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.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

I have the new version, G28f, ready to launch, but the Pioneer engine is too unstable at this time. I am sorry. :OI will continue working on this. :pioneer:
CaptainKal
Private
Posts: 764
Joined: Mon Nov 28, 2016 6:03 pm

RE: New game mod: Pioneer Scout +

Post by CaptainKal »

 I have the new version, G28f, ready to launch, but the Pioneer engine is too unstable at this time. I am sorry. :OI will continue working on this. :pioneer: Do not worry!! Just keep up the good work!!!!!! :good:
User avatar
Geraldine
Private
Posts: 3454
Joined: Fri Nov 25, 2016 9:12 pm

RE: New game mod: Pioneer Scout +

Post by Geraldine »

Yea, walterar, we all know you will beat those bugs. :triniti:
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Pioneer Scout Plus G28f is released! This new version, like the previous ones, is based on the latest version of Pioneer engine with the latest mergers considered reliable and useful for Scout+. Changes in this version: * Following the mode of continuous improvement, are many and important the internal changes to improve performance of scripts and to avoid possible errors. The player experience is a priority here. * auto-combat - Depuration of a lot of code of auto-combat, results in a better performance of the function. * missile-launch - Better behavior of missiles to the case of a target jumping into hyperspace. * hitman - The objectives of hitman missions can now escape by jumping into hyperspace, but thanks to jumping tracker you now have the possibility to pursue them across the galaxy, if necessary, to accomplish your mission successfully. * Lot of code was rewritten and improved in modules SAR and CargoRun. Many detected bugs were fixed. * Major changes in the mission generator system that improve the speed and accuracy in the calculation of the expiration date, which prevents compliance missions impossible. It also reduces the processing load, avoiding undesirable effects. * Hundreds of lines of code in internal modules were rewritten. Pioneer Scout Plus is now more faster, more reliable, and more fun. Download free from here: pioneersp-g28f-w32l32l64.7z Pioneer Scout Plus is set by default to a screen 4:3If you have a 16:9 screen, maybe I should try this mod: fonts169-PioneerScout-mod The source code is here. [url]https://github.com/walterar/pioneer-sp[/url] I hope you enjoy this version. :pioneer:This story continues ...
User avatar
Geraldine
Private
Posts: 3454
Joined: Fri Nov 25, 2016 9:12 pm

RE: New game mod: Pioneer Scout +

Post by Geraldine »

Thank you walterar! :queen:
User avatar
impaktor
Private
Posts: 188
Joined: Sun Nov 27, 2016 3:50 pm

RE: New game mod: Pioneer Scout +

Post by impaktor »

 Lot of code was rewritten and improved in modules SAR and CargoRun. Many detected bugs were fixed.It would be nice to see those fixes in pioneer. I might not speak Spanish, but if you need help with github / git / branches / submitting pull request, I'd be happy to help (maybe IRC or dev-forum is better suited for guidance regarding the inner workings of git). I have wondered a bit how you develop Scout+. I think the way I would do it, is to have branches with the scout+ improvements/changes and new features and then one branch being pioneer-master, then one can easily merge in the scout+ specific branches into latest pioneer master at anytime.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Hi @impaktor :hi: Technically, Pioneer Scout is not a branch of Pioneer vanilla. In this moment is a totally physically separate parallel project. I am a fan of free software, but, also of "free walterar". :derisive: You can migrate what you want from Pioneer Scout, to Pioneer vanilla. Count on me for everything you need. :pioneer:
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

A nice place to visit. :gamer: 
User avatar
Geraldine
Private
Posts: 3454
Joined: Fri Nov 25, 2016 9:12 pm

RE: New game mod: Pioneer Scout +

Post by Geraldine »

Great picture walterar and Gernot's Constrictor looking cool as ever. He certainly made and modded some wonderful ships! :girlcrazy:
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: New game mod: Pioneer Scout +

Post by Marcel »

Yeah. I miss him and hope he's OK.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

I am far from home, but plenty of fun here. Even missing 38 kills to reach Rating 5. :hunter: If I have success, I return to begin work on the G29 version. :gamer: 
CaptainKal
Private
Posts: 764
Joined: Mon Nov 28, 2016 6:03 pm

RE: New game mod: Pioneer Scout +

Post by CaptainKal »

Hope you are on holidays!!!!!!! :preved: :biggrin:
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

I think it could reach the maximum rating playing with G28. Everything works as expected. :gaming: They are a good holiday. :beach: :derisive:
shamanorak
Posts: 2
Joined: Sun Jul 15, 2012 9:52 am

RE: New game mod: Pioneer Scout +

Post by shamanorak »

Hi there all,loving g28. but i have a question. I'm finding it difficult to keep track of the systems i have explored. I like it out there. would there be some way of marking the systems I have explored so I'm not trawling through them all looking for unexplored systems. I know it does tell you when they were explored but it could be kind of cool if they were colored in a way that makes it easier to keep track of the ones I've already been to. or a list or something like that.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

Hi @shamanorak Welcome! I have thought to do in the near future a ship log book. :mail: :good:
User avatar
impaktor
Private
Posts: 188
Joined: Sun Nov 27, 2016 3:50 pm

RE: New game mod: Pioneer Scout +

Post by impaktor »

@shamanorak if you hold down Shift in star map and scroll +700 ly, you get to truly unexplored systems, and they'll be flagged explored once you visit them.There are some plans to remember market prices in all systems you've visited.Maybe we shoul add a filter option in star map, "visited". Shouldn't be too difficult.
shamanorak
Posts: 2
Joined: Sun Jul 15, 2012 9:52 am

RE: New game mod: Pioneer Scout +

Post by shamanorak »

Wow, you guys are on it. been playing pioneer for about 6 years now & watched it change. Great work folks. A strange thing happened last night....I'm in (65,0,0)ish and any unexplored system I visit remains unexplored. have I missed something? Bug? Bad instalation? or is my ship missing a vital piece of equipment? I really like the responses you are giving impaktor and look forward to more news.@walterar a log would be a great way of "keeping track" of where i've have or not visited.
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

@shamanorak At the moment, this sensor is not included because it is not finished and causes problems, but it will be an important part in the future "logbook". :pioneer:
Styggron
Private
Posts: 125
Joined: Fri Mar 16, 2012 5:31 am

RE: New game mod: Pioneer Scout +

Post by Styggron »

Thank you again Walterar. I just got 28f, will be playing it soon. Just amazing work. This is just the best ! :hi:
walterar
Private
Posts: 978
Joined: Fri Nov 25, 2016 8:22 pm

RE: New game mod: Pioneer Scout +

Post by walterar »

 It has been a long journey. After more than ten years traveling the galaxy I returned to neighborhoods of the solar system. :preved:
Post Reply

Return to “Pioneer Mods”