Frontier elite waiting

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Bedrooms To Billions

Bedrooms To Billions

Hey, Frontier Fans!
Want a David Braben signed A500 & a signed boxed copy of Frontier? A film looking at how the British games industry developed through the 80s and 90s is looking for funding. This is one of the things they are doing to raise cash for the project. Have a look here http://www.indiegogo.com/p/78873

No price driving comments please! :lol:
 
Pioneer Alpha 27

Pioneer Alpha 27

Hi Miggy Fans!

Here it is, another monthly alpha for you to try out. Here is the change list for this month from Robn. I've just finished updating ModDB with the new build too. Have fun out there! :thumbsup:

http://www.moddb.com/games/pioneer

"The Pioneer development team are pleased to announce the release of Pioneer Alpha 27. This month seems the introduction of our new (highly experimental!) faction system. Also new cameras to see everything around your ship, and the usual pile of tweaks and fixes. Full changelog and builds for Windows, Mac OS X and Linux (32 & 64-bit) are available from the download page, here http://pioneerspacesim.net/download .

New features

Factions, with custom goods illegality and colour coding (#1505, #1567, #1562)
New views (Left/Right/Top/Bottom, Cockpit Front/Rear) (#1454, #1539, #1544, #1564)
The settings screen is now acessible from the main menu (#1187, #1512)
There's now an option to enable texture compression (#1522)

Minor changes and tweaks

Smooth zoom animation in World, System, Sector and Galactic views (#1170)
Earth start location has returned to Los Angeles (in daytime now) (#1506)
Player cash is shown on the 'Personal' page of the Info (F3) screen (#1525, #1500)
Equipment listed on the Info (F3) screen is split over two columns (#1525, #1527)
Explosions are now slower and more visible (#1543)
Application icon for Windows builds (#1537, #1166)

Fixes

Avoid icons in some ternary systems overlapping each other (#1510, #1511)
Fix overlapping text for long system descriptions (#1494, #1498)
Fix crash in SystemInfoView from leaking widget references (#1526, #1493)
Clamp some newer terrain heights to non-negative values (#1534, #1530)
Try to avoid placing starports where they will be covered by mountains (#1503, #7)
Don't pass events through the load/save dialog to the widget below (#1547, #1553)
Fix crash when old hyperspace cloud is shown after game load (#1552, #1551)

Script changes

EventQueue, which was deprecated in alpha 26, has been removed (#1485)
Orbital phase (season) and rotational phase (time) can now be set in custom systems with :rotational_phase_at_start and orbital_phase_at_start (#1506)
Thruster values in ship definitions are now all positive (#1536)
New function Dev.SetCameraOffset to help find good cockpit camera offsets (#1130)

Internal changes

Terrain generation thread now sleeps until being signalled (#1169)
New C++ wrappers for Lua table manipulation and value persistence (#1438)
Terrain patches are now rendered more efficiently (#1507)
Many minor cleanups identified by valgrind (#1524)
Copyright and license is now made explicit at the top of all code files (#1515)
Max terrain height for heightmapped planets is computed more accurately (#1504)
Code to detect supported video modes has moved to Graphics (#1535, #1385)
Cleaned up UI view code for consistency and stability (#1528, #1558, #1547, #1557)
Removed duplication in key bindings code (#1545)
New view (DeathView) to deal with display after the player dies (#1543, #1540)
Simplified terrain thread locking (#1495)
Moved intro and tombstone out to their own cutscene classes (#1559)"
 
Somebody eyeing up the Panther Clipper then? I gave up with that thing, it's such a dog to actually fly. Personally, I much prefer the Imp Courier. It's about the right balance between cargo and fighting.
You don't fly the phantom clipper. You set the autopilot, let it aim you up, disengage it, and then you just floor the throttle. Using the EMC, and the turrets to take care of "threats", and let them unload what they got in to your shield... Engage the autopilot when your closing in, and it will pretty much slam you in to your landing.
I remember waiting for staff for ages as well. For some reason i could only find the Panter in systems with low job applicants, and where workers were plentiful, there were no panters.
On the other hand, i always went where ever i could find more then a single job offer to take me, rarely went with "removal required" offers, and did a lot of semi legal trading. Ok, i'll admit, i did narcotics, and guns, for systems where it wasn't allowed. Cheating by reloading if i got busted.
*sigh*

Anyway, it means i ended up in strangest and most wonderful places, and i could spend days, if not weeks on end with this game... Why isn't there anything "up to date" that is as fun?
B!
 
Pioneer Alpha 32 & Genesia News

Pioneer Alpha 32 & Genesia News

Hi Miggy Friends!

:oops: It's been a while since I've updated Amibay with Pioneer news. Apologies for that.

But to make up for it I not only have news about the new Alpha of Pioneer, but an offshoot project called Genesia too! :)

Firstly Pioneer.
Latest build has just been released and apart from the usual tweaks and improvements, the biggest news for this month was the removal of all the Elite content from the game. A controversial move, but a necessary one because the devs want to take Pioneer in a new direction beyond it's Frontier Elite II roots. A switch from using LMR model conventions over to SMG instead and also a range of spanking new ships have been added like this one below.

I have just updated ModDB with the Windows build, but if you require the Mac OSX or Linux builds, head over to the new homepage here.

Lastly Genesia
This is a project that has grown out of Pioneer and still uses the older LMR model conventions as well as still having all the Elite content all present and correct. Latest build for this is R4 and is available from either the SSC or here.

Have fun out there folks!
 

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Your welcome Heather :)
Silly me forgot to put in a link for the discussion thread on Genesia, so here it is <link>

Also here is another screenshot but this time from Genesia. :cool:
 

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Pioneer Alpha 33

Pioneer Alpha 33

Hi Miggy Friends!
Back again with another new build of Pioneer for you to try out, Alpha 33. Just uploading to ModDB now, but if you cant wait or want the Linux or Mac versions, drop by Pioneer's homepage

Here is the changelist from Pioneer dev Robn for this month, have fun exploring this massive game! :thumbsup:

"The Pioneer development team are pleased to announce the release of Pioneer Alpha 33. This release sees some new eye-candy: eclipses and missile smoke trails. For modders, this release brings a simpler way to define space station docking sequences, supporting stations with over 200 docking ports. Full changelog and builds for Windows, Mac OS X and Linux (32 & 64-bit) are available from the homepage

New features
  • Czech language support (#2136)
  • Planets now cast shadows (ie, eclipses) on other planets (#1353)
  • Missiles now have smoke trails (#2154)
  • Station waypoints are now defined in the mesh themselves and dealt with in C++, and their docking bays can be grouped together (#2058, #2175)
  • The System View (F3, F6) now shows the player's current orbit (#2084, #2168, #2169, #146, #985)
  • The Sector View (F2) now has options to hide vertical lines and out-of-range system labels
Minor changes and tweaks
  • Clean up the Taxi, DeliverPackage and Assassination mission views (#2142, #2151)
  • Tweak Polish translation (#2167)
  • Gas giants now have a thin layer of atmosphere (#1788, #1395)
Fixes
  • Fix hoop station unreliable docking detection (#2153, #2125)
  • Fix ground and "big_crappy" station docking detection (#2197)
  • Fix redscreen from TradeShips module when entering a system with only surface ports (#2172, #2171)
  • Fix object viewer crash (#2187)
  • Fix Lua console to allow continuation of incomplete commands (#2198)
Internal changes
  • Converted some remaining GL code to use the renderer interface (#2184)"


:roll: Ooops! Nearly forgot to say that Genesia has also seen some new builds. Latest is R7 and is available from herehttp://spacesimcentral.com/ssc/files/file/1003-pioneer-genesia-r7/
 
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Changes to Pioneer Releases, Dominion and Salvation Prophecy

Changes to Pioneer Releases, Dominion and Salvation Prophecy

Hi Miggy friends.
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.

Lastly Salvation Prophecy. This game has been out for some time, a space sim with planetary action for the PC. However the dev has just announced completion of a Linux port of his game. Details here and the game itself (along with a demo and vid) are available on Desura. :)
 
Pioneer "May 2013" 20135.87

Pioneer "May 2013" 20135.87

Hi Amibay! :)

Due to a slight mix up on my part :picard (sorry folks) about the new switch over from monthly alphas to ongoing builds, I am a little late this month with my upload. Apologies about that. Anyways here is the latest (Windows) build as of May and below, the change logs for both April & May. ModDB is being updated as I type this and the new build should be available shortly there. As always, Linux and MAC OSX builds are also available via http://pioneerspacesim.net/download

Have fun out there! :cool:

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 )
 
Miggys Take Over The Frontier Forum

Miggys Take Over The Frontier Forum

Hi Folks
How are you all?
Been :blink: mega busy over on the Frontier forum, but noticed the resident Amiga thread is doing great foot traffic. Sometimes it feels a "little" like Amibay! :lol:

:shhh: Pssst. Oh, and Justin are you about?

Will soon (next week hopefully with piccies of course) start re-assembly of "That Project" as I got the final bits & bobs required! :thumbsup: Might need some advice on the wiring though, I'll see.

Finally, posted another update to Pioneer on ModDB. It's coming along nicely. Mac OSX and Linux (32 & 64 bit versions) are as always available from Pioneers own site here.
Also a new version of the Scout Mod (really an Elite content restoration mod) has seen a new release too. Have a look here.

And here is a piccie of the latest Scout mod to wet your appetite. Can anyone ID those big ships in the background I wonder? :lol:

G8-01.png


Catch you later folks :)
 
And here is a piccie of the latest Scout mod to wet your appetite. Can anyone ID those big ships in the background I wonder? :lol:

Long-range Cruisers? Those crazy flying-brick things you see hovering about outside space stations?
 
A good guess there Andy, but LRCs are already in the mod as are Lynx Bulk Carriers. No these ships are from something else. Perhaps they have a kind of "homely" look about them? ;)

If it helps, the ships are actually upside down from what you would normally see them in the picture.
 
No more guesses? Oh well then, they are in actual fact battle cruisers from Homeworld 2, Vayger ones I think ;)
 
So many great kickstarters. Not enough funds :thumbsdown:
 
Ahhhh, Frontier. So many of my hours as a youth lost to this game. Its the first thing I'll be playing once my A4000 is setup :)

Looking forward to Elite IV as well. I pledged on the Kick starter for that! So did an RL friend.
 
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