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RE: New game mod: Pioneer Scout +
Posted: Tue Apr 01, 2014 12:10 pm
by Marcel
Thank you! I'll give it a try as soon as I get back to Earth!
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 01, 2014 5:15 pm
by Sanguinem
Seems that I get to be bug-hunter general for you. I got another bug that is causing a crash. Happened just after I entered a system I was to explore on a mission, right after blowing up a pirate that challenged me on entry to that system. Files attached below.

[attachment=2550:opengl.txt] [attachment=2551:output.txt]
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 01, 2014 5:42 pm
by fluffyfreak
Wow, very impressive Walterar!
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 01, 2014 6:09 pm
by walterar
@SanguinemI saw this failure a long time ago and I thought having solved but obviously is not. I will pay more attention to that and will soon be solved. It's good that you're there. :good: @fluffyfreakI am afraid that your big boat has been destroyed with the new naval missiles. I think I need more. :hunter:
RE: New game mod: Pioneer Scout +
Posted: Wed Apr 02, 2014 9:45 am
by walterar
@SanguinemWell, the dead pirate trying to attack the player. A case of zombie pilot.

This happens in the case of a pirate ship is destroyed before it was recognized as hostile ship. A case which may be common now, with the advent of super-missile (naval missile) I'm preparing a fix-pack that I post it here in a few hours.I want to test extensively before, I love this part. :gamer:
RE: New game mod: Pioneer Scout +
Posted: Wed Apr 02, 2014 10:24 am
by Vuzz
An idea , If, it's more easy to kill pirate before he was identified Shot a ship without confirmation of hostile must be considered as piracy ? If whe added a Rogue Reputation for the player for this sort of act , and increase this piracy muts be decrease the alls others reputations , maybe it was interesting ?
RE: New game mod: Pioneer Scout +
Posted: Wed Apr 02, 2014 6:02 pm
by walterar
Well, I think the dead pirate not return. Here is the fix pack, zz-pioneersp-g16f-fixpack01.zip It works like the mods, should be put in the mods directory. Now they can destroy the pirate with a good naval missile, before he attacks. Although note that the use of naval missile in a fair fight is illegal. The ships destroyed by this missile are not counted. Nor you will receive your money. Now, have fun, and, exploiting bastards. @Vuzz, I have to make a game manual, urgent.

RE: New game mod: Pioneer Scout +
Posted: Sat Apr 05, 2014 6:31 pm
by Marcel
That console.lua works perfectly! Thank you thank you thank you! I found one minor bug. The game puts files named after game events into the savefiles folder. After my first flight I have files named _docked, _exit and _undocked in the folder.
RE: New game mod: Pioneer Scout +
Posted: Sat Apr 05, 2014 7:14 pm
by walterar
@Marcel That's not a minor bug, it's a new feature original idea of johnbartholomew: automatic saves. :santaclaus: Especially for those who forget to save before a power cut. :alcoholic: Only I forgot to tell you. :sclerosis:
RE: New game mod: Pioneer Scout +
Posted: Sat Apr 05, 2014 8:56 pm
by Marcel
Cool! Thanks again, Mister Scoutmaster! :pioneer:
RE: New game mod: Pioneer Scout +
Posted: Sun Apr 06, 2014 7:38 am
by StalkerXey
Sorry for question, but I could not see other ships. By post about release version 18 - I thought ships must be in every spaceport.
RE: New game mod: Pioneer Scout +
Posted: Mon Apr 07, 2014 1:11 pm
by walterar
@StalkerXey Excuse me, but I can not interpret what you're trying to tell me. The English is not my language, and I depend on Google Translator. Maybe if repeat the question in another way I can understand. Or test your language, if the English is not. Insists, please. :pioneer:
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 08, 2014 2:30 am
by Sanguinem
New issue, after installing the fix for the zombie pilot, all contacts on the scanner now appear as a big circular blob.
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 08, 2014 2:35 am
by StalkerXey
@walter. Other words - how to make traffic on every station? I visited some stations in Sun system and found no ships.P.S. what is your preferred language? I know my English not good

RE: New game mod: Pioneer Scout +
Posted: Tue Apr 08, 2014 11:52 am
by walterar
@SanguinemIn theory :pleasantry: is impossible that this patch does that. But everything is possible in the galaxy. :O If it happens again, try to take a screenshot and publish it here. That might give us a clue. :mole: @StalkerXeyNow I understand. :preved: Traffic is random. You can find the station without ships in some cases, and sometimes many ships, in the same station. My native language is Spanish, but Google Translator does a decent job with any language spelled correctly. :scout:
RE: New game mod: Pioneer Scout +
Posted: Sun Apr 20, 2014 12:00 am
by Styggron
Hello Walterar. My goodness you keep doing more and more and more AMAZING things. I just played G16 it is absolutely AMAZING.I could not get Pioneer March 17th going I posted the errors in the Pioneer thread but Scout+ works PERFECTLY. Been doing some of the missions. It is just amazing. I was doing some scan the planet missions. Even though it says it feeds the destination info to your auto pilot I find I still need to do it myself but that's no biggie. Scout+ is just SO much fun !!!!! I can't thank you enough for your work on it. I am always speechless with Scout+ :hi: Everytime I see the targetting tunnels I thought it would be nice to have a setting where you can make them relative to the target to get something like this. [url]http://www.superpunch.net/2011/10/gallery-of-computer-screens-from-alien.html[/url] Geraldine and I were talking about it a while back with some good ideas which at the moment escapes me though. I'll see if I can organise a proper post re those targetting tunnels. :hi:
RE: New game mod: Pioneer Scout +
Posted: Sun Apr 20, 2014 9:20 pm
by Styggron
Hi again Walterar, Only had one crash. "Assertion failed"Program:File: SystemInfoView.cppLine 480Expression: NeedsRefresh()=REFRESH_NONE This only happened if I tried to do a scout mission in the ROSS System. As soon as I went to planet local system view I got a dialog box that said that.I just thought I'd let you know. I restored from the save game and managed to repeat it twice but the third time the mission was no there for me to choose so I could not repeat it 3 times. Hope this helps :hi:
RE: New game mod: Pioneer Scout +
Posted: Mon Apr 21, 2014 1:06 pm
by walterar
Thanks @Styggron It is very important to me the stability of Scout+ Although I think there is a problem in the Pioneer engine, I will check now, to be sure. :pioneer:
RE: New game mod: Pioneer Scout +
Posted: Mon Apr 21, 2014 2:45 pm
by Geraldine
I have also noticed a similar crash to what Styggron experienced although I was in a different system.
RE: New game mod: Pioneer Scout +
Posted: Tue Apr 22, 2014 10:48 am
by walterar
@Geraldine @Styggron I tried to reproduce this bug, in several ways, without success.

The fault apparently is in an area of ​​the engine which are doing many improvements lately. Perhaps a side effect that will surely be resolved before the launch of next version of Scout+. If it reappears, please send me the "_undocked" file, which is in the savefiles folder in the user directory. Thanks for your report, help improve. :good: