The Pioneer Thread

Pioneer "June 2016" 20160628

Hi Pioneer fans! :cool:
Back again with another monthly build for you. This month, more fixes, code improvements and other things to enhance and improve the gameplay by the tireless Pioneer dev team. Such a nice bunch of boys they are too. :) Have a loot,..er I mean look at the change log for this month and have fun out there folks! [hotas]

Obligatory screen shots
This top one is by way of the Scout Plus & Hometowns Mods.
post-347-0-28414000-1466055752.png
Klippenbergville.jpg

For June 2016. Full changelog.


  • New Features
    • Improve distance format, by introducing ly and Mm (#3745)
    • GPU jobs for generating gas giant textures (#3719)
    • Add some flare for black market, through flavoured slogans (#3744)
    • Passenger warns when jumping to wrong system with right name (#3746)
  • Fixes
    • Prevent the galaxy map from crashing if in hyperspace (#3714)
    • Eclipse r600 (#3721)
  • Internal Changes
    • Enable using dedicated nVidia GPUs in Windows laptops with Optimus (#3715)
    • Minor Noise library improvements (#3716)
    • Add AMD Power Xpress performance flag keyword and value (#3717)
    • Add EXTRA_CXXFLAGS to CXXFLAGS for assimp's version check (#3718)
    • Keep cargo if buying a new ship (#3725)
    • Disable Continue button if no saved game to load (#3731)
    • Don't hard code strings we already have in translation system (#3728)
    • Make trade analyzer removable again. Undo #3474, close #3742 (#3743)
 
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Pioneer "July 2016" 20160724

Hello again folks! :)
Here is the "July" build of Pioneer. For this month the Pioneer dev team have improved Search & Rescue missions in the game as well as lots of improvements under the hood.
It's live on Mod DB now or if you like on Pioneer's own site. Linux and Mac Versions also available there too.
Have fun folks! :cool:

SiriusABa.jpg

For July 2016. Full changelog.

  • New Features
    • Point sprite background stars (#3757)
  • Fixes
    • SAR: fix fuel transfer (#3755)
    • SAR: fix wrong distance (#3650)
    • Fix grammar error in module-cargorun (#3748)
  • Internal Changes
    • Swap LuaVector for a table (#3747)
    • Faster float convert (#3751)
    • Revert my changes to use atoi and atoll (#3754)
    • XCode now compiles again (#3759)
 
Pioneer "August/September 2016" 20160907

Back again folks with late update for Pioneer.
Sorry for the delay but it was caused by a nasty bug that the wonderful Pioneer dev team finally tracked down and squashed. :cool:
Anyways on with the update
Forbes_Folly_By_SpaceRoop.png

Lots of lovely additions for this month folks!
September 2016

* Internal Changes *
Update GasGiant config, detail and initialisation timing
August 2016
* New Features *
F3 and F4 Toggles between worldview and their thing
Navbutton added to mission screens
Add a TCP Lua console
Low altitude hyperjumps are illegal
Add button to Settings menus so user can open their Pioneer folder
Navigation button update to allow for dynamicBodies as nav targets (SAR and general)
Loads of SAR improvements !
Download is up on ModDB and (as usual) Linux & MAC OSX versions also available from Pioneer's own site.
Have fun folks! o/

 
Pioneer "October 2016" 20161028

Hi there folks! ;)
It's that time again, another update for Pioneer. This game still improves month on month thanks to the tireless work of the Pioneer Dev Team who do this in their spare time. My thanks to them once again. :)
For this month newer bigger military hyper-drives, thruster upgrades and a whole host of other improvements and fixes.
Checkout the change log below and as usual the build is available in Pioneer's site and should also be available on ModDB too.
Have fun with it and until the next time.....fly safe! :cool:
Laaneth_By_SpaceRoop.png

For October 2016. Full changelog.

New Features
Added military drives from 5 to 9
Thruster upgrades
Calculate selling price including equipment
Remove autorefuel
Rename scanner -> radar; radar mapper -> target scanner

Fixes
Search&Rescue: set ship look and bugfix
Fixing the scaled down collision mesh of New Ground station
Updating the Bluenose Medium LOD with the correct mesh
Avoid crash if player jumps to next system

Internal Changes
Add "override" to silence warnings in clang
Update the .gitignore file for more vs2015 files outputs
Fix ARFLAGS to remove warning
Attempt to find the nearest matching exact name
Terrain gen cleanup
Introduce imgui library, make load screen use it
Simple reduction in memory usage
Put imgui.ini into user config dir
Arm asm fix
Don't try to instance zero entries * Update attrib binding locations
 
Pioneer "November 2016" 20161129

Hi Folks!
It's that time again, time for another ModDB Pioneer update. :cool:
For this month the dev team has concentrated on fixes and other tweaks to the build so please check it out.
Also (as usual) here are some screenshots.
Here is a sneak peek on the new UI the dev team are working on for a later build.
New_Hope_By_Nozmajner.png

Next a beautiful image of Ganymede by screenshot contributor Stan Panckes
Ganymede_By_Stan_Pancakes.png
For November 2016. Full changelog.

Fixes
Set delta-t to 1/60 if it is <= 0
fix pattern selection if no pattern present
Lobby: Disconnect the property listeners when the docked station changes
Docking message should not mention auto refuel
Player shouldn't sell fuel they don't have
Render the navlights for orbital stations
Jitter fix
fix navbutton crash without target
Fix orphaned connections in WorldView
Disable the modelcompiler multithreading
Fix undefined renderer bug in SGM LOD loader

Internal Changes
Freebsd patches
Enhance serializer crash output
Custom system checking
Sprinkle SpaceStation with asserts to find naughty bug
isnan is std, MXE build complained
Add GL_CFLAGS value to AM_CFLAGS
Remove GL buffer init fills, add init checks
Optimisation: Reserve VA capacity correctly for Gui::TextLayout
 
Pioneer "March 2017" 20170304

Hi Folks o/
Its been a while as the Pioneer dev team were putting tons of work into this build before they released it, but it is here!
Unfortunately I cannot upload the new build (as usual) to ModDB as I have net connection issues at the moment, I did update the news there tho with news about Pioneer's mod, Scout Plus so do check it out. However the March Pioneer build can still be found on Pioneers site here. Linux and MAC OSX builds have also been updated, so why not give them a try?
Anyways here is the change log for this month, fly safe out there! :)

For March 2017. Full changelog.

New Features
Orthographic view in modelviewer
OpenGL 2.1 support

Internal Changes
Upgrade of Xcode project for Mac OSX build
Resolve the mismatched attribute numbering
Refactor the Vertex, Index, etc buffers
Eliminate the evil trailing whitespace
 
Pioneer "April 2017" 20170415

Hello and welcome to this month's Pioneer update! :)
For this month the Pioneer Dev Team concentrated on more bug fixes and updates for various assets the game uses.
Hope you will consider giving it a try. Its now live on ModDB and Pioneer's own site and ,as ever, there are versions for MAC OSX and Linux (32 & 64 Bit) version to be found on there too.
Fly safe out there folks! [heart]

For April 2017. Full changelog.

Internal Changes
Updated Xcode project for Mac OSX build (#3960)
Update libassimp version requirement in COMPILING.txt (#3958)
Update to full (correct) Creative Commons Attribution-shareAlike 3.0 (#3971)
VS2015 win32 & x64 plus reorganisation (#3975)

Fixes
Bugfix for issue #3967 related to PR #3948 (#3968)
Ever damage ship when docking (#3953)
 
Pioneer "August 2017" 20170813

Its that time again folks! A brand new build is out and uploaded to Mod DB. The big highlight for this month is a new UI, pictures below. Also here is this month's change log. As usual, builds for Linux and MAC OSX are also available from Pioneer's own site, here.
Have fun out there! :)
For August. Full changelog.

  • New Features
    • Hide mouse pointer when GUI is not drawn (#4066)
    • Make all main menu button tooltips translatable (#4072)
    • Setspeed indicator, larger hud size, more frame info (#4065)
  • Internal Changes
    • Change laser to weapon in some core en.json (#4069)
  • Fixes
    • Additional sort order fix (#4062)
    • Fix occasional nil dereference (#4073)
    • Hide mouse pointer when GUI is not being drawn (#4066)
Rescue_At_Misogre_By_Nozmajner.png
New_UI_By_Nozmajner.png
 
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Pioneer "August 2017 Mark II" 20170827

Hello folks. Back again with a second build for the month of August. This one fixes some problems with the first release and already the Pioneer Dev team are already working on the next build. No ETA on it's arrival, it will be done when it's done. Anyways lots to read in the change log for this month even the TRAPPIST-1 system makes an appearance! Why not try and find it and head out there? If you do please post a screen shot! [yesnod]
Titan3_By_Nozmajner.png

Anyways, as usual it's on Mod DB right now as well as Pioneer's own site. Linux versions for this build are also available there.

Change Log August 2017

* New Features *
Moved remaining cpanel UI to imgui/lua
Hide mouse pointer when GUI is not drawn
Make all main menu button tooltips translatable
Setspeed indicator, larger hud size, more frame info
Show alerts near the reticule with imgui
Add Eros and Phoebe
Adding TRAPPIST-1
Make Ctrl-clicking select the set-speed target
Orbit stations lobby shows orbit info
Add Earth g comparison in system info view
Add search field to BBS adverts
Orbit and ground station use different welcome messages


* Internal Changes *
Change laser to weapon in some core en.json
Removing unused cpanel icons
Putting back the lagrange icons
Silence GCC warning
Move Brasilia a little bit
Move game start location for Earth back to London
Add SystemPath to the ObjectViewerView


* Fixes *
Additional sort order fix
Fix occasional nil dereference
Add missing flight state in crew rooster
Fix Star/planet/gas giants popping into view
Show a warning message if trying to hyperjump with wheels down
Fix player not being fined for murder and piracy
Adding gun and light tags to Mola Ramsayi
Fix AI ships not hyper-jumping
Workaround for issue 4098
Fix zero mass asteroids in custom systems
Fix autopilot being confused by bespoke thrusters

EDIT: WOW! :eek: I've just noticed this thread has had over 100,000 views now. Of course compared to the likes of the Elite main threads and the other threads about other big space sims ect, it's small, but for a open source space sim that started way back in 2008 with just one dev, Tom Morton, I am most impressed. Thank you to all who took the time to check out this thread. Pioneer's dev team will be very happy to hear of this and I hope Tom Morton, wherever he may be these days, is happy too. You created something special here Tom so a very special thanks to you too! :)
 
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Pioneer "September 2017" 20171001

Hello Folks!
Back again with another build for you, the "September build". New music for this month plus loads of other improvements and fixes by the Pioneer Dev Team, so please try it out. Its on ModDB right now and Pioneer's own site along with the other builds.
Anyways, here is the change log for this month, have fun! :)

PioneerBox_By_WKFO.png

For September 2017. Full changelog.

  • New Features
    • Attack outlaws immediately (#4089)
    • New music tracks (#4139)
    • Allow planets to have rings (#4146)
  • Internal Changes
    • Ignore all Pioneer x64 Visual Studio files (#4125)
    • VS2015, Fix 64-bit SSE2 flag warning #4114
    • Spread the terrain skirts wider to avoid some sparklies (#4147)
    • XCode, update project and config files (#4152)
    • Fix module instances being created twice (#4124)
    • Don't show 'None' for drive specs when asking to service engine (#4171)
    • PushStyleVar now pushing also vector variables (#4138)
  • Fixes
    • Fix orbital stations sharing an orbit (#4129)
    • Make orbit radius relative to GetPhysRadius, clamp to frame radius (#4131)
    • Avoid division by zero doing AABB ray test (#4135)
    • Fix cities overlapping (#4137)
    • Use fabs for double instead of abs for cross-platform compatibility (#4145)
    • Set ARFlags for OSX builds (#4080)
    • Stop tradeships crashing into landing pads while trying to hyperspace (#4150)
    • Fix missile death notifications, clear thrusters and AI on target death (#4156)
    • Fix engineers constantly repairing engines, and negative jump counter (#4161)
    • Fix combat rating messages not being in sync with actual ranks (#4165)
    • Fix heading jump when switching reference frames with RMB held down (#4170)
    • Don't fail assassins when entering mission system (#4167)
    • Fix autopilot tooltip when (nav)targeting other ships (#4166)
 
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Pioneer "January 2018"

*cough* *cough* [woah]
My, its been a while since I updated this old thread, but I am back! ;)
Back with another recently released build and the first of 2018! Yaay! :D
Deimos.jpg


The Pioneer Dev team have been busy steadily updating and improving the game with new features and even more fixes and optimsations. It's up on Mod DB right now and on Pioneer's own site where you wil also find Linux 32 & 64 bit versions of this build too.
Below, here is a change log covering everything added since November last year. I hope some of you will give it a try as it deserves to be played. Have fun with it folks! :cool:

February 2018 Change Logs

* Fixes *
Don't crash when opening sector view in hyperspace


January 2018
* New Features *


F2 sector view UI moved to ImGui
Hyperjump planner for F2 sector view
Lua API StarSystem has new 'govtype' attribute
Unexplored systems in the sector view zoomed out mode are now grey.
Commodity market shows description of the commodity selected
Allow custom factions to make claims
Don't show radar in hyperspace
CustomSystem input syntax adapted for easier data entry
Sectorview zoomout prettier homeworld labels
Hydrogen scooping from small planets with hydrogen atmosphere
Commodity market shows import/export icons if trade computer exists
Access all systembody attributes in lua
Move LowThrust Setting to ImGui
Small display changes
Keep new textures and patterns for ships


* Internal Changes *


Happy new year!


Errors parsing Ship and Space Station data files will now make the game fail during load, instead of leaving those objects in an indeterminate state to cause a hard-to-diagnose crash later.
Fix spelling error in docs
Remove unused strings
Add forgotten copyright headers to ImGui-files
Trivial micro change of variable
Some hash_random related fixes
Change lua_pushinteger for lua_pushnumber to preserve value of seed
Updatefuel code duplication
CityOnPlanet rewrite: recursive to iterative
New calculations for station commodity stocks
Asteroid mining results controlled by lua
Route planner optimisations
Remove unused variable and update the comment
CityOnPlanet setuserdata optimized
Updates to Geom class
Minor optimisations around avoiding isqrt
Square the values now that the isqrt was removed


* Fixes *


Planar and azimuthal radar at same time
Tradeships getSystemAndJump checking
Fudge-fix projectile ray tracing
Fix ship stat CSV output
Make the black hole system navigable
Modelcompiler fixes for x64 linking
Set the user data for city geom objects
Fix broken Lua->C seed transfers in Face & CustomSystem


December 2017


* New Features *


Rounded rewards
Save files are now written in gzip format so they don't need a custom tool to extract
WKFO's Military hyperdrive sound effects
Add VS2017 Build files
Force time acceleration if right mouse button is held down
Internal Changes *
Refactor buffers to have a capacity and size
Add GZipFormat source files to VS2015 Solution
Library version information logging to aid debugging
Some minor code cleanup
Query the maximum AA samples


* Fixes *


Tradeships.lua unexplored crashfix
AlertState cache cleared on load


November 2017


* New Features *


Adding base to Moon (JAXA lava cave location)


* Internal Changes *


Added -skipmenu/-sm flag


* Fixes *


Fix the MainMenu nil args crash
 
The Phoenix Build And February 2019 Main Build

Firstly my grateful thanks to Brett C for reopening this old chestnut of a thread! o7
Long time Pioneer modder Gernot has completed a build of his vision of Pioneer that uses LMR models but there is more!
He has also done an FFE ship pack to go along with it! Those of you who have followed this project will be well aware of Gernot's talents when it comes to ship modelling and these new ones don't disappoint. Have a look below..
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You can find links to the Phoenix build and the FFE ship pack in this thread over on the SSC (Space Sim Central).

And ,just to let you folks know, the main build of Pioneer is still ongoing so please don't mistake my lack of updates to this old thread for the project being dead these days. Far from it! Pioneer lives still! [yesnod]

Here is a link to the latest "February 2019" build. There is also a Linux version available too.
I must get around to updating the Mod DB page when I have time. I will update this post when I have done so.
Here is the change log covering everything since my last update here below:

March 2019
* Internal Changes *
PiGui profiling changes (#4549)


February 2019
* New Features *
New setting option for less UI in screenshots (#4528)
Show ship name in main menu ship spinner (#4529)
Allow multiple names for star systems (#4531)
Show name and class of ship in intro ship spinner (#4534)
* Internal Changes *
Close default ctors and use a Ctor for load (#4527)
Make modelcompiler handle custom data dir (#4523)
Another decouple (#4538) * Improve clang format tools (#4539)
Improve OSX Travis build script (#4540)


January 2019
* New Features *
Non-instant system exploration (#4517)
* Internal Changes *
Fix cmake error (#4505)
Use dummy video driver for modelcompiler (#4509)
clang-format the entire c++ code base (#4508)
FindDataDir uses working directory (#4519)
Faster build after commit (#4514)
Update the clang-format hook, add an auto-apply script (#4516)
Install metadata (#4512)
Fix VS2017 buildopts (#4521)
Include decouple (#4520)
* Fixes *
Fix crash on exit (#4503)
Fix compilation crash in modelcompiler (#4510)
Modelcompiler fixes, no video init, clean shutdown (#4518)
Removing parenting to fix Lodos camera issue (#4524)


December 2018
* Internal Changes *
Don't show military allegiance info for player (#4499)
Adjust hyperspace exit calculations (#4495)
metadata: Add version number to release in AppData (#4500)
Generate an installer for Windows in the cloud with AppVeyor CI (#4427)
Fixup Travis build script for CMake support (#4501)


November 2018
* New Features *
Two new systems: Bathlight and Delta Pavonis (#4490)
Added 6 new music tracks (#4491)
* Internal Changes *
Switch travis to CMake (#4465)
* Fixes *
Fix alert status not changing to red (#4492)


October 2018
* New Features *
Adds two custom systems (#4462)
Move Hyperspace exit locations into the heart of systems (#4444)
Partial Real Starfield Rendering (#4471)
Remove option -skipmenu, add option -startat (#4476)
Bring smooth transitions to system view (#4480)
* Internal Changes *
Update JSON to a better library, save games in CBOR (#4459)
Fix the unused variable warnings (#4474)
Support module.submodlue syntax in Lua (#4478)
* Fixes *
Fix dual fire weapon origin problems (#4417)
Improve main menu styling (#4477)
Restore 3 action bindings to event dispatch sequence (#4485)


September 2018
* New Features *
Add hyperdrive breakdown sound effect (#4401)
Unexplored systems soundtrack (#4398)
Two new custom systems (#4395)
Move start location to Mars (Douglas Quaid!!!) (#4363)
Custom systems continued (#4439)
Adds the Fomalhaut custom system (#4455)
Star Icons overhaul (#4308)
* Internal Changes *
Provide other_names to add multiple names to custom systems (#4388)
Change tech levels (#4363)
Acceleration cap (#4378)
Improve Joystick / Input Handling (#4432)
Update bundled IMGUI to v1.64 (#4437)
Added a clang-format harness (#4429)
More Input Improvements (#4440)
Update CMakeLists.txt to build the modelcompiler (#4447)
Cleanup ExportBodyToLua and the names it uses for output (#4451)
Remove OpenGL 2.1 code from the project (#4450)
Pickle Lua values to JSON (#4207)
Save game optimisations (#4454)
Add Travis build scrips for building releases (#4446)
* Fixes *
Quick fix for 4418, disallow zero length buffers (#4420)
Fix crash when changing distance sort choice (#4428)
Fix for issue 4386 (#4404)
The docking request does not require an Autopilot (#4431)
SystemPath was not fully specified causing a crash (#4449)
Fix 4452 (#4453)
Fixes 4456, typo / wrong language file used for localized string (#4457)


August 2018
* New Features *
Add heavy atmospheric shielding, allows easier fuel scooping (#4377)
Laser Beam Weapons (PEW-PEW!) added (#4331)
* Internal Changes *
Ship parser script for wiki (json -> wiki, and json->csv) now working (#4169)
Added more tooltips in settings menu (#4387)
Cleanup PatchJobs code (#4393)
Update COMPILING.txt (#4396)
Add support for building using the system install of libGLEW (#4391, #4414)
Add support for building using CMake (#4104)
Delete unmaintained premake configuration and XCode project files (#4407)
Fixes to the Nix build config and instructions (#4412)
* Fixes *
In the game load dialog, detect and handle unloadable save files (#4415, #4416)


July 2018
* New Features *
Add flyby camera view (#4355)
Add new hold-right-mouse-button menu for autopilot and orbital commands (#4369)
Add new in-flight system overview window (F4 while flying) (#4369)
F4 screen in-flight, replaced by system overview window and rmb-menu (#4369)
New ship Lodos, medium freighter (#4374)
More music! (#4385)
* Internal Changes *
Translation updates. running everything through jq, whitespace, sort (#4365)
StarTypeInfo cleanup (#4366)
Turn ship towards destination at end of voyage (#4362)
* Fixes *
Check for nullptr (#4367)
Fix misplaced ships in external view (#4361)
Split what needs to be done for pick up mission for cargo run (#4360)
Equip ships spawned planet side with atmoshields (#4368)
fix crash if user disables AntiAliasing (#4372)
Combat mission icon (#4375)
Uninvert system map camera (#4373)
Do not toggle bindings when in settings view (#4364)
Make it possible to change position of flyby camera (#4376)
Deny docking request too far from station (#4371)
Fix issue 4383 (#4384)
Fix spotted issues with SAR mission (#4379)


June 2018
* New Features *
Audio alarms (#4335)
* Internal Changes *
Correct minor formatting/indentation (#4321)
Do not callback if button if disabled (#4342)
Add MSVC2017 to COMPILING.txt (#4344)
Check also for local_data.ads in all mission modules (#4349)
Make assassination mission time depends on distance (#4348)
* Fixes *
Cleanup minor warnings, header inclusion, Windows versioning (#4339)
Fix various issues when saving/loading games (#4338)
Reinstate searching by Sector coordinates (#4341)
Update changed files so vs2015 builds again (#4346)
Small saveloadgame script cleanup (#4343)
Fix possible crash in system info view (#4351)
Improve quality of docking4 music track (#4345)
Various small GUI tweaks (#4354)
Fix audio crossfade and do not play planet ambient sounds in hyperspace (#4356)
Fix Ship positions in SystemView when not flying (#4347)
Fix tab not hiding sector view window (#4298)
Fix planets size "popping into view" as approaching from afar (#4190)


May 2018
* New Features *
New mission: Combat #4319
* Fixes *
fix spoiled eggs (#4334)
Bug fix for large Star Rendering (#4332)
Invoke dummy Ship::TimeStepUpdate when refueling (#4320)


April 2018
* Fixes *
Don't crash when missing translation (#4328)


March 2018
* New Features *
Keepers orbital texture updates and patterns (#4315)
Small BBS Easter egg added (#4316)
New music added (#4293)


February 2018
* New Features *
Main menu converted to ImGui (#4299)
* Fixes *
Don't crash when opening sector view in hyperspace (#4303)
Bugfix for new main menu changes (#4310)
Fix startup crash, m_prop was null (#4312)
Activate the cockpit if it's being used (#4313)





EDIT: As promised, you can now find the Pioneer March build now on ModDB here.
In the meantime, have fun folks. :cool:
 
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Last i tried it was still Frontier: Elite, sans laser combat.

Without that, it's kinda pointless - laser combat really is what makes FE2/FFE so compelling. The trade/exploration aspect is just an empty husk without the means or incentive to learn to fight for survival.

'Combat' in Pioneer = being circle-strafed at high speed, high radius by enemy you cannot close on, whilst firing poxy little puffball projectiles at one another. It's impossible for the AI to hit you provided you have a pulse, and likewise impossible to land a hit on them. No CQB whatsoever.

The game desperately needs beam weapons and high-intensity dogfights. The player needs access to high-thrust 'fighter' craft that can close with enemy ships in the first place, and then, weapons able to dish it out.. which means beams, primarily! Fixed beams, manual turrets, missiles and ECM's - that's your core 'combat' gameplay. Then you can add in all your glowy puffballs and marshmallows or whatever passes for 'offensive weaponry' in the minds of Pioneer's devs..

Aside from the fact that balls of plasma make pathetic weapons on every conceivable level, it's just maddeningly tedious gameplay, when you could be a god of war getting embroiled in epic Elite-esque furballs.. it's all valium, no adrenalin.. and more disappointingly so the more one plays..
 
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