Search found 44 matches
- Sun Mar 23, 2025 12:11 pm
- Forum: Projects
- Topic: Updated Galaxy Simulation 'Hephestos'
- Replies: 8
- Views: 6754
Re: Updated Galaxy Simulation 'Hephestos'
This looks absolutely brilliant! I'm trying to build your master branch but it's failing. Is it something I need to do on my side? Some additional dependency I'm missing? I'm on Ubuntu 22.04 /home/zonkmachine/builds/pioneer/src/editor/system/GalaxyEditAPI.cpp: In static member function ‘static void ...
- Fri Mar 21, 2025 9:51 pm
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
I added a passage on Format, the Pioneer string manipulation utility. https://wiki.pioneerspacesim.net/wiki/Strings_and_translation#PiGUI_-_String_formatting It's not clear to me what parts of Format are C++ and what is Lua. It seem to me that the C++ side is represented on codedoc while the Lua stu...
- Fri Mar 21, 2025 9:45 pm
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
- On the main Introduction page: assignments to global variables without explicitly accessing _G are not visible to other scripts. Pioneer gives each Lua file a separate "environment" (the Lua _ENV variable) which "shadows" the actual global table. If you want to export somethin...
- Mon Feb 10, 2025 5:08 pm
- Forum: Feature requests
- Topic: Comets
- Replies: 0
- Views: 813
Comets
Pioneer lacks comets. The key differences between Asteroids and Comets. NASA -"Asteroids are rocky, comets are icy" Based on this quote I have put together a table to discern between the two. Asteroids Comets ---------------------------------------------------------------------------------...
- Fri Jan 17, 2025 4:58 pm
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
Thank you for the feedback! - On the main Introduction page: assignments to global variables without explicitly accessing _G are not visible to other scripts. Pioneer gives each Lua file a separate "environment" (the Lua _ENV variable) which "shadows" the actual global table. If ...
- Thu Jan 16, 2025 7:47 am
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
2025 Scripting tutorial have been updated. * Missions and the mission list have been updated and given it's own page: https://wiki.pioneerspacesim.net/wiki/Missions_and_the_mission_list * Links have been updated. * Code have been updated to be up to date with the next release. * General fixes - Gra...
- Wed Sep 25, 2024 4:32 pm
- Forum: Pioneer development
- Topic: Map : reset after hyperspace and additional keyboard bindings
- Replies: 6
- Views: 6731
Re: Map : reset after hyperspace and additional keyboard bindings
1. Reset selected system after hyperspace jump After a hyperspace jump, very typically I want to open the current system map (either to check info, or set a target, etc). The current game does not reset the "selected system" after a jump which, to me at least, is somewhat confusing. My co...
- Wed Jul 10, 2024 5:02 pm
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
No, as you've no doubt noticed there's plenty of obsolete code examples on the wiki, because we've changed how things are done, how modules are imported, etc. Yes, well, I'm updating it now. This time it became obsolete a bit faster because I erroneously relied on onShipDocked to work in a certain ...
- Wed Jul 10, 2024 11:27 am
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
- Tue Jul 09, 2024 6:54 am
- Forum: Pioneer development
- Topic: Updating the wiki mission scripting tutorial
- Replies: 57
- Views: 52016
Re: Updating the wiki mission scripting tutorial
I would consider splitting onGameStart into two different events. In my mind when I see onGameStart I think of game time 0, when the clock start ticking away. Maybe split it into onGameLoad , for when a game is loaded, and onGameStart , which would be akin to a default timer set to go off at time 0?...