Things related to Scout+

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walterar
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RE: Things related to Scout+

Post by walterar »

@dbyspy Here you will find the information you need to do what you want. [url]http://pioneerwiki.com/wiki/Model_system[/url] There are some graphic.dev, that will surely help. :ok:
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Geraldine
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RE: Things related to Scout+

Post by Geraldine »

Here you go, Geraldine - have an ogg of the intro I use for Oolite.Thanks Cody! So far, The Doors, Peter Green, Pink Floyd, Cream, CCR, CSN&Y and all of the above in my last post are now playing in Pioneer & Genesia. Makes those long journeys rather cool and adds an unique flavour to the gameplay. :girlcrazy: Now working on adding the Lave Radio ads to the docking music for a laugh. That Audacity is working very well for sniping tracks. Request to Walterar (and any of the Pioneer devs if they are reading) any chance of a music folder for sun skimming? EDIT: (After listening) Altman Brothers Cody? Sounds a bit like em and I like it! Added! :girlcrazy:
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Cody
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RE: Things related to Scout+

Post by Cody »

EDIT: (After listening) Altman Brothers Cody? Sounds a bit like em and I like it! Added! :girlcrazy: No, Cobra is a Quicksilver Messenger Service track - an old favourite of mine, and suitably titled.
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Geraldine
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RE: Things related to Scout+

Post by Geraldine »

:girlwacko: Ahhhhh! I should have known that! Must be getting old dammit! :girlsad: Still, it's a nice track Cody! :girlsmile: Tracks from the Homeworld series now added too. :girlcrazy:
Darkdesire
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RE: Things related to Scout+

Post by Darkdesire »

Hello Walterar, i've download you code, compile it (some problem but easy to fix for example in your project, it searchs for pioneer.rc and in your source, there is pioneer-sp.rc), works great. I've written a personnal script to let my vessel do simple thing for instance (for example making local delivery automaticaly to let me eating or go out with my dog, etc...). The script run fine with the las version of pioneer (code + compile from 04112014 or code + compil from 03232014) but it doesn't run correctly with your code. the problem: When running the script, if my vessel is docked it must first undock and then go to local station automaticaly to perform various tasks. ok with pioneerWith SCout: if the vessel is docked, it undocks but it seems the AI is not enable to do anything, if after undocking, i disable the script and reactivate it => vessel goes to a station. The problem is only when the vessel is in docking state. Can i send you the script to have a look ? Of course to enable this script, i must modify the code. PS: Scout++ add reality to pioneer
walterar
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RE: Things related to Scout+

Post by walterar »

Hi @Darkdesire Thanks for telling me the problem. I've corrected and in a few minutes I'll update the master of Scout+ for all to compile with MSVC2013 Yes, in Scout+, the launching the ship is automatic. But can also do something to make your script "take control". If you want you can send the script to my e-mail, which is everywhere. Or you can also post here if you want.
Darkdesire
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RE: Things related to Scout+

Post by Darkdesire »

Yo Walterar, thank's for your prompt reply, here this is the script (it can be activate only with a modification of the source (adding a key and a procedure to activate or desactivate it, if you want i can give you the modified file and you could try) as i said it's only the begining of my script, in fact i'd like to add a finite state machine to increase the AI, and add some autopilot like in x3 (you can go do other thing and your vessel will try to gain money for you) and the next step will be to add more than one vessel for the player. localtrade.lua in modules -- Copyright © 2008-2014 Pioneer Developers. See AUTHORS.txt for details-- Licensed under the terms of the GPL v3. See licenses/GPL-3.txtlocal Player = import_core("Player")local Serializer = import("Serializer")local Event = import("Event")local Game = import("Game")local Space = import("Space")local Timer=import("Timer")local Engine=import("Engine")--playerstatus=0sbody=0starports=0ports=0AutoTrade=truelocal GoToAnotherPort=function() if AutoTrade==true then if Game.player.flightState == "DOCKED" then print ("docked") playerstatus=2 Game.player:CancelAI() ports=Game.player:GetDockedWith() Game.player:Undock() else local station=Space.GetBodies(function (body) return body.type=="STARPORT_SURFACE" end) if #station>0 then starports=ports while starports==ports do local indice=Engine.rand:Integer(1,#station) starports=station[indice] end Game.player:AIDockWith(starports) Game.player:SetNavTarget(starports) print(Game.player.label..' ordering dock with station '..starports.label) end end else Game.player:CancelAI() endendlocal onAICompleted=function(ship,error) if ship==Game.player then Timer:CallAt(Game.time+15,GoToAnotherPort) print("Player vessel docked so add money...") money=Game.player:AddMoney(125) endendlocal onShipUndocked = function(ship,spacestation) if AutoTrade==true then if ship==Game.player then local station=Space.GetBodies(function (body) return (body.type=="STARPORT_SURFACE" or body.type=="STARPORT_ORBITAL") end) if #station>0 then starports=spacestation while starports==spacestation do local indice=Engine.rand:Integer(1,#station) starports=station[indice] end ship:AIDockWith(starports) Game.player:SetNavTarget(starports) print(ship.label..' ordering dock with station '..starports.label) end end else Event.Deregister("onShipUndocked",onShipUndocked) Event.Deregister("onAICompleted",onAICompleted) endendlocal onActivateAutoTradeOn=function() local ship=Game.player AutoTrade=true Event.Register("onShipUndocked",onShipUndocked) Event.Register("onAICompleted",onAICompleted) GoToAnotherPort()endEvent.Register("onActivateAutoTradeON",onActivateAutoTradeOn)local onActivateAutoTradeOFF=function() local ship=Game.player AutoTrade=false ship:CancelAI() print(ship.label..' Cancelling order ') Event.Deregister("onShipUndocked",onShipUndocked) Event.Deregister("onAICompleted",onAICompleted)endEvent.Register("onActivateAutoTradeOFF",onActivateAutoTradeOFF) 
Darkdesire
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RE: Things related to Scout+

Post by Darkdesire »

And this is the link for the 4 files modified to activate the script (i don't know how call a function in the console to try my script, that's why i must add a key) [url]http://dl.free.fr/n13gZCazT[/url]
Darkdesire
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RE: Things related to Scout+

Post by Darkdesire »

If you are interresting, i've posted a request on pioneer ([url]https://github.com/pioneerspacesim/pioneer/pull/2789[/url] to modifiy the mouse behavior (with this, you can switch the mouse and when you move it, the vessel follow the mouse movement no need to press button nor continously moving the mouse, put it on the left corner and the vessel will turn continously)
walterar
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RE: Things related to Scout+

Post by walterar »

@Darkdesire I'm working full-time with the upcoming release of Scout G17. But I took a break and I was watching, very superficially, your job. I have not had time to try it, but I'm on it. I made some diff files, but I think you should open a new thread here to discuss this in a more technical way, there may be many others people interested in trying. Everything that follows, we can move there?
Darkdesire
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RE: Things related to Scout+

Post by Darkdesire »

Hello Waterar yes things can be moved in other thread. Can you do it for me ? Thank's
walterar
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RE: Things related to Scout+

Post by walterar »

Done. Moved to [url]http://spacesimcentral.com/ssc/topic/4371-proposal-code-autotrader-and-mouse-functions/[/url]
Marcel
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RE: Things related to Scout+

Post by Marcel »

Here's a bug report for G17. I jumped into the Tau Ceti system on a postal run. I arrived in the middle of a dogfight. I set speed to a very high number and moved away. I attempted to save at that point but got this message; Lua serializer 'Traffic' tried to serialize an invalid 'SpaceStation' object There was an OK button so I clicked it and the game crashed. I will not run the game again until you tell me if you want to see any output files.
walterar
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RE: Things related to Scout+

Post by walterar »

Thanks Marcel, you is a true Bug Hunter. :hunter: I have an idea of what can be, but need to see output.txt to be sure. The fix pack comes out fast. :pioneer:
Marcel
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RE: Things related to Scout+

Post by Marcel »

I don't see a file named output.txt, and I can't see stderr.txt or stdout.txt in my .pioneersp folder. Where should I look?
walterar
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RE: Things related to Scout+

Post by walterar »

In config.ini, you maybe have "RedirectStdio = 0" Change it to "RedirectStdio = 1" stderr.txt and stdout.txt long ago that no longer exist, have been replaced by opengl.txt and output.txt
Marcel
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RE: Things related to Scout+

Post by Marcel »

I made the change to config.ini. Because I don't have any useful output for you I did the flight again. This time there was no dogfight and the game saved normally. The only thing I see in output.txt that looks wrong is this; LoadSurfaceFromFile: models/ships/wave/wave_spec.png: could not read file
walterar
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RE: Things related to Scout+

Post by walterar »

Thanks Marcel. In the next version of Scout+, RedirectStdio have a value of 1 by default.
Marcel
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RE: Things related to Scout+

Post by Marcel »

I noticed some curious behaviour. I was docked at Williams, which orbits Miranda Colony in the Tau Ceti system. It's a hoop station. I was looking out the front view as a ship approached. The station was empty except for me. The ship went into the station, but didn't dock. It turned and went back out. Was this a pirate that caught up with me but wouldn't fire inside a station, or was the ship's AI not working as it should?
walterar
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RE: Things related to Scout+

Post by walterar »

It is likely that he received a message and had to leave urgently. :prankster: These things will go better in future versions. The "fine tuning" will take time. But it will improve with each release. Try this: Starts on Earth, Achernar or New Hope.Sell ​​scanner to not be disturbed with messages of nearby ships. Switch to external camera and get away to achieve a panoramic view. Speed ​​time progressively. Do not panic if you hear some explosions when you reach the maximum, some ships have problems with collisions and simply explode. Enjoy a show never seen in an starport. :popcorn:
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