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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer Update and Dominion News
Hi sub sim fans.
Back again with more info for you. First up is Pioneer news. Up to now Pioneer has had constant monthly Alpha builds, but that is now no longer going to happen. Instead much smaller updates will be released instead. This is to save folks constantly re-downloading the full game over and over again. Anyways here is the official announcement from Pioneer dev Robn "As you know, for a couple of years now Pioneer has had an alpha release on the second Friday of every month without fail. The dev team has always considered this to be an immovable deadline, and it has been useful in giving us something to aim for. To try and help make sure the alpha releases are sort-of stable, we've also had a "freeze" period a week before the release, to allow testing and last-minute fixes to happen, ensuring a stable release. Lately its become clear that that model isn't giving the best results. Very few people actually do freeze testing, so we don't usually find any problems, yet real actual bugs are often missed, leading to the situation we've had a couple of times recently where the alpha has a nasty bug. Its usually fixed hours later, but that fix doesn't make a release until the next alpha a month later. Meanwhile, new development continues to happen on the master branch during the freeze week so that by the time the alpha is released it's already obsolete. All of this means the alpha releases are becoming more of a burden than a useful part of the process, so we've made the decision to drop it. Obviously though we need to get something out into the hands of players and testers, so we're intending to promote the nightly builds to "official" status as follows. Twice a day a complete build for Windows and Linux will be run and uploaded (though obviously not if no changes have been made). Version numbers will be changed to YYMM.BB, where BB is the "build number" for that month. So a build for today might be 1305.2. The latest build will always be linked from pioneerspacesim.net, and the last week's worth of builds will be archived, just in case. To keep the changes visible, we'll be making a "what's new in Pioneer" post to the SSC, the G+ page and a few other places at the start of each month with the changelog for the previous month. Of course, the current changelog will always be available from the homepage and in the release archives proper. This should mean that if you encounter a bug, the fix is available to you in an official, supported build as soon as possible. Of course, there's also challenges involved with this. It will mean that we need to be more careful about ensuring that broken code doesn't make it to the master branch, and we can't be as blasé about breaking savefile compatibility as we have been in the past. That's good though; it puts pressure on us to work towards things that we've been wanting to do for a while now, like a new save system that better supports upgrading old savefiles and stabilising the procedural generation so that minor code changes don't break the entire galaxy. Right now OS X builds won't have the same twice-daily build schedule, as they're currently compiled semi-automatically by Philbywhizz when he has time. We're working on getting these happening as soon as we can, which might mean changes to this process, not sure yet. We'll let you know the outcome of that. The homepage will list the most recent build available for OS X. We're aware that asking people to regularly download a 150-200MB archive is a bit of a stretch, so we're also looking at ways to reduce the amount of stuff you need to grab to get a new build. That might be splitting the game data from the binaries, it might be a patch system, it might be something else. Again, we'll let you know. This change is effective immediately (as soon as I've made the necessary changes to the build system to support it). So there won't be an alpha 34. The first builds under this scheme should be available in the next few days." I will also update Pioneer's ModDB page as these updates are released. Secondly Dominion news. This has just launched on Kickstarter and is looking for backers. Its from a small indie outfit called Mak Software Studios. Its a single player sandbox game, DRM free and will have a star map consisting of 200,000 stars, over 1,000,000 planets, at least 1,200 unique species and civilisations . In terms of roles, its very much like Elite: trader, miner, pirate, explorer or flying for the navy. Interestingly, (well at least for me) the game will feature both Newtonian and non-Newtonian ships in the game, flight model dependant on the ship you choose from. Stretch goals include Linux, Mac, iOS, Android and mod tools. |
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#32 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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GOG Release For Subwar 2050
Thought I would drop this in here as it is a bit like a space sim, but a sub sim too! Apologies if it has been mentioned else where. GOG have recently released Microprose's old school Subwar 2050. I loved this game back on the Amiga and played it for hours. The release also includes "The Plot Deepens" expansion pack and its presently selling for $5.99.
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#33 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "May 2013" 20135.87
Hi Sub Sim Fans!
![]() Due to a slight mix up on my part ![]() Have fun out there! ![]() May 2013 * New features * Multithreaded Job based Terrain Patch generation (#2163, #2268, #2262) * Minor changes and tweaks * Model level-of-detail now takes field of view into account (#2257, #2077) * Improvements to translatability of joystick axis descriptions. (#2272, #2280, #2281) * New ships are always fully fueled (#2283, #2162) * Fixes * Crew can no longer be hired with a negative salary (#2254) * Fix landing gear sound repeating when autopilot lowers the undercarriage (#2269) * Fix landing gear button toggling briefly when lowering gear (#2269) * Internal changes * Enum mapping tables now have a visibility specifier (#2276) * Removal of the unused BezierCurve and RefList classes (#2274) * The game constants live now all in src/gameconsts.h (#2274) * Silence some debug printouts for the faction code. (#2274) * Object property system now uses LuaTable. (#2275) April 2013 * New features * New combat music track (#2209) * Mission list can now be sorted by clicking the column headers (#2183, #2128) * Mission list now shows distance to system and days remaining (#2234, #2244) * Minor changes and tweaks * Commodity Market buy/sell buttons now speed up when held down (#2188, #1734) * Clamp ambient lighting to avoid pitch black (#2241) * Model changes * Station definition 'num_docking_ports' is no longer used; it is computed from the bay definitions (#2219) * Station model docking nodes are checked against the station definition (#2219) * New 6-bay ground station model (#2227) * Script and UI API changes * New method 'SetColor' on Label widgets (#2234) * Player:GetHyperspaceTarget() now returns path of destination system when in hyperspace (#2244) * Fixes * Fix lua system export (#2229) * Fix Lua console so that it lets you continue incomplete commands (#2198) * Fix logical error in crew skill boosting code (#2253) * Fix assertion when attempting to dock whilst you're also trying to leave (#2239) * Internal changes * SpaceStationTypes now loads data using the LuaTable wrapper (#2170) * ShipType now loads data using the LuaTable wrapper (#2215) * Reduced allocations and improved data locality in the eclipse code (#2200) * New dynamic object property system (#2161, #2226, #2225, #2223, #2221) * Support linking against the LDB Lua debugging library (#2147) * Stars with flattening due to fast rotation, i.e; ellipsoids (#2178 ) * Update bundled Lua to version 5.2.2 (#2230) * Model loader: improve instancing (#2228 ) |
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#34 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "January 2014"
Hi Sub Sim fans
Firstly, apologies for taking so long to get around to updating this thread. ![]() Anyways, recently uploaded Pioneer another build to ModDB and there has been a ton of changes since my last post here, with new ships, new UI and an whole host of little changes under the hood of the game. You can grab it here. And here is the change log for this month. For January 2014. Full changelog.
Also there is the Scout Mod for Pioneer, now in it's 14th iteration this mod adds colourful sky boxes, more missions, more ships (Elite ships are back!) and loads of other tweaks to the game. That can be found here. Finally in other news, has recently released their Elite Dangerous multiplayer Alpha. Lots of player videos around, . Last edited by Miggy4000; 02-06-14 at 03:10 AM. Reason: Silly Spelling Error |
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#35 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "Febuary 2014" 20140223
Hi Subsim fans!
Back again with another Pioneer update for you. Lots of improvements & tweaks for this month, so do check it out. The download for the Windows version is now live on ModDB and the Linux version is available on Pioneer's own site. However, there is an issue with the Mac OSX version this month and the devs are appealing for help. Check out the bottom of this post for further details. Here is the extensive change log for this month. Changelog For February 2014. New features New "Octagon" ground station Now any star in a multiple system can be the hyperjump target Rewrote console on the new UI Characters have reputation, which is required by missions New (rare) "News" event for commodities on the BBS Minor changes and tweaks Added landing tag points to all ships Draw sectorview stars with sphere imposters New UI now available as an overlay in all views Quicksave can now be loaded directly from main menu Paste support for text entry widgets (ie console) Improve skybox, restore star rendering New wheels up/down icon The `console.lua` script is now run at each game start Config values can be overidden on the command line Use tables instead of grids for layout Donating money or not paying wages affects reputation Script and UI API changes Model.SetDebugFlags for adding debug effects to model drawing ModelSpinner.model to get the spinner model UI.Image: SetHeightLines to help set image height against text hasprop method to see if the named property exists (#2734) Ship:InitiateHyperjumpTo to jump regardless of range or fuel UI.Table.SetColumnAlignment, various ways to position table columns (#2778) UI.Table.ScrollToTop and ScrollToBottom, basic scroll control Empty grid cells now expand to the available size to assist with layout Model changes Removed two_sided material property, it didn't handle lighting correctly Fixes Complain about custom systems with wrong number of stars Fixing thruster tags Fix run-away terrain threads when ending the game Fix Lua error from TradeShips when colliding and hyperjumping Reset mouse grab state on game exit Fix a potent bug when destroying copies of invalid LuaRefs Fix English in Taxi missions Fix various glitches and an assertion in system info view Fix that rotation state of bodies was not saved/loaded properly Fix pattern for Xylophis Render to texture Skybox alpha fix Remove Lua timers at game exit Properly set terrain detail settings Always relayout tables and single containers after content change Internal changes Moved model debug effects (wireframe, collision mesh) out of ModelViewer and onto Model, and exposed via SetDebugFlags Handle blend/depth/cull render states as stateset objects Removed redundant shader cleanup Split camera state into a separate class Sector and star system cache improvements Generation of explored flag moved from StarSystem to Sector New Vertex buffer class Code cleanup in StarSystem and SystemBody Removed Visual Studio 2010 and 2012 support IterationProxy for save access to embedded containers Automatically manage the cancellation of jobs with RAII Added a Profile Config to VS2013 Also two more things. Calling MAC owners! OSX builds are down for this month on Pioneer's own site. Can you help? The devs are looking for someone who can provide MAC builds of Pioneer, here is what Robn, one of Pioneer's devs had to say, "They can come back if and when someone can produce a working set of steps to build and bundle the game from scratch - something that I can turn into a build script. If anyone reading this feels up to the challenge it would be a huge help." If you can help, have a look here: Pioneerspacesim.net. Finally, a new edition of Pioneer Scout is out (G15), do check that out also at Spacesimcentral.com. Have fun and thanks for reading Commanders! ![]() |
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#36 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "March 2014" 20140329
Hi Sub Sim fans!
Another monthly Pioneer update for you. This one covers all the work done upto the end of March. Download is now available on Mod DB. Here is the change list for this month:
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#37 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "April 2014" 20140427
Hello Sub Sim fans!
Back again with another Pioneer monthly update for you. Lots of tweaks, fixes and new features for this month by Pioneer's ever busy volunteer devs, great work guys! Anyways, here is the change log for this months build, which should be appearing shortly on ModDB or if you cant wait or want the Linux 32 or 64 bit versions instead, then head over to Pioneer's own site here. Have fun folks! ![]() For April 2014. Full changelog.
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#38 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "May 2014" 20140525
Hi Folks
Updated Pioneer's ModDB page again with the latest build for this month. It should be available for download shortly. More incremental improvements for May by the wonderful and ever busy Pioneer dev team. ![]() ![]() For May 2014. Full changelog. Minor changes and tweaks In ship repair, since printing reported hull damage with precision "%.1f", cap it at 99.9% instead of 100% Fix Wave texture problems & missing ModelViewer pointer Hoop station door collision Script and UI API changes Added onShipFiring Internal changes Update the 3rd party libraries to ones built with vs2013 Encapsulate custom systems, factions, caches in a Galaxy class Fix ill-formed API documentation for Engine No GLU dependency Fixes Fix cockpit glass opacity And here is a little screen shot for you showing Roberson World in the Phigreho system. ![]() ![]() |
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#39 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "Early July 2014" 20140716
Hi Sub Sim fans!
Back again with another (belated) monthly update for you. A bit late this month with the Pioneer update, apologies for that. ![]() ![]() Also other news, Mac OSX builds are coming back! Check out this thread over on the SSC for more details. These builds should be available soon from Pioneer's own site here. Anyways the windows build on ModDB should be live very soon or if you cant wait head over to the Pioneer site and grab it there. Here is the extensive change log for this month, fly safe out there folks! ![]() Changelog For July 2014. Full changelog.
If your interested in these, drop by these threads over on the SSC: Genesia Pioneer Scout Plus ![]() |
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#40 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "August 2014" 20140830
Hi Sub Simmers! Can I coax you warriors of the deep to take a little jaunt into space?
![]() Here is another another progress build for you all to try out, the "August" build of Pioneer. For this month there is more changes to the cockpit amongst other things. Have a look at the change log below for the details. As usual, its now up on ModDB or ,if you prefer to try out the Linux build, head over to Pioneer's own site here. Have fun! For August 2014. Full changelog. New features Bring Luomu's game msg log over from the SSP fork Display ships in system view Display ship heading and pitch Advanced radar mapper works in system orbital view Draw periapsis/apoapsis as icons on system view orbits Improved Joystick Binding Minor changes and tweaks Consistent set nav target on click in SystemView Write opengl.txt earlier to help debugging Bigger font for msg log Script and UI API changes Ship:UseECM() returns recharge time and success state. Update COMPILING.txt, and add Doxygen support Fixes Fix trade ship without atmoshield causing crash in system with only stations on worlds with atmosphere Fix crash when clicking a view change button (F1-F4) while a new-ui message box is being displayed Zoom out button before zoom in in system,sector,galactic view Fix an Exit Game widget crash. Fix bad faction colour only being applied to uninhabited Destroy Hyperspace clouds after 2 days of ingame time Fix system view ship crash Fix refreshing assertion in SystemInfoView Fix unnecessary limit on ship base price Fix crash from TradeShips trying to serialize dead ships Fix Fuel club discount not being applied Fly (and sail) safe commanders! ![]() |
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#41 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Pioneer "January 2015" 20150201
I think it's high time for a Pioneer update!
![]() ![]() ![]() ![]() Also, here is the changelog for this month. Lots of good work by the dev team, do please try it out. ![]() Changelog For January 2015. Full changelog.
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#42 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Ahoy there Sub Simmers!
![]() Back again with another monthly update for you. It should be live on ModDB shortly. Do please give it a go. And here is the change list below for this month, good work by its every busy dev team. ![]() For March 2015. Full changelog. Fixes Fix modelcompiler Attempt to avoid calling methods on a nil object Fix missing specular highlights Fix compilation of planetrings shader New Features Mouselook for internal camera Migrating the save-game serialisation from a binary flat file to JSON Internal Changes Fix VS2013 profiling configuration Rendering statistics Instanced model rendering for cities Update the sgm file version |
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#43 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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Hi there Subsim fans!
![]() Another update for you, the "August" build. The dev team have once again outdone themselves in adding ever more content and the usual bug smashing. So have a look at the changlog below. For August 2015. Full changelog.
Finally here is a screenshot for a rare planet in the game with 3 moons in a tri-star system. Note you can see the shadow on one of it's moons displayed on the surface. ![]() Have fun out there folks! ![]() |
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#44 |
Commodore
![]() Join Date: May 2012
Location: Sunny Scotland
Posts: 92
Downloads: 37
Uploads: 0
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And I just remembered about an Elite clone but made for Android devices. It's called Alite and is itself based on that other famous Elite clone Oolite. Its free and is available either on its own site here or on the Google Play store here. It's been recently updated too (1.1). It was a 400 meg download the last time I tried it so that could give you an idea of how much content it has.
And finally here is a screenshot to give you an idea what it looks like. ![]() Fly and sail safe out there Commanders! ![]() |
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