=2550:opengl.txt] [attachment=2551:output.txt]
fluffyfreak
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RE: New game mod: Pioneer Scout +

Post by fluffyfreak »

Wow, very impressive Walterar!
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@SanguinemI saw this failure a long time ago and I thought having solved but obviously is not. I will pay more attention to that and will soon be solved. It's good that you're there. :good: @fluffyfreakI am afraid that your big boat has been destroyed with the new naval missiles. I think I need more. :hunter:
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@SanguinemWell, the dead pirate trying to attack the player. A case of zombie pilot. :vampire: This happens in the case of a pirate ship is destroyed before it was recognized as hostile ship. A case which may be common now, with the advent of super-missile (naval missile) I'm preparing a fix-pack that I post it here in a few hours.I want to test extensively before, I love this part. :gamer:
Vuzz
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RE: New game mod: Pioneer Scout +

Post by Vuzz »

An idea , If, it's more easy to kill pirate before he was identified Shot a ship without confirmation of hostile must be considered as piracy ? If whe added a Rogue Reputation for the player for this sort of act , and increase this piracy muts be decrease the alls others reputations , maybe it was interesting ? 
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Well, I think the dead pirate not return. Here is the fix pack, zz-pioneersp-g16f-fixpack01.zip It works like the mods, should be put in the mods directory. Now they can destroy the pirate with a good naval missile, before he attacks. Although note that the use of naval missile in a fair fight is illegal. The ships destroyed by this missile are not counted. Nor you will receive your money. Now, have fun, and, exploiting bastards. @Vuzz, I have to make a game manual, urgent. :)
Marcel
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RE: New game mod: Pioneer Scout +

Post by Marcel »

That console.lua works perfectly! Thank you thank you thank you! I found one minor bug. The game puts files named after game events into the savefiles folder. After my first flight I have files named _docked, _exit and _undocked in the folder.
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@Marcel That's not a minor bug, it's a new feature original idea of johnbartholomew: automatic saves. :santaclaus: Especially for those who forget to save before a power cut. :alcoholic: Only I forgot to tell you. :sclerosis:
Marcel
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RE: New game mod: Pioneer Scout +

Post by Marcel »

Cool! Thanks again, Mister Scoutmaster! :pioneer:
StalkerXey
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RE: New game mod: Pioneer Scout +

Post by StalkerXey »

Sorry for question, but I could not see other ships. By post about release version 18 - I thought ships must be in every spaceport.
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@StalkerXey Excuse me, but I can not interpret what you're trying to tell me. The English is not my language, and I depend on Google Translator. Maybe if repeat the question in another way I can understand. Or test your language, if the English is not. Insists, please. :pioneer:
Sanguinem
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RE: New game mod: Pioneer Scout +

Post by Sanguinem »

New issue, after installing the fix for the zombie pilot, all contacts on the scanner now appear as a big circular blob.
StalkerXey
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RE: New game mod: Pioneer Scout +

Post by StalkerXey »

@walter. Other words - how to make traffic on every station? I visited some stations in Sun system and found no ships.P.S. what is your preferred language? I know my English not good :)
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@SanguinemIn theory :pleasantry: is impossible that this patch does that. But everything is possible in the galaxy. :O If it happens again, try to take a screenshot and publish it here. That might give us a clue. :mole: @StalkerXeyNow I understand. :preved: Traffic is random. You can find the station without ships in some cases, and sometimes many ships, in the same station. My native language is Spanish, but Google Translator does a decent job with any language spelled correctly. :scout:
Styggron
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RE: New game mod: Pioneer Scout +

Post by Styggron »

Hello Walterar. My goodness you keep doing more and more and more AMAZING things. I just played G16 it is absolutely AMAZING.I could not get Pioneer March 17th going I posted the errors in the Pioneer thread but Scout+ works PERFECTLY. Been doing some of the missions. It is just amazing. I was doing some scan the planet missions. Even though it says it feeds the destination info to your auto pilot I find I still need to do it myself but that's no biggie. Scout+ is just SO much fun !!!!! I can't thank you enough for your work on it. I am always speechless with Scout+ :hi: Everytime I see the targetting tunnels I thought it would be nice to have a setting where you can make them relative to the target to get something like this. [url]http://www.superpunch.net/2011/10/gallery-of-computer-screens-from-alien.html[/url] Geraldine and I were talking about it a while back with some good ideas which at the moment escapes me though. I'll see if I can organise a proper post re those targetting tunnels. :hi:
Styggron
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RE: New game mod: Pioneer Scout +

Post by Styggron »

Hi again Walterar, Only had one crash. "Assertion failed"Program:File: SystemInfoView.cppLine 480Expression: NeedsRefresh()=REFRESH_NONE This only happened if I tried to do a scout mission in the ROSS System. As soon as I went to planet local system view I got a dialog box that said that.I just thought I'd let you know. I restored from the save game and managed to repeat it twice but the third time the mission was no there for me to choose so I could not repeat it 3 times. Hope this helps :hi:
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

Thanks @Styggron It is very important to me the stability of Scout+ Although I think there is a problem in the Pioneer engine, I will check now, to be sure. :pioneer:
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Geraldine
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RE: New game mod: Pioneer Scout +

Post by Geraldine »

I have also noticed a similar crash to what Styggron experienced although I was in a different system.
walterar
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RE: New game mod: Pioneer Scout +

Post by walterar »

@Geraldine @Styggron I tried to reproduce this bug, in several ways, without success. :( The fault apparently is in an area of ​​the engine which are doing many improvements lately. Perhaps a side effect that will surely be resolved before the launch of next version of Scout+. If it reappears, please send me the "_undocked" file, which is in the savefiles folder in the user directory. Thanks for your report, help improve. :good:
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