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Pioneer, le remake de Frontier !

MessagePosté: Mar 12 Juil 2011 22:04
par TGbot
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Si vous avez plus de 40 balais comme moi et que vous avez connu l'amstrad, l'atari ST et l'amiga, le jeu qui va suivre va vous faire tout drole.
Ce jeu qui se nomme Pioneer et un remake de Frontier qui était la suite d'Elite, un jeu de commerce, d'exploration et de combats spatiaux sorti dans les années 80et crée par David Braben.
En attendant en vain, une sortie prochaine d'un nouvel épisode de cette odyssée spatiale devenue culte ( dans le style Starcraft, 10 ans après, toujours des fans), des codeurs ce sont mis au boulot et en tout cas c'est bien parti !

Ce jeu est toujours en version alpha, et faudra pas s'attendre a des texture en dx11 style battlefield 3.
Comme dans Frontier , il vous faudra faire évoluer votre vaisseau, faire du commerce légal ou pas et vous battre, pour vous faire une place au chaud dans cette galaxie.

Changelog
Alpha 17

Christmas edition!
New features
New ship: "Natrix" (#816)
French translation (#814)
Rewritten autopilot (#789)
Yellow indicator to show target orientation change by mouse movement (#216, #777)
Check/set speed relative to navigation or combat target (press CTRL while targeting) (#462, #769)
Passenger cabins and taxi missions (#718)
Fuel club (#788, #794, #796)
Minor changes and tweaks
Improved planet atmosphere rendering
Window icon (#817)
Increase difficulty of high-risk taxi missions (#800)
Flip texture UV coordinates on object load (#818)
Removed airport station
Fixes
Star halo now drawn properly in the world space (#768)
Allow equipment to be removed even if the station has none in stock (#780, #781)
Fix scanner drawing glitches with some recent NVidia drivers (#758)
Fix textures and shaders on Intel and VMware (#711)
Correctly order texture coordinates when loading models (#667)
Reset breakdown service jump count to 0 when buying new drive (#820, #841)
Fix crash when a script tries to obtain the parent of an object with no parent (eg a star)
Script changes
New Character class to represent and test NPC attributes (#725, #787)
SystemPath has additional methods to test for sector-only and system-only paths (#795)
Internal changes
Cleanups and general code improvements (#819)
Terrain color/height fractal refactor (#699)
SystemPath now has specific invalid values to indicate sector-only and system-only paths (#795)
Scoped and RefCounted smart pointers (#803)

Alpha 16

New features
New ships: "Wave Heavy Hypersonic Fighter" and "Turtle" (#558, #657)
Cargo scooping (#585, #708)
Target and velocity indicators now shown with directions at edge of screen if they are not directly in front (#750, #752)
Scanner now shows different colours for different types of nearby object automatically adjusts range to show the most interesting objects in the best detail possible (#521)
Spanish translation (#628)
Minor changes and tweaks
New assassination missions appear less often (#634)
Translation infrastructure for Assassinations (#641), DonateToCranks (#658), GoodsTrader (#659) and DeliverPackage (#639)
Targets can be selected from the system view (#503)
Model cleanups and optimisations (#680, #675, #672, #674)
New "temple" building (#664)
Change non-local delivery mission reward calculation so that more urgent deliveries get higher rewards (#719)
Ships will now emerge from hyperspace at a point "close" to the source system (#724)
Jump duration estimate in sector view shown in days + hours (#738)
Renamed "Panther" to "Caribou"
Slightly improve model cache performance
Fixes
Optimise trade ship cargo management (#632)
Ensure that stars in a binary pair do not overlap (#621, #627)
Model optimisations (#666)
modelviewer no longer crashes if invalid model name is given on command line (#669, #670)
Fix hyperspace behaviour after game load
Lua onGameEnd event now fires when game ends after player destruction (#684)
Remember sectorview info box visbility state across view switches and game saves (#685)
Don't pollute the global Lua namespace with translation functions (#696)
Fix assassination crash on mission completion/failure (#692, #694)
Fix delivery crash on dock
Model LOD switches now calculated correctly based on screen wdith (#704)
Fix potential deadlock in terrain generator (#661)
Initialise stock levels for equipment above the station's tech level (#719)
Trade ships only check trade prices in surrounding systems if it has starports (#728)
Determine damaged caused by collision between two ships using the other ship's mass, not our own (#732, #733)
Missile collisions will no longer cause damage (the explosion will though) (#734)
Prevent SystemBody.parent from crashing when the underlying StarSystem is no long in memory (#729)
Fix material use in ship landing lights (#656, #705)
Fix screenshot crashes (#742, #727, #645)
"Repair 1% hull" display correct % and cost when hull has <1% damage (#748, #467)
Fix error capture from filter functions to EquipType.GetEquipTypes, ShipType.GetShipTypes and Space.GetBodies when called from console (#764)
Objects on the scanner now positioned correctly (#521)
Only randomise goods trader stock levels when bulletin board is created (#772, #776)
Clear breakdown servicing state on game start to avoid state leak between games (#775)
Script changes
Modules moved into dedicated subdirs with their translation files (#640)
Module translations (#640)
LMR get_arg() and get_arg_string() replaced with several special purpose functions. "Stringy" constants now in use (#650, #586, #582, #688, #689, #690, #709)
Serializer support for Lua-based objects (#715)
New SystemBody.population attribute (#726)
Ship.GetEquip and Ship.SetEquip changed to 1-based indexing (#719)
SystemBody now has several new attributes for body size and orbital parameters (#760, #754)
Internal changes
Cleanups, leaks fixed and general code improvements (#635, #637, #665, #729, #753, #743, #741, #761, #762)
Windows build optimisations (#636, #758)
Improve terrain generation performance
Run Lua timers from the physics loop, which should help to make frame times a little more consistent
Remove deprecated EquipType::types list (#642)
Show Lua memory usage in debug info (#638)
Limit number of physics updates between render updates (#671)
scan_enums.py preprocessor to generate string->enum mappings (#716, #686, #723)
Camera and rendering refactor (#744)

Alpha 15

New features
Star "terrains". Stars now have complex surface colours and patterns (#567)
Assassination missions (#290, #500)
Restored "hoop" orbital station (#499, #516)
Restored "Panther" ship (#497)
"Long Range Cruiser" bulk ship (#626)
Big mushroom station with four bays (#530)
New futuristic city buildings (#518, #557)
Four new ambient music tracks (#543)
Ship drives now break down over time and require repairs (#552, #570, #610)
Ship landing lights now only flash when landing gear is down or ship is docking (#236, #478)
Station landing lights now coloured to indicate occupied (red), free (orange) and cleared for docking (green) (#4, #489, #498)
Romanian, Dutch, Italian and Croatian translations (#565, #571, #573, #593)
Minor changes and tweaks
Landed and docked ships will no longer cause alerts (#454, #466)
Bulk ships are now spawned on game start (#500)
Trade ships will now repair damage and replace destroyed equipment (#481)
Mushroom station now has ads in bay 2 (#524)
Display surface gravity of bodies in system info view (#533)
Model fixes: Ship bounding radii, LOD checked and fixed, adverts cleaned up and other minor fixes (#530, #542, #556, #515, #72, #582, #613, #614, #620)
Support for glowmaps (#557)
Terrains. Snow on mountains and polar ice caps. Various optimisations and fixes (#440, #566)
Fixes
Certain in-game keys will no longer crash when used in the menu (#453, #463)
Don't try to save or load game with no filename (#487, #488)
Fix set speed scaling when setting a negative set speed (#482)
Don't spawn docked trade ships on game start (#495)
Ensure docked trade ships take off after game load (#517)
Fix crash on docking after failing assassination mission (#527)
Old package delivery missions are now removed from the board (#534, #548)
Fix LMR stack leaks that could cause heap corruption (#555, #342, #470)
Fix display of co-orbital bodies in system view (#551)
Don't respawn bulk ships on game load (#539)
Fix rare crash when NPC ship is destroyed that previously attacked the player (#568)
Fix a case where we try to access an object after its been freed (#342, #470)
Fix various depth bugs when shaders are enabled. Fixes gas giant rings, hyperspace clouds, etc (#24, #234, #504)
Fix black halo around gas giant atmospheres when rings are visible (#595)
Update hyperspace button after cargo/equipment change (#550, #602, #609, #611, #612)
Fix directory handle leak (#618)
Don't allow scripts to add more equipment than a ship has room for (#617, #616)
Interplanetary Shuttle can no longer take a hyperdrive (#613)
Fix crash on attack after high-risk delivery (#631)
Fix crash in if player arrives in system before assassination target (#643)
Fix crash when setting equipment in a slot that a ship doesn't have (#647, #648)
Fix crash when rendering non-ship models under certain conditions (#646)
Script changes
Experimental Lua console (#537, #597)
Lua events onShipEquipmentChanged and onShipFlavourChanged (#544, #547)
Lua method Ship.SetHullPercent to set a ship's damage level (#420, #472)
Lua method Ship.SetShipType to change the type of a ship (#404, #507)
Lua methods Player.GetNavTarget and Player.GetCombatTarget to get the currently-targetted bodies (#588, #583)
Lua Lang interface to access core translated strings (#579, #575, #553)
Lua Translate interface to let modules provide translations (#580, #625, #629)
LMR methods fully documented (#615)
Internal changes
Lots of internal cleanups; silences many warnings under GCC (#477, #484, #604) and MSVC (#483)
String and language updates (#509, #510, #514, #525, #528, #622, #623)
Allow terrain generation to be aborted when the current set of terrains become unusable (eg after hyperspace or detail settings change) (#457, #490)
Shield generators now occupy their own equipment slot to remove the for special-case checks with dealing with cargo (#308, #459)
Targeting and trade functions moved from Ship to Player since they aren't really meaningful for NPCs (#38, #307, #485)
Separated key bindings from individual key actions and added onPress and onRelease signals to the bindings (for key repeat) (#398, #493)
Load glyphs up to 0x1ff to better support certain European translations (#415)
LuaManager now allocated from the heap to avoid some startup/shutdown problems (#535)
(OSX Only) Refactored and Restructured ObjectiveC code to be more manageable (#559)
Use FBO extension functions (GL2) instead of core (GL3) (#608, #605)

Alpha 14

New features
3D galaxy (#394, #429)
Trade ships AI. Ships now dock, undock, hyperspace and buy and sell things (#412, #11, #448)
Delivery missions to other starports in the same system (#388)
Press CTRL while clicking time acceleration buttons to override the lockout due to nearby bodies (#417, #358)
Settings to adjust terrain textures and fractal detail (#442, #416)
Polish translation (#443)
Lua attribute SBody.parent to find the parent of a system body (#359, #368)
Lua methods Player.SetNavTarget and Player.SetCombatTarget to let script control player targets (#422, #444)
Overdue deliveries will now be checked and reported as "failed" immediately after hyperspace (#445)
Fixes
Remove a couple of hardcoded references to the data directory (#363)
Fix crash when closing police form triggered from inside a advert (#371, #372)
Fix occasional crash in DeliverPackage when cleaning up old ads (#123, #379)
Fix inverted mouse control (#389)
Tweak to texture scaling to make edges sharper (#391)
Fix occasional crash when rendering certain hill terrains (#364)
Fix flickering when HDR enabled (#266, #401)
Fix crash when trying to display tooltips when their parent UI element is no long on screen (#59, #410)
Disable thrusters when docking (#409, #418) and in hyperspace (#431)
Restore NPC (Lua) hyperspace functions (#414, #362, #269, #426)
Fix bug where NPC flight state was not reset upon exiting hyperspace
Nereid now has a radius and can be found
Don't allow scripts to jettison non-existent cargo (#430)
Fix crash when selecting own hyperspace cloud remnant (#427)
Fix occasional autopilot crash into planet (#424)
Fix buy/sell message output (#452, #288)
Internal changes
Lots of internal cleanups; silences many warnings under GCC (#373, #375, #389, #392, #383, #399) and MSVC (#434, #435, #436)
New utility functions for floating-point comparisons (#389)
Dump Lua engine state to file on exception in Lua module (#370)
Lua documentation fixes (#380, #403, #475)
Abstracted the HDR rendering pipeline into discrete components (#396)
New string formatting system for translations and other strings (#405, #449)
Gracefully handle attempts to load old savefiles (#428)
Redirect stdio output streams to files in user dir. Do this by default on Windows builds.
Use SDL mouse button defines instead of hardcoded numbers (#446)

Alpha 13

New features
New song 'spacegroove' (#267)
Caching of models and textures on startup, reduces loading times (#271)
Separate hyperspace target from selected system in sector view (#269)
Charon a moon of pluto (#276)
Gas giants overhaul, 5 new gas giant colours/terrains implemented (#276)
Atmosphere selection changed, planets can have a more varied atmospheric composition (#276)
Planetary rings are more varied and come in various colours (#276)
Fractal texture to increase terrain detail and simulate planet surface materials (#291)
Mute buttons for each volume setting that actually stop the sounds instead of just playing them quietly (#284, #270)
New Lua events onShipLanded and onShipTakeOff to inform scripts when a ship lands and takes off from a planet's surface (rough landing) (#295, #297)
New Lua method StarSystem.GetBodyPaths to get paths to all bodies in a system (#313)
Outline overlay text (eg world labels) for improved visibility (#325, #314, #258, #39, #349)
Make the "video link established" text disappear after a few seconds instead of flashing constantly (#319, #326)
Support for translated strings; first language is German (#332)
Name & title/occupation overlaid on station faces (#346)
Added 'Inconsolata' font for debug and (later) console text (#343)
Fixes
Move sector view to current system on first open (#262)
Check hyperspace validity at hyperspace time, fixes erroneous jumps to Sol (#269)
All sounds effects now honour the sound effects volume slider (#256, #280)
Don't play ambient sounds if sound is disabled (#286)
Fix supermassive black hole mass & radius (#303, #112)
Reorder the star type list such that white dwarf stars will only ever be paired with white and brown dwarfs (#304)
Lua methods Ship.GetEquip and Ship.CanHyperspaceTo now return string constants as documented (#305)
Lua method Ship.AddEquip now adds as many items as possible if there is not enough room for the requested amount, as documented (#309)
Use of Lua method SystemPath.GetSystemBody would result in a crash on exit (#311, #312)
Fix occasional crash when station menus are still live in memory after launch (#259)
Enable GL extensions earlier in shader compilation to conform to shader spec (#329, #330)
Fix occasional crash on game load (#331)
Fix terrain jitter (#179)
Support extended ASCII characters in texture fonts (#338)
Make sure all bodies have a minimum radius of at least 10km (#321, #301)
All city models checked and proper collision meshes added, drastically improving city rendering performance (#348)
Fix crash when music changes while in hyperspace (#345)
Internal changes
Merged SysLoc and SBodyPath into a single SystemPath class (#261)
Refactored SectorView to use SystemPath internally (#262)
Tweaks and improvements to several terrains (#276, #291)
GUI widgets now have a minimum size, used for better dynamic layout with variable-size containers and widgets (#279)
Rewrote station menus and refactored several GUI elements to have better abstraction and consistency (306)
Debug output now shows terrain vertices and font glyphs per second

Alpha 12

New features
Music! 17 songs and scriptable music engine and control script (#233, #250, #171, #267)
New star and planet images in system info view (#167)
'Home' key resets camera in external view (#199)
Re-implemented and re-enabled old hill, mountain, volcano, desert and river terrains for Earth and Mars-like worlds (#211)
New "dunes" terrain for Mars-like worlds (#211)
Earth terrain tweaks: more noise variations and reduced mountain height (#211)
System information (F7) button cycles through info tabs in system info view (#212)
Pause buttons now toggles game settings if game is already paused (#217, #221)
Can now set navigation target by clicking on bodies in the system info view. Navigation target will be highlighted in the info view. Body info is displayed on mouse hover (#220, #255)
Lots of new and updated parts for facegen (#213)
User configurable FOV support in the config file (#219)
Distance and fuel required text in sector view now colourised to indicate if jump is possible (#227)
Highlight populated systems in sector view (#242)
Mouse can now control ship rotation in ship info and shipyard (#243)
New Lua event onFrameChanged and dynamic body frame attributes to help determine which planet/station/etc a ship is near (#249)
Fixes
Lua model args passed as doubles to avoid loss of precision (eg time) (#174, #176)
Removed misleading F7/F8 text from zoom icons (#201)
Pass alert state to Lua onShipAlertChanged event (#191, #195)
Avoid loss of precision when calculating radius of very tiny bodies (#189)
Hyperspace range is displayed correctly again (#222)
Occasional crash in system cache pruning (#230, #237)
Crash due to buffer overrun in sound player (#253)
Fixed HDR lighting on Radeon (#87, #263)
Replace broken hill/dune terrain with something that works
Adjust Saturn, Uranus and Neptune so they have rings as appropriate
Internal changes
All model timing now based of game time (#175, #178)
City models are now loaded at startup (#71)
All terrains optimised (octave count reduced) (#211)
Optionally use ccache to speed up builds (#235)
New HYPERSPACE and DOCKED flight states to explicitly describe some conditions instead of having to infer from other data (#89, #252)

Alpha 11

New features
Visual refresh: new panel graphics, UI font (Titillium Text) and model font (Cousine Bold) (#105, #114, #115, #138)
New star images in system info view (#159)
Manual thruster adjustments can now be made in set-speed mode (#118)
5 new ground based starports (1, 2, 3, 4 landing pad configs, 1 airport config) (#120)
Major upgrade to coriolis station model (#158)
Clicking on the hyperspace icon a second time after a hyperspace is initiated cancels the jump (#25)
Screenshots are now in PNG format (#91, #140)
Fixes
Orbital stations create a small amount of population (#85, #96)
Terrain colour changes based on temperature now works properly (makes Earth look correct again)
Crash when using an illegal goods trader that is a police front (#88)
Crash when restoring bulleting board ads after loading a game (#86)
Crash in AI collision detection in ternary systems
Discovery Base (Sol) orbit too close to its parent (#116)
Don't create illegal goods traders in systems with no illegal goods (#109)
Better layout for hyperdrive ranges in ship purchase screen (#94)
Use power-of-two texture for facegen to support more graphics cards (#83)
Remove duplicate system 'EI Cancri' [2,0]
Crash on call to Lua method Player.AddCrime
Crash on any mission failure (#144)
Mission status screen layout tweaks (#145)
Internal changes
Lots of code cleanups, warnings silenced, etc
Fonts rendering controlled by per-font config files (#106, #113)
Background stars & Milky Way use a VBO (#164)
Remove non-VBO code paths in the terrain renderer

Alpha 10

New stuff
Over 1200 real stars
Supergiant stars
Many new and more complex terrains
Nearby ship and firing alerts
Bulk freight ships outside starports
More station backgrounds
Mac OS X port
Little things
Prettier background stars and hyperspace effects
Reworked hyperspace ranges and durations
Wide variation of faces in bulletin board ads
Combat AI will give chase if the target tries to escape
Velocity measured relative to the frame rather than the target
Improved targetting squares and velocity indicators
Ships and other small objects not shown beyond a certain range
Unguided missiles work again
Option to invert mouse look
Under the hood
Rewritten Lua module API (with documentation!)
Hundreds of bugfixes and code cleanups

Alpha 9

New stuff
Completely rewritten autopilot. Its now far more likely to get you where you're going without flying into things on the way.
Rewritten combat AI.
Rewritten mouse control.
New combat target HUD with lead indicator and colour-coded closing rate.
New planetary terrains.
Identikit faces in starport screens.
New HUD for radar mapper and hyperspace cloud analyser.
Navigation computer to help you find your way around.
Trade ships (ie large non-combat ships) spawned when you enter a system.
Unexplored systems beyond about 500 light years from Sol.
Under the hood
All ships checked and cleaned up for consistency and speed.
Custom systems now defined in Lua scripts.
Number of planet types reduced. Planets now have composition attributes that define atmosphere, ground metal content, water coverage, etc.
Little things
Start ship is now sane.
Ambient light when close to a planet to make the dark side visible.
Mouse wheel support in scroll views.
Press 'C' to return the sector view to the current system.
Setting to enable/disable joystick support.
Support for building with MSVC2010.
Loads of bugfixes, optimisations and other bits.

Alpha 8

Temporal aliasing fixed so framerates above 60fps do look smoother.
Joystick support
New adverts and textures on space stations
Some system generation fixes
Red giant stars
New ships
Model viewer lets you change model by hitting escape
New ship definition syntax

Alpha 7

Planets now have Axial tilt.
Planetary descriptions now show the axial tilt.
Many planets, even habitable ones, now have some volcanoes.
Some planets will contain a super-volcano or two, like Mars.
Standard rock worlds have been reworked somewhat, terrain was modified as well as many new colours added.
Asteroid terrain and colour has been tinkered with slightly, there is more height variation but less jagged areas too and the colours should consist mainly of grey and brown with some variation occasionally.

Alpha 6

More AI work (the AI can complete a full journey, taking off, hyperspacing, flying to destination and landing -- although the player can't access this since it would make the game dull, but NPCs will use it)
space stations with multiple docking ports but only one door (I have made one very ugly example station of this type, and welcome modellers to have a bash at making stations)
local lights for station models

Alpha 5

Autopilot will now fly around planets instead of plowing into them
Some more new ships
Improved error reporting for model and shader development.
Faster framerate in cities, particularly when shaders are enabled.
Fixed annoying disappearing terrain glitch
Reduced field of view from 90 to 83 degrees
Fixed random in-game crashes caused when ambient sounds are started

Alpha 4

Fix terrible bug (after you had looked at the bulletin board, there was a chance of a crash at almost any time until you leave the system)
Milkyway background in space. looks nice
Autopilot can now dock with space stations
Some new ship models
Various other wee fixes

Alpha 3

ogg vorbis sound effects supported
A few improvements to missing scripting
Some lovely new space ship models curtesy of Gernot
Screen resolution, shaders, sound volume and keyboard bindings are configurable from the game
Better terrain colouring (colour function gets surface normal now)
More sound effects from Staniol
Saved game file format should be forward-compatible now (but pre-alpha3 savefiles will not load).

Alpha 2

Lua missions system. The documentation on the wiki (https://pioneerspacesim.net/wiki) isn't 100% up-to-date and this needs to be worked on.
Much improved docking animation support.
Some UI improvements and mouse wheel support.
Ground-based starport docking sequences
Minor rework of shader support
Interface improvements and mouse wheel support
Wavefront obj file loader, and support for textured models
Police!


[BBvideo 425,350]https://www.youtube.com/watch?v=1aVf-8qVdsg[/BBvideo]

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Re: Pioneer, le remake de Frontier !

MessagePosté: Dim 1 Jan 2012 15:46
par TGbot
Maj Pioneer Alpha 17

:bravo:

Re: Pioneer, le remake de Frontier !

MessagePosté: Dim 1 Jan 2012 16:33
par Oops
j'aurais plutôt comparé ce jeu à X-Beyond the Frontier, X² - The Threat ou encore X3 : Reunion ses suites.

à testé :bravo: merci pour le partage :74:

édite : :arff: pas de texture dx11 mais incompatible avec mon pc :? :98: