10/17/2020 Pioneer Space Sim Mac Download
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Available ModsHow to install Mods
Since Alpha 22, Pioneer has had support for modding. This is done by allowing core game data to be added to or given preference by data in your userdir (that is,
'My Docs/Pioneer/mods' for Windows, '~/.pioneer/mods' for Linux, and '~/Library/Application Support/Pioneer/mods' for OSX).
Once you have downloaded a mod, you simply place the .zip file in the /mods folder described above. There is no need to extract the files.
If a file in a .zip is identically named with one found in the Main pioneer/data directory, the version in the .zip will be used. You can use this fact to easily modify the core game files of Pioneer
This method can be used for any file under the main Pioneer/data directory and applies to ships, buildings and stations, systems, music, fonts, textures, whatever.
However, there are still some mods not packaged in the mod format (.zip). Overtime these are being repackaged by members of the Pioneer community, but in case you have a mod that is not in the correct format then the data in these style of mods must be placed in the correct folder within your main Pioneer/data directory and not in the mods directory described above. But be warned, make a back up of the files you are about to overwrite as this can not be undone and if you do want to return to a 'vanilla' Pioneer, you will have to re-install Pioneer.
List of known Mods
Overtime all the mods here can also be found on the Pioneer Mods page at sourceforge https://sourceforge.net/projects/modsforpioneer/files/Alpha%2030%20mods/
List of known Mod Compilations
The who/when/where for mod storage/testing/package compilation is still to be established. As with all things concerning Pioneer it is up to interested parties to resolve this. There is the beginnings of a discussion on the discussion page as not everyone is on the mailing list yet (another could be started on a specific task page if anyone wants to). You need to register to edit pages and contribute.
Creating A New Ship Mod
This is in response to the couple of people who are interested in doing art, perhaps even leading the direction it can go in.
For programmers there's a path which involves creating a GitHub account, forking the Pioneer repository, creating branches, configuring remotes, making commits and submitting Pull Requests.
For Artists and scripters there's another way which is hopefully preferrable for everyone!
To follow this 'tutorial' you'll need at least a way of creating '.zip' files, on Windows I use the 7-zip program.
This example is being written for Windows but the ideas are broadly transferrable even if the exact file paths and locations aren't.
MyFirstShip mod
There's links to a few existing mods above but they're very simple things:
The example that most players are enthusiastic about is adding a new ship which is the first step on the long road to a total conversion!
(For additional information see: Making_your_first_ship )
To start with we want to make this task easy for ourselves so lets try the following to create a 'mod' called 'myfirstship':
Now run Pioneer with the parameter '-mv myfirstship' so the command line should look like 'pioneer.exe -mv myfirstship' this will open it in the modelviewer mode so you can see if everything has worked.
If you run Pioneer as usual then you should be able to go to the ship yard and buy your very own 'My First Ship Tutorial' spaceship. Of course it will look like the Wave heavy Hypersonic Fighter, and it will handle like it and be like it in every possible way because it's a perfect copy of it
If you want to make it look different so it's easier to spot then a quick thing you can do is edit the texture 'wave.png' in your '/data/models/ships/myfirstship/' folder, perhaps just paint the white a bright red or something which will make it easy to tell that you've changed it.
Obviously we're not done turning all this effort into a mod yet, we've just copied a ship definition ('myfirstship.lua') and the model data for it.
So lets open a new folder window (if on Windows) and:
There are many steps that take just a second or two and lots of bits you can skip once you know what you're doing.
You can have as many ships within a single mod as you like, this technique just gives you a copy of the Wave to edit and play with.
You can, and should, replace it with your own mesh and edit the parameters it uses for thrust and equipment etc.
So how does this get my ships into the Pioneer download?
Easy, you create your mod, test it, try it out, share it via this forums download area so that others can play it, respond to criticisms to improve it and then ask the Core Team to include it in the main distribution.
This is basically the same process that we go through for programmers submissions but without having to understand Git and GitHub.
It's also more direct to players and fans of the game who often use several mods together to make Pioneer play how they want it too.
Retrieved from 'https://pioneerwiki.com/index.php?title=Mods&oldid=3021'
Pioneer is a space adventure game set in our galaxy at the turn of the 33rd century.
The game is open-ended, and you are free to eke out whatever kind of space-faring existence you can think of. Explore and trade between millions of star systems. Turn to a life of crime as a pirate, smuggler or bounty hunter. Travel through vast territories of various factions, experience beautiful scenery, be the first to witness foreign stars being eclipsed by alien worlds. The universe is whatever you make of it.
Pioneer is under constant development and has a friendly community of players, modders and developers around it. We’d love for you to try it and make part of the galaxy your own!
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