Page 2 of 3

RE: Crew.

Posted: Thu Jan 24, 2013 4:02 pm
by walterar
I was thinking of crew cabins.

RE: Crew.

Posted: Thu Jan 24, 2013 6:29 pm
by Chronothan
I absolutely love this concept and can't wait to see this once in the master. It makes piloting large ships that much more interesting and opens up alot of gameplay options. This is one of the biggest gameplay additions for a while. @Metamartian; and anyone else curious. Took me a bit to figure it out. But to compile this (for windows at least, thats what I'm using) I used Microsoft Visual C++ 2010 Express with SP1. The service pack is necessary otherwise it will fail to build. You can download it for free here: [url]http://www.microsoft.com/visualstudio/eng/downloads[/url] you will need to download the Pioneer third-party packages available here: [url]https://github.com/pioneerspacesim/pioneer-thirdparty[/url] And place the contents into the main Pioneer folder. (Make sure to rename the 'Source' folder in the thirdparty download to 'src', so it will overwrite the one included with Pioneer). You then open up Pioneer.vcxproj with 2010 Express. Located at PioneerMainFolder/win32/vc2010/pioneer.vcxproj, and build as either a debug or release version. Not sure if it matters; someone with more experience will know. And there you go. That's how you compile this branch of Pioneer on windows as told by someone who just figured out how to do so about 5 minutes ago. EDIT: Actually, ignore all that (it might work, but it's the incorrect way to do it). Just go here and read it: [url]https://github.com/pioneerspacesim/pioneer/blob/master/COMPILING.txt[/url]

RE: Crew.

Posted: Thu Jan 24, 2013 6:34 pm
by Brianetta
I was thinking of crew cabins.Simple. An Eagle has one crew cabin (yours). A viper has two, but the ship only requires one to fly. That's how it works. The cabins are there, permanently, just as they are on a sea-going vessel.

RE: Crew.

Posted: Fri Jan 25, 2013 1:49 am
by Vuzz
hi , nobody's of you can't make a patch for that ? like a mods for example ? thanks The tourist on holidays

RE: Crew.

Posted: Fri Jan 25, 2013 2:43 am
by celticfang
So what's the simplest way to use this, given that I don't have github on here, is anyone able to put the crew files into a .zip so I can compile them into Alpha 30?

RE: Crew.

Posted: Fri Jan 25, 2013 4:50 am
by Brianetta
Not that simple. You need to recompile Pioneer itself.You can download the latest source code from Github as a zip file, although installing Git on your computer will let you keep that source up to date without re-downloading everything each time.

RE: Crew.

Posted: Fri Jan 25, 2013 5:40 am
by celticfang
So all I need is the latest source code and VC 2010, i.e. everything's in the source code already?

RE: Crew.

Posted: Fri Jan 25, 2013 7:39 am
by fluffyfreak
WARNING: Don't download the "pioneer-thirdparty" into the "pioneer" folder. Download it NEXT TOO it. So your folder would looks something like this:C:C:pioneerC:pioneer-thirdpartyThe solution should be setup with a relative path, you can also use the Visual Studio 2012 Express Edition which is free and can be downloaded. I just checked and it looks like the bloody wiki is out of date and doesn't mention any of this :( I personally have something that looks like this on my HDD, as an EXAMPLE ONLY: D:D:CodeD:CodepioneerD:Codepioneer-altD:Codepioneer-terrainD:Codepioneer-thirdpartyWhere "pioneer-alt" and "pioneer-terrain" are just different branches of my own codebase to save me from checking them out all the item as I switched around a lot.The "pioneer-thirdparty" is always in the same place though which makes it a lot easier to develop with :) Hope that helps. Andy

RE: Crew.

Posted: Fri Jan 25, 2013 8:30 am
by Guest
I just checked and it looks like the bloody wiki is out of date and doesn't mention any of this :( I hope you updated it. Edit: Actually, never mind. I've just scrapped that section and replaced it with a link to the COMPILING.txt file that's included in the repository (and is more up-to-date). John B

RE: Crew.

Posted: Fri Jan 25, 2013 9:29 am
by fluffyfreak
Cool, I'm at work so can't really do too much, just compiling right now :)

RE: Crew.

Posted: Fri Jan 25, 2013 10:07 am
by Vuzz
It is the first time i see that players have to compile to try something again. To compile it is for dev. usually, you are on strike?

RE: Crew.

Posted: Fri Jan 25, 2013 10:14 am
by Brianetta
So all I need is the latest source code and VC 2010, i.e. everything's in the source code already?No, you'll have to get the source code on my Kroo branch.

RE: Crew.

Posted: Fri Jan 25, 2013 10:17 am
by Brianetta
It is the first time i see that players have to compile to try something again.Welcome to the world of free, open source software. Since this feature isn't in any alpha or nightly build, and I can't build it for you unless you happen to have a 64 bit Ubuntu 12.04 machine, this is how it works. You either build it yourself, or you wait until it's completely finished and included in the master branch.If this was a commercial game, even an indie one, you wouldn't have the opportunity to try it at all. It would simply be a line in the "features coming soon" list.

RE: Crew.

Posted: Fri Jan 25, 2013 12:01 pm
by walterar
I wanted to test how it worked and changed my viper by an eagle. As I suspected, Lisa is still here. 

RE: Crew.

Posted: Fri Jan 25, 2013 12:15 pm
by shadmar
Here is a patch if you run windows to test crew, unzip on top of one of the latest nightlies.

RE: Crew.

Posted: Fri Jan 25, 2013 12:15 pm
by Vuzz
Walterar say:As I suspected, Lisa is still here. She has to be lying in a basket near your feets :-) how it's beautiful the love!

RE: Crew.

Posted: Fri Jan 25, 2013 12:24 pm
by Chronothan
WARNING: Don't download the "pioneer-thirdparty" into the "pioneer" folder. Download it NEXT TOO it. So your folder would looks something like this:C:C:pioneerC:pioneer-thirdparty Ah ok. Figured I was doing something wrong somehow. Out of curiosity, what is the problem with putting pioneer-thirdparty in the main folder? It's worked for me everytime I've done it. Not disputing that it is the wrong way to do it just wondering what's the reasoning behind it and potential problems.

RE: Crew.

Posted: Fri Jan 25, 2013 12:25 pm
by celticfang
I've tried it and I like it, however I got no idea what you're planning, so if I say stuff you're already working on, ignore my ideas.Here goes:Obviously, the bigger ships can have more crew, but would it be possible to destroy a ship and (say) capture its crew, then use them in your own ship as captive crew? That to my mind would cut down on wages a lot but have its own issues (keeping them in line springs to mind, somehow I doubt a crew of pirates want to work on my ship)Secondly, is it possible to trade empty space for crew cabins? Say I got a ship with 100t free space and I get 10 cabins at (for instance) 2t each, that'd be 20t of space taken up by extra crew. Conversely, I could sell those to free up space.Are the above doable?

RE: Crew.

Posted: Fri Jan 25, 2013 1:36 pm
by Brianetta
Probably, although getting it all working stably and properly is the first goal. Now the weekend's here, that might even happen.

RE: Crew.

Posted: Sat Jan 26, 2013 1:49 am
by Vuzz
i have a question about integrating some news ships, in these case i must just def max and min crew in ships lua ? i mean there is nothing must added in src for an added ship ?