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RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 7:20 am
by Metamartian
baobobafet, I tried to get some sort of order months ago before my life got flipped upside down (a la fresh prince!) If you want an extra hand give me a shout. I'm more than willing to lhelp out where I can As for the wiki, this is not suitable for uploading and storing the mods themselves as there is a 7mb limit, google docs I find is quite poor, skydrive you need a windows account I think. As someone already said source forge is probably the place to go. A Pioneer Mods project could be setup (I already have an account but have never used it so I have no idea what to do) A process would need to be established for getting the mods from here or mediafire/skydrive/googledocs or where ever to sourceforge but I am sure the persons responsable could sort that out quite easily.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 7:45 am
by walterar
Try dropbox, not regret. It is best for this.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 8:01 am
by Metamartian
yeah dropbox could be used for starters but it will still take some organising as we would need the email addresses of everyone that want to upload to the shared folder space.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 8:27 am
by walterar
The mods lmr become obsolete very quickly. It makes no sense to store old mods. Ideally, mods "rolling release" I see that you are very good at organizing these things. You know how the Pioneer mod system. Ps. SSC is under DOS attack? 

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 8:31 am
by walterar
"some news about update of my mods" Vuzz, this is a good news. :drinks:

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 8:59 am
by Metamartian
Walterar, I appreciate there is no need to store old mods, it's about version control. Which is why boabobafet said that instead of creating hundreds of posts for modders to issue an update, the modder should just edit their initial post. So instead of 35+ pages and 100+ posts there will only be 1 or 2 pages with 20 posts. Each post will be a current version of a mod. This will make it easier to find the latest version of any mod and also make it easier for these mods to be uploaded to a central store that is not dependant on some individiuals online storage account as these can become inactive etc. I don't think SSC is under DOS. I beleive he said he was having issues with the hosting and is looking to move elsewhere again.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 11:45 am
by Brianetta
ok ^^ as usual on all wiki ,Not all! Many wikis cannot be edited by just anybody.Perso i think is a little too early to call "old" LMR mods , actually if we don't use LMR we have nothing in pioneer ! So for me LMR is always the only way to run Pioneer and to add stations , buildings , shaders , ships, modules etc and of course Mods .No, LMR is definitely the old way. Now is not the time to start something new in LMR. Now is definitely not the time for a new person to learn LMR.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 11:53 am
by fluffyfreak
For sharing things like mods it might be possible to set something up using SparkleShare if we have our own webserver? Or could we make use of ModDB? We just need an easily accessible location that won't disappear after a few weeks.

RE: Pioneer Mods on SSC

Posted: Mon Jan 14, 2013 2:53 pm
by robn
We just need an easily accessible location that won't disappear after a few weeks.For now I would recommend Sourceforge. FTP access, basically unlimited space, you can devolve access if you like and you get a great CDN to keep downloads fast for everyone.In the longer term I think a mods.pioneerspacesim.net could work, but I doubt we're ready for that yet - the demand isn't quite there yet. When we do do it I'll need an actual web programmer to build the thing and money to fund a VPS for the project. Once we've got that we can also do the in-game mod downloader/manager that has been talked about in the past.

RE: Pioneer Mods on SSC

Posted: Tue Jan 15, 2013 7:17 am
by walterar
Hey Vuzz, I not know this bird. 

RE: Pioneer Mods on SSC

Posted: Tue Jan 15, 2013 7:46 am
by Fish
i like that ship its like someone strapped a spaceship to the back of a star whale

RE: Pioneer Mods on SSC

Posted: Sat Jan 19, 2013 3:26 am
by Metamartian
Vuzz, I think there is an issue in the ships all in 1 V1.3 when used on it own. start at lave and take a look at the station com advert, It looks too high to me?

RE: Pioneer Mods on SSC

Posted: Sat Jan 19, 2013 5:19 am
by Metamartian
I do have your stations mod too, I just did not know if you knew about the advert glitch in the ships pack in case anybody else just had that installed :)

RE: Pioneer Mods on SSC

Posted: Sat Jan 19, 2013 5:26 am
by Metamartian
Happy to help :)

RE: Pioneer Mods on SSC

Posted: Sat Jan 19, 2013 5:39 am
by Metamartian
D/L'ing now, I let you know but I am sure it will be fine :) yes I know only too well that speed leads to a few mistakes. EDIT - Yep that works fine now. Should that not be V1.4 :)

RE: Pioneer Mods on SSC

Posted: Sat Jan 19, 2013 8:41 pm
by Potsmoke66
lot of posts to read... hi folks ;) the "Gelios", yeah, but we won't see this ship anymore (prob. for your whole lifetime) with removing of the LMR, that's a sad fact.it was also planned to let the "space whale", yes that describes my idea well, (without the enslaving ship) orbit around gas giants, because they live from hydrogene.but any of such pleasing ideas will be past, no doubt for me, because without LUA no such "extras" are possible or depend on the will (or unwill) of our devs.no longer will i can decide what a model can do or not.good for some "tightminded" among us, bad, very bad for me... i didn't hink collada can handle skinned animations, it fails already with "common" stuff, more to what i have expected and experienced the last two weeks later on (check also the "SGM models" (new model system) thread. the "meanest" thing i'm up to now (next week, i forgot my SDRAM last week) is to compare the performance of the compliant models.if i didn't gain a single frame in the "performance test", then you can smoke SGM in a pipe.because if it didn't offers this and leaks in flexibility so much i see no, really no profit of it. it only ties my hands (and bends my mind), that's all... --- ok, that was my "lamento", now to the more pleasing stuff.some clips of what i have done except to shuffle snow and picking up waiste. first "Coolhands" Viper from FFED3D,  Steve "Coolhand" Tyler's Viper for FFED3D.this shows how a FFED3D (or any directX mesh) model can be used in Pioneer without changing the original model, except to scale it to fit it for pioneer.fortunately, directX meshes can be scaled to whatever thanks to the proper matrix4x4 for each object (and object groups, children etc) frame. proper hierarchy (parenting) for dirtectX meshes no problems so far.unfortunately... (you will see, check the "new model system" thread)this model comes in 5 (FIVE!) versions, incl. the "police viper".the file (mod) i upload will replace the "ladybird" default police vessel with the "police viper", by keeping the "ladybird" alive with a different ship-specs name.all 5 skins have been kept unaltered as well as the model itself, i only added a specular and glow -map for them. then "Sparks" Cobra MK III,  this is a complete overhaul of my conversion of "Sparks" Cobra MK III.the ship comes in two versions with diff. skins (as used for FFED3D), each is a "standalone" version.the model is "heavy" altered and has a cockpit where no cockpit was planned by "sparks" (or was only marked where it should be). over my updated version of the "Cobra MK I" (yes vuzz, i will implement your skin as soon as i got it)  to my version of the "Constrictor"  and finally a "fun ship" i converted to the new system to get a little more experienced with it,  yet another test to see how far i can go with it (not very far... sorry for the only red "navlights" :( not flashing and i can't imagine how i should solve a flashing stringlight where I (me, myself, no fixed stuff) can decide duration and phase of the stringlight with the SGM, like i used for my conversion of the "big crappy", i guess such will be past with the removing of the LMR. i guess i will never like the new system... the users should decide imho. if the users like this and that, well then they like it, why shouldn't this be respected? "yours" and mine imagination doesn't count, the users imagination is what counts.if they like "space whales" i'm more then pleased, if we won't see such anymore, i'm more as only sad). AND sorry for the bad sound quality, i will improve this with my next clips. but i know (and i knew it all my lifetime) i'm just "gernötli" and as usual my word counts a shit, it never was different my whole life, now why should such change?i'm a "uneducated" proletarian and usually i get handled as this, if i like it or not, if it's true or not. (and erm, "language" barrier, you can't show one more your disrespect as to tell this if you're unwilling to read...tell one he's a "low down ******" is less hard imo.never forget i'm a "proletarian", to spit right in my face, such is ment for real, is less harming as a "false compliment".i don't like "social conventions", i like the truth, always). --- "your words shall be yes and no, and no false hearted speach." --- ahh, yes of course i will upload them, the links will follow soon... --- and vuzz, "multi adverts" work on the "city adverts" and fail on the ground station?obviously weird, i will see what's the reason. but on the other hand yet another thing we won't have in future, yet another one of many...... of the many little "unseen" and "unnoticed" things which make the difference between "artificial" and alive, no matter how basic a model is."it's what you don't see what makes the difference" (hitchcock has said)

RE: Pioneer Mods on SSC

Posted: Sun Jan 20, 2013 3:11 am
by Potsmoke66
what annoyes me sometimes is that the SGM is so rudimental, i know of course most will be made possible in future (i guess), but on the other hand i can't understand quite well why such a simple thing like a placement of a submodel wasn't took into respect already. the fact that this basic little need of mine has been disregarded let's me feel it's not wanted, or whatever, and i prob. have to live without it.have to live without this and that, because some quite don't understand why i need it or like it. or what was the idea behind? tag "gun" (doesn't works anyway so far) exists, does that mean if i like to have a similar sub-model i need the devs to implement it?that would be the meanest scenario. do i need the yes and amen for every little "shit", or how does this end up? i fear a lot of misunderstanding and different thinking. let's turn back the clock a little,as (who ever of the devs it was) one fixed, opened, the possibility that multiple drives act proper in the game and would make it possible that very large ships from upon the size of a enterprise could have real use in pioneer.and as soon as i recognized and showed off this, robn limited it to one and ment it's lunatic to have more as one drive (even when it has worked proper). you see exactly this i fear, one could have a idea that might please the users, but if one of the devs thinks it's useless, needless or even lunatic, it will be restricted.such i really don't understand in a game like pioneer, really not. because the possibilty to restrict it to one is (was) still given for the modeler, if i declared: "max drives = 1" only one is possible, apart from that we wouldn't need this at all if there wouldn't have thought a clever one (or a lunatic?) of possible multiple drives (i always assumed it was tomms intention to have this possibility, but one thing i know for sure, not everybody thinks open minded like tomm). personal dislikes, misunderstanding and eager this i fear.this i fear makes in future a lot of things "stiff" and "shortsighted" planned. sometimes i have this nasty feeling that every screw of the game gets exchanged until none of tomms fingerprints remain in it.but i hope that's only a nightmare of mine.

RE: Pioneer Mods on SSC

Posted: Sun Jan 20, 2013 11:52 am
by Potsmoke66
that's cool man, really cool. unfortunately i haven't much time left (dammit). --- (i can't upload to SSC, due to change of provider? don't mind) ok a short one. just some FFE models in the new modeling system with all it's drawbacks. "Coolhands" Viper, with 5 different skins, including the "Police Viper" set to replace the "ladybird" by keeping the "ladybird" under a new model name. "Sparks" Cobra MKIII, based on my LMR conversion. my Cobra MK I, still without vuzz's skin, next week probably. my Constrictor, not much changed on this compared to the LMR model, actually far less good as it, but i need experiences. [url]http://sdrv.ms/Wjfxrm[/url] ahh, of course it contains uv-maps for skinners like vuzz for the "conny", "cobra1", and "cobra3". tell me if you like the original gimp project and the blender projects, i didn't implemented them becausxe of filesize. as a little extra, my "StudCity" (Lego) Interplanetary shuttle, as far as it was possible to solve this with SGM. the finest thing of all is the spec map, but i guess we could have had this also without the SGM. i "abused" it here like a "bump map", not really what it's ment for, but looks not bad.gives the "roof bricks" the proper surface look and let's the studs rake out a little. [url]http://sdrv.ms/WjftI3[/url] --- link to the "complete" alpha30 folder [url]http://sdrv.ms/WjfE6c[/url] --- well vuzz, i don't like to make troubles, but it's to think to revive pioneer pre alpha 11,it is of course less bugfree,terrain gen. is far less good, BUT of course our "beloved" LMR is present as it was.fighting the AI is far less hard. i guess it could be a good starting point, at least we are free to do with it what we like.none of what has contributed later is present in it.only the original pioneer. but i'm not in a hurry,and i would need first to have a web connection at home before i can think about such. let's say just to keep the memory of the LMR up and how pioneer has worked and looked before.it was apart of above named also far easier to script missions (imho). it's from my pov so much easier to handle that the whole thing could be run as a real community project, you won't have to be a programmer to understand how the shit works. and if i'm not completely wrong, this was once the original intention...users should be able to realise their own ideas without having to depend on a developer. not that i dislike what has been made so far,but i really guess the idea was once that a interested user should be able to learn how a game like pioneer "ticks". and no flocking in of pro's who change all to a pro level.i'm no pro, probably i will never get one, but you and me can learn from it, anyone, that's what i liked always the best at pioneer.i would like to see user contributed missions, but how it has grown and even the translation (it's a fine thing) makes all far to complicated for a unexperienced "dumb" user. i really miss the simplicity of earlier days. in the meaning of,"(any)one with a LUA help at hand should be able". i guess we would be also free to name the thing new, so no one gets confused by which is which. and best of all i don't need to be payed to script LUA models...i do that with pleasure for free.

RE: Pioneer Mods on SSC

Posted: Sun Jan 20, 2013 12:38 pm
by Potsmoke66
and finally, bye bye, until next weekend...

RE: Pioneer Mods on SSC

Posted: Mon Feb 18, 2013 5:06 pm
by Potsmoke66
let's generate some friction... or action DOES ANYBODY REMEMEBER (no not vera) THIS? [attachment=1681:merlin2.jpg] [attachment=1682:gyr_ffe.jpg]