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Alpha 22 released
Posted: Fri May 11, 2012 7:16 am
by robn
The Pioneer development team are pleased to announce the release of Pioneer Alpha 22. Its been a month for gameplay and engine tweaks, with improvements to system generation, mining, hyperspace and the usual slew of fixes. Full changelog and builds for Windows, Mac OS X and Linux are available from the download pageNew features[*:2anp89a7] Support for attaching .zip files to the data directory. Allows users to add mods to the game by putting a single file in /mods (#1214)[*:2anp89a7] New 'Meteor' ship (#1219, #1239)Minor changes and tweaks[*:2anp89a7] Removed 'Walrus' ship (#1219)[*:2anp89a7] Updated 'Wave' ship textures (#1239, #1231)[*:2anp89a7] Increase probability of mining populations near Sol (#1236)[*:2anp89a7] Add possibility of starports/cities being generated on asteroids (#1236)[*:2anp89a7] Give mined cargo a velocity away from the asteroid so they float out into space (#1236)[*:2anp89a7] Changed hyperspace entry point calculation to consider star radius and position (#1207)Fixes[*:2anp89a7] Fixed crash when near planets with fuel scoop attached (#1200, #1201)[*:2anp89a7] Fixed timer setup for trade ships after game load (#1205, #1204)[*:2anp89a7] Fixed mission modules remembering nearby systems across game restarts (#1212, #1211)[*:2anp89a7] Fixed bug where .obj model loader would create a new draw operation for every triangle/quad (#1223)[*:2anp89a7] Fixed system metallicity in multiple-star systems (#1236, #1222)[*:2anp89a7] Fixed planet metallicity calculation based on star type (#1236)[*:2anp89a7] Fixed crash when crosshair-targetting an object that no longer exists (#1232, #1210)[*:2anp89a7] Fixed crash when mission display is opened with lots of missions (#1233, #1196)[*:2anp89a7] Don't take timesteps for dead ships. Stops the player firing during the death screen (regression) (#1243, #1103, #1056)[*:2anp89a7] Fix crash when objectviewer activated with no target set (#1248)Script and model changes[*:2anp89a7] LMR "lathe" function radius and up vector now interpreted the same as "cylinder" etc (#1185, #1037)[*:2anp89a7] Added support for emission (glow) maps in .obj files (#1223)Internal changes[*:2anp89a7] Better support for file enumeration across multiple directories (#1182)[*:2anp89a7] Model cache CRC32 calculation now includes files under data/sub_models (#1182, #1181)[*:2anp89a7] Restructured text and font classes; decoupled font classes from font config files (#1165)
RE: Alpha 22 released
Posted: Fri May 11, 2012 7:25 am
by Geraldine
Oh, goody!

Looking forward to trying this alpha out

RE: Alpha 22 released
Posted: Fri May 11, 2012 8:00 am
by Potsmoke66
sounds good

RE: Alpha 22 released
Posted: Fri May 11, 2012 3:55 pm
by Styggron
Damn fantastic work !!!!!
RE: Alpha 22 released
Posted: Fri May 11, 2012 4:25 pm
by Geraldine
robn wrote:
Changed hyperspace entry point calculation to consider star radius and position (#1207)
Robn, does this mean that the super massive black hole in the centre of the galaxy can now be visited!?! If so, this is one "system" crying out for customisation. Imagine it, massive accretion disk, multiple stars orbiting at crazy speeds, tons of debris. It should always be dangerous to visit but survivable (just) if your careful

RE: Alpha 22 released
Posted: Fri May 11, 2012 5:51 pm
by robn
RE: Alpha 22 released
Posted: Sat May 12, 2012 1:07 am
by Geraldine
robn wrote:

\0/

RE: Alpha 22 released
Posted: Sat May 12, 2012 5:54 am
by ollobrain
downloading and giving it a go
RE: Alpha 22 released
Posted: Sat May 12, 2012 10:11 am
by walterar
How does one reach to Agamemnon 586.48 AU?
RE: Alpha 22 released
Posted: Sat May 12, 2012 11:24 am
by fluffyfreak
walterar wrote:
How does one reach to Agamemnon 586.48 AU?
Slowly :DPossibly by cheating to give your ship a very powerful engine or to go their directly.
RE: Alpha 22 released
Posted: Sat May 12, 2012 12:11 pm
by walterar
"Slowly"Mmmmm... vita brevis

RE: Alpha 22 released
Posted: Sat May 12, 2012 4:23 pm
by Brianetta
fluffyfreak wrote:
walterar wrote:
How does one reach to Agamemnon 586.48 AU?
Slowly
Only to begin with. Agamemnon has a mass equivalent about a billion suns. Believe me, those 586.48 AU are quickly covered.
RE: Alpha 22 released
Posted: Sat May 12, 2012 6:50 pm
by walterar
Let Brian. I know you can do in c++ lua.New game, suicide in Agamemnon.

Mod?
RE: Alpha 22 released
Posted: Sat May 12, 2012 9:58 pm
by Potsmoke66
are you convinced about the mass and size?time to freshen up your german, brianettahttp://www.br.de/fernsehen/br-alpha/sendungen/alpha-centauri/alpha-centauri-milchstrasse-1999_x100.html
RE: Alpha 22 released
Posted: Sat May 12, 2012 11:23 pm
by Brianetta
potsmoke66 wrote:
are you convinced about the mass and size?time to freshen up your german, brianettahttp://www.br.de/fernsehen/br-alpha/sendungen/alpha-centauri/alpha-centauri-milchstrasse-1999_x100.html
Yes. I read them directly from the custom system definition. It's 999,999,999 solar masses, which is one billion, give or take one. Doesn't matter a jot what any astronomy site says; pioneer reads the files in /data/ not some Bavarian media outlet's web site.I'm not claiming that the data files are astronomically correct. I'm stating the mass of Agamemnon, as it appears in the game.