Nightly builds
RE: Nightly builds
Marcel wrote:
The new features are very nice, but now that the thrust modifier uses F8, how does one disable object labels?
TAB will toggle them. Over time this will become a more general "show/hide HUD" option.
RE: Nightly builds
robn wrote:
An old favourite from Frontier. A "tunnel" effect to help you find your way to your target. Enable via the "Controls" tab in the game settings view.
Robn, thank you so much for this!
RE: Nightly builds
Quote:
TAB will toggle them. Over time this will become a more general "show/hide HUD" option.
Thanks! I just came back to say that I finally noticed that option in the controls tab. "Show/hide HUD" is something that many of us want, as I'm sure you know. You guys are awesome! Every week Pioneer comes closer to being my Frontier dream come true!
RE: Nightly builds
We need a little help. The latest nightly sometimes exhibits a slight graphical glitch in the form of an oddly-flickering fuel gauge. It looks like this when it happens:We know what causes it, and how to fix it, but although we've seen it we're having trouble reproducing it reliably enough to be able to test. So if you play the nightlies and you see it and can reliably reproduce it, please tell us (here or in an issue on the tracker) how to reproduce it so we can get it fixed.(Feel free to post if you see it but can't reproduce it, but understand that's entirely not useful to us - we need a reproducable case).Cheers!
RE: Nightly builds
robn wrote:
Only if you're lucky. We only change the save game format when we have to, but we don't guarantee anything.
Thank's that helps me decide how often I should be downloading a nightly.But it is very tempting when you see a nice new feature that you want to try
RE: Nightly builds
robn wrote:
We need a little help. The latest nightly sometimes exhibits a slight graphical glitch in the form of an oddly-flickering fuel gauge. It looks like this when it happens:We know what causes it, and how to fix it, but although we've seen it we're having trouble reproducing it reliably enough to be able to test. So if you play the nightlies and you see it and can reliably reproduce it, please tell us (here or in an issue on the tracker) how to reproduce it so we can get it fixed.(Feel free to post if you see it but can't reproduce it, but understand that's entirely not useful to us - we need a reproducable case).Cheers!
It just happened to me, I noticed it for a split second after pressing F7 then it appeared and stayed after completing the hyperjump. Not sure if it is easily reproducible as it looks as if it's random. It did briefly disappear after pressing F4 but returned on exit from that screen. After landing it remained until I did a save and on reloading the game it was gone. I will keep an eye out and see if it happens again when I jump.
RE: Nightly builds
robn wrote:
(Feel free to post if you see it but can't reproduce it, but understand that's entirely not useful to us - we need a reproducable case).
I was able to reproduce it several times even after exiting the game and reloading.When docked at a port click on F2 (nav and star maps) then click on F7 (Star system Info) and it should be easily reproducible 8-)Edit: I've just opened a new issue for it on the issue tracker
RE: Nightly builds
Brilliant, thanks. We now have a good idea of what's going on and should have a fix in shortly.
RE: Nightly builds
Ok confriming the above is reproduceable good to see it fixed so quickly
RE: Nightly builds
23 April - 46154aaAn interesting feature for modders and hackers just landed on master - modding support. When you run the game you'll notice that you now get a "mods" folder in your userdir (ie My Docs/Pioneer/mods, ~/.pioneer/mods, etc). If you drop a zip file in here, at game start its contents will be transparently attached to the data/ dir and loaded by the game as part of its normal operation. If a file in a zipfile has the same path/name as a stock file, the zipfile version will be used.This can be used for any file under data/ - ships, models, systems, music, fonts, textures, whatever. If anyone is building add-ons for Pioneer, this is how you should package them.Some simple examples:[*:31phydlf]
graveyard.zip - adds a custom system "Graveyard" (up and to the right of Sol) and a script that does something when you jump there. Example of bundling mutiple files in a mod.[*:31phydlf]redsol.zip - replaces the system def for Sol with one that has a red star. Example of replacing a core file.This is really just the bare-bones support for a more comprehensive modding system in the future. If you're thinking about modding Pioneer, please try this out and be sure to report your experiences! We'll add more info to the "Modding" topic on the wiki as we learn more.
graveyard.zip - adds a custom system "Graveyard" (up and to the right of Sol) and a script that does something when you jump there. Example of bundling mutiple files in a mod.[*:31phydlf]redsol.zip - replaces the system def for Sol with one that has a red star. Example of replacing a core file.This is really just the bare-bones support for a more comprehensive modding system in the future. If you're thinking about modding Pioneer, please try this out and be sure to report your experiences! We'll add more info to the "Modding" topic on the wiki as we learn more.
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Guest
RE: Nightly builds
robn wrote:
An interesting feature for modders and hackers just landed on master - modding support.
This is an awesome feature - you guys always work on the good stuff when I'm away.
RE: Nightly builds
Hi, I started new game with alpha 21 version. I see this is very buggy, I try latest nightly build: pioneer-0fe4073-win32. But if I load my savegame, this game is executed without any error. If I delete config file, result is same. Any ideas? Thanks.
RE: Nightly builds
Really, you'll just have to start a new game. As bugs are fixed and things are added, the save file format sometimes has to change. There is a version number in save file so the game can at least give an error explaining that the save file is incompatible, but nobody realized it needed to be updated. The next dev build (and alpha) will include that.
RE: Nightly builds
Ziusudra wrote:
Really, you'll just have to start a new game. As bugs are fixed and things are added, the save file format sometimes has to change. There is a version number in save file so the game can at least give an error explaining that the save file is incompatible, but nobody realized it needed to be updated. The next dev build (and alpha) will include that.
Thanks for answer.But this is very long game, I think not good idea if new (alpha) version always required to start new game. Okay, what do you think, today nightly version savegame compatible with never versions? In this year example?I think this is long game, the best solution if new version can import old savegame... or only partial import (or selectable import), example: money, ship, ship equipment etc... I think this save import is the best impotant required funcition now (for me).
RE: Nightly builds
A less breakable save format is something that has been discussed and will happen.You can already use the console to recreate such things as your ship, equipment, money, etc, but it is not very user friendly. If you'd like to give it shot here's the documentation for scripting.You must remember that the game is still in an early alpha state and there is a ways to go yet.
RE: Nightly builds
robn wrote:
When you run the game you'll notice that you now get a "mods" folder in your userdir (ie My Docs/Pioneer/mods, ~/.pioneer/mods, etc). If you drop a zip file in here, at game start its contents will be transparently attached to the data/ dir and loaded by the game as part of its normal operation. If a file in a zipfile has the same path/name as a stock file, the zipfile version will be used.
RE: Nightly builds
Ziusudra wrote:
A less breakable save format is something that has been discussed and will happen.You can already use the console to recreate such things as your ship, equipment, money, etc, but it is not very user friendly. If you'd like to give it shot here's the documentation for scripting.You must remember that the game is still in an early alpha state and there is a ways to go yet.
Hi, thanks!Please example, I press console key, after... I want set my last money, example 6500. Ctrl+M is too much.
RE: Nightly builds
" I want set my last money, example 6500. Ctrl+M is too much."DONATE! The Church of The Celestial Flying Spaghetti Monster needs YOUR money to spread the word of god. 
RE: Nightly builds
totya wrote:
Please example, I press console key, after... I want set my last money, example 6500. Ctrl+M is too much.
First step: to open the console press the ` key (to the left of 1 and above Tab on many keyboards.)Second step: to do anything to the player start with "Game.player".That "player" is both a Player and a Ship object.So, to set the amount of money you have you would type "Game.player:SetMoney(6500)" in the console and press enter.To change what ship you have you would use SetShipType. So, "Game.player:SetShipType('Sirius Interdictor')" or what ever ship you had. You can find the name in the files in \data\ships as the name= entry. It is also displayed on the ship info and shipyard in game.
RE: Nightly builds
Game.player:SetMoney and Game.player:SetShipType is works for me, thank you.