New game mod: Pioneer Scout +
RE: New game mod: Pioneer Scout +
This looks like a module, but curious why there are different releases for different OS's when most of this is Lua?
RE: New game mod: Pioneer Scout +
Is it possible to get this to run on OSX?
RE: New game mod: Pioneer Scout +
@walterarI hope, you are getting better soon. When you'll come back, I have a little surprise for you (see PR #3201).
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Potsmoke66
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RE: New game mod: Pioneer Scout +
walterar? i hope.. no, we all hope you get well soon. i'm amazed to see you have a fan community. yeah, i missed your comments as well, but i thought "he's busy with scout+" if i can help you, just ask, i can't hand you a towel or such, but if you need something specific for scout+ i can prob. help. huh, i hate uncertain things, not knowing how well you are isn't good. --- @Mack in general yes, but probably one has to compile it first for osx.(which seems to be tricky, OSX releases themselves are in certain things incompatible. thus i assume if one compiles it under 10.7 it won't run with 10.6 or 10.8 )the best option would be to compile it yourself, it will certainly run in your OSX.maybe get in contact with "Philbywhizz", he was responsible for the mac releases (so far, i'm not sure if he's still actively developing pioneer)probably he can show you how to compile Pioneer on OSX.Philbywhizz[/url] on SSCPhilbywhizz[/url] on GitHub "shrug"there is recently no source available for scout+the projects page is here: https://sourceforge.net/projects/pioneersp/?source=navbar[/url] will keep you informed, my next step is to check if anything has changed to the source at all or if the mod is just LUA.if the latter is true, it's fine.there is a second possibility, but since i'm not sure what has changed in the code, if something at all or if the changes are only LUA, neither i'm sure which release he exactly used for the recent scout+this won't help much i guess, else one could take the official OSX release and replace anything in the folder "data".i have done this sometimes to get "Genesia" running on my moms MACBook, with the disadvantage that in Genesia certain things are changed in the code compared to the official release. in compiling it for OSX i failed, resp. the MACBook is a second hand and leaks of original software, unfortunately something is missing or not in a state as expected and the compiler won't run. the final but really a not nice way is to run a win32 release with "Wine[/url] developed to run win32 games and apps on a mac.but in advance, the framerate of pioneer will suck.it was ok for me as a modeler to check the models, but unsuitable to play the game for real.but try, my moms macbook is a rather old one and probably a stronger mac will have a somewhat better framerate running pioneer in such a wrapper. --- @CosmicSpacehead would it be possible to reproduce this?probably link a savegame, though i can snoop into it and get a idea about it. i really hope he's well soon, i guess we should collaborate more, even if i'm starting to be envolved in something different.but it won't be a bad idea to have a "vize". ---@XB7hmm...i'm curious myself
now for real,most is LUA, but certainly the engine is a executable compiled under/for a specific OS.modules or mods like this exist because of a splitting of interests or directions some liked to go.which is imo not bad, i guess at one point certain things will reunite, if someone guesses, "hey that's a good idea, i like to implement it"maybe even not, then see it as a sort of competition: "let's see who was right or wrong with which prediction". what i can already see is that scout+ is a good project, i like the idea in general and to read things like fines for early jumping, then i see some of my ideas reflected in it(apart from the old FE2 ships). --- might be you missed it, my latest ship is suitable for scout+.but one would have to alter the price of the ship for scout+it's set to 139'000, just discount 100'000 and you get the price suitable for scout+ the ship, respectively the zip file belongs to the "...user/documents/pioneersp/mods" folder.if you open the zip folder there will be a folder named "ships" in this you find the ships specs and the price for it ("manta.lua"). once the zip file is in it's proper location, the ship will be added to the available ships in the game. "Manta", light fighter:http://spacesimcentral.com/ssc/files/file/1074-manta-sgm-version/[/url] Tom Mortons "Ladybird Starfighter", medium courierhttp://spacesimcentral.com/ssc/files/file/1073-ladybird-starfighter-sgm-version/[/url] --- about mods and mods (???) just to avoid possible confusion, this here and genesia <you can see as a "toal mod", probably set up in this way to use a slightly altered engine as for "Pioneer". MOD's in general was planned to be put in the "user/documents/pioneer/mods" resp. depending on the game "pioneer", "pioneersp" or "pioneergen". a MOD can be a single ship, like in the above cases or it could alter the whole game (a lot of it). i guess, disregarding these two standalone games, i was so far the only one who offered a MOD which alters more as just some ships. the concept seems to be forgotten a bit, but i like it and if the source would be only altered slightly you could get much more out of this. personally i'm working on a old alpha30 release, because of the (my) LUA models but the real goal is to setup a pioneer which respects this way of modding better.which means less hard coded things and certainly no hard coded relations to any of the scripts, only such would allow to change from a "Pioneerverse" to a ie. "StarWars -verse",or whatever one will like to see, personally i would find a "fantasy game" the most interesting thing, means to remove all relations to human race and ships could be animals as well, all this without touching the source.of course over all only superficial changes, the structure is still the same, trade, explore, fight. further i've made some mods (but they aren't up to date) to exchange the quite unsuitable architecture of skyscrapers on hostile planets (which are far more as "outdoor worlds")with sealed or at least buildings which look like sealed buildings and stations. imho if i can't choose between them, sealed (looking) buildings are the better option as skyscrapers. but i lost this competition
and this maybe answers even XB7's question, why there exists different projects of Pioneer. one dislikes this another one dislikes that... i dislike the SGModel system (to less flexible)the recent devs strongly disliked the LMR (to hard to manage?),i guess this was the main reason for this splitting. the difference is not big, but i like to have some animated and alternative parts, SGM leaks strongly in this, with LUA it's up to me how much of that i will like.the same ship has a quite different appearance, one is a ship and basta, the other is a ship + + (missiles, individual guns, scanner, antennas, different skins, "individual as much as possible"). Walterar stood somewhere between all that and developed his scout missions which are GREAT imo.he seems to like my models, thus you find all of what i converted to SGM in his scout+. for "nubes","P66" respectively "Potsmoke66" was my former nick here on SSC.because of some simple reasons i changed it to my legal name "Gernot". already quite a while ago when i met Geraldine on Frontier.forums,however, Geraldine is Geraldine, and this convinced me that a nick isn't as good as my name.it took then a while until i really changed in most forums i lurk around my nick "potsmoke66" to "Gernot" or "Gernot66".this has the advantage that i get recognized better i guess, if one sees my YT account now "Gernot66", if you would search for me on facebook "Gernot Schrader" (believe it or not, this name exists exactly one time on facebook, there is only a second "Gernot H. Schrader", which isn't exactly the same name.meet me in forum "x" as "Gernot66", i guess this was a good decision. besides it avoids possible Q's like on Sci-Fi meshes, "do you never feared to be banned for your nick "potsmoke"?" - eh certainly not, especially not "feared".
RE: New game mod: Pioneer Scout +
First of all -- most excellent mod. Lovin' it to bits! Ran into a somewhat game-stopping problem though... After browsing this topic I realise that the author is currently away (hopefully not for long) so I'm hoping that someone here with a bit more knowledge in LUA could help me solve this issue: Basically, when attempting to refuel from the ship cargo hold I get hit by following error:[string "[T] @libs/Ship.lua"]:584: attempt to perform arthimetic on global 'removed' (a nil value)stack traceback:[string "[T] @libs/Ship.lue"]:584: in function 'Refuel'[string "[T] @ui/InfoView/EconTrade.lua"]:129: in function <[string "[T]Attaching screenshot of the error window:[attachment=2832:PioneerScoutPlusRefuelError.png] This error makes it impossible to finish scouting missions located in other systems, for example. Any help to solve this would be greatly appreciated!
RE: New game mod: Pioneer Scout +
If you join the Scout+ organization you get what Walterar calls an 'experimental ion engine'. This automatically refuels you when your fuel gets down to 5%. There may be a bug in there which conflicts with the standard refuel from cargo bay method. I should add that you don't need fuel in your cargo bay for this to work. It evidently converts reactor energy to mass that you can use as propellant. It's a bit of a cheat, but it allows you to complete the missions. The autopilot isn't aware of the engine conversion, so you have to use set speed to get somewhere quickly.
RE: New game mod: Pioneer Scout +
If you join the Scout+ organization you get what Walterar calls an 'experimental ion engine'. This automatically refuels you when your fuel gets down to 5%. There may be a bug in there which conflicts with the standard refuel from cargo bay method. I should add that you don't need fuel in your cargo bay for this to work. It evidently converts reactor energy to mass that you can use as propellant. It's a bit of a cheat, but it allows you to complete the missions. The autopilot isn't aware of the engine conversion, so you have to use set speed to get somewhere quickly. Cheers for the reply! I actually did notice the refuelling happens automatically without using up resources (sort of did not like it that much, removes an important aspect of resource management, but that's just my own preference
); I was not really sure if that's something planned or not, thanks for clarifying that! As for the error, I managed to circumvent it by removing following lines (number 579, 581, 582, 583) from datalibsShip.lua:579 if FuelHydrogen == true then581 else582 local removed = self:RemoveEquip(Equipment.cargo.water, needed)583 endwhich seems to be a check for using type of thruster fuel (hydrogen or water). Removing the check (apart from the line 580, which sets type to hydrogen) seems to allow you to manually refuel your ship, but with hydrogen only. My LUA knowledge is quite limited so I'm not sure why this check is causing the error I've been getting; however the error message seems to point to the fact that 'removed' variable is treated as global instead of a local value, for some reason... Anyway, thanks again and hope this helps anyone who comes across a similar issue as mine.
RE: New game mod: Pioneer Scout +
Getting quite worried about Walterar, we have not seen him in a while. I do hope he is ok.
RE: New game mod: Pioneer Scout +
This is simply a local variable that is not in scope so its bombing out.Here is the fixed function to solve this fuel issue. [/url] Id fix this in the github code but i dont know if fixes are allowed to be contributed etc
RE: New game mod: Pioneer Scout +
You can do a pull request on GitHub, but it depends on whether the fix is for Scout Plus or stock Pioneer. I'm currently having computer issues so I can't run either one to check it out. Hopefully walterar will be able to add your fix to Scout Plus soon. It worries me that he seems unable to type on a keyboard. Maybe he just doesn't have internet access right now. @ walterar, Are you OK? Our thoughts and prayers are with you. :pioneer:
RE: New game mod: Pioneer Scout +
@ walterar, Are you OK? Our thoughts and prayers are with you. :pioneer: Same here. You have load of people here Walterar wishing you the best. I too hope your ok :fans:
RE: New game mod: Pioneer Scout +
I did not expect so much affection. I am really touched. :swoon: I'm still alive. :prankster: Thank you my friends. leondhay, Sinchi, Marcel, Geraldine, Styggron, CosmicSpacehead, lwho, Gernot :pioneer: Although I still have a long way to go in recovering my health. I hope to play soon Pioneer Scout Plus G21 Kintch, the solution of Deathbane is correct and solves my mistake. Include it in the G21 Gernot, I have some ideas I'd like to work with you to improve Scout+ :mail:
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fluffyfreak
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RE: New game mod: Pioneer Scout +
Yay! Glad you're back and getting better walterar 
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Guest
RE: New game mod: Pioneer Scout +
Very Happy to hear from you mate
:yahoo: Take it easy and recover to full health.
RE: New game mod: Pioneer Scout +
Extremely happy to see you again, best wishes and recover to full health.
RE: New game mod: Pioneer Scout +
See? You have lots of friends that you have never met!
RE: New game mod: Pioneer Scout +
hi Walter, Nice to see that you'r star continue to rise in this universe .
RE: New game mod: Pioneer Scout +
Walterar! Yaaay!!! :girldance: :girldance: :girldance: Great to see you back! Now do look after yourself. This has made my day to see you posting again :girlcrazy:
RE: New game mod: Pioneer Scout +
Walterar, SO glad you are well, we were all so worried for you. I am SO happy to see you are ok. Welcome back.......... :hi:
RE: New game mod: Pioneer Scout +
Hey, do not be sad. :preved:While doctors work I'm having fun playing again Pioneer Scout+ :gamer: I hope to finish G21 before by the end of the year. :mole:There are a few things to fix the engine of Pioneer, I hope they resolve it before. Now I'm going to fight a little with Andy.
:scout: