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nightingale

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Everything posted by nightingale

  1. It's not expected to work in older versions. There's at least one breaking change (adding the asteroid sizes up to "I" for comets).
  2. All, I just put out a pre-release of Contract Configurator with Localization support. @tinygrox has already started the Chinese translation, but I'm looking for anyone else who is interested in translating to other languages. There are 376 strings to localize with a total word count of 1958.
  3. Update time, and this is a big one. I'm going to release this one as a pre-release, for a couple reasons: I'm going to be unavailable this weekend. If it breaks, too bad! I changed a LOT of stuff while doing the localization. I put a lot of testing time in, but there's a good chance I missed something. With that, here's the updates: Contract Configurator 1.30.0 Recompile against KSP 1.10.1. Localization support. Added Format() function to expressions to support better contract pack localization. Partial translation for Chinese Simplified (thanks @tinygrox). Support for Breaking Ground science. Support for comet science. Added Mission Control icons for Sentinel (KSP 1.3) and Robotics (Breaking Ground) stock contracts. Significant cleanup of string addition to reduce garbage generation. Support all tracking station object size classes up to I in SpawnVessel. Allow apostrophe in AgentParser, fixes Kerbin-Side Jobs. Improved some validation in Requirement nodes to throw certain errors at contract validation time instead of at run-time. Fixed issue where biomes without a Celestial Body (targetBody) specified weren't smart enough to figure out which body they were for.
  4. Yup. That's the risk of KSP mods. In general, stuff is better these days than it used to be (because stock has more exception handling to not break on misbehaving mods), but an exception in a mod can still stop a stock module from executing. In this particular case it sounds like the failure to load the contract from this one mod caused the whole contract system to stop.
  5. The contract in question, kerbal_impact.ImpactContract, isn't a Contract Configurator contract. You should post over on the thread for Impact! EDIT: Looks like this was already posted about 6 months ago with no response, so you may not have much luck getting this one solved.
  6. @kspnerd122 - Please stop spamming the thread - you can edit your old post if you need to add new information. I had asked to post your KSP.log file because there is lots of information that will allow us to help you find your problem (like confirming what version of Strategia and other mods you have). If you're going to play on such an old version of KSP, you need to be careful of what version of mods you use, because there is rarely support for backwards compatibility. In the case of Strategia, see below: Strategia 1.8.0 Rebuild for KSP 1.8.0 Minor typo correction (thanks Galenmacil). Strategia 1.7.3 Rebuild for KSP 1.5.x. Fixed active strategy text in facility right-click menu (thanks avalancha). So for KSP < 1.8.0 you want to be on Strategia 1.7.3.
  7. Should be "active" from the get-go. I'll need a KSP.log to be able to say what's going wrong.
  8. Which version of KSP? How did you install (CKAN vs. manual)? If manual, do you have all the dependencies (Contract Configurator, Custom Barn Kit, Module Manager)? Please provide a KSP.log - that will usually tell us what's gone wrong.
  9. I'd love to fix it - but you'll need to help yourself and send a KSP.log file over so I know what the problem is.
  10. I've fixed the vessel spawning issues, and this release is looking good on KSP 1.9. I've smoke tested against KSP 1.10 and it seems okay there too. However, I'm going to do a formal release against KSP 1.10 soon too (but in the meantime let me know if this one has issues). Contract Configurator 1.29.0 Recompile against KSP 1.9.1. Fixed various vessel spawning issues.
  11. Just so everyone knows, I haven't forgotten about this pack. The goal is to get Contract Configurator working properly on KSP 1.10 (biggest issue being vessel spawning), then revisit this. What needs to be done: Fix the Jool stuff (it's seriously broken, and it's more than just vessel spawning). Add randolith support Go through this thread for other suggestions (I see a few valid things from just skimming).
  12. Okay, hopefully this is the last release against KSP 1.8, and should be stable. Next up I'm going to try to solve all the vessel spawning issues against KSP 1.9, then move on to KSP 1.10. Contract Configurator 1.28.3 More changes to AgentParser, now commas are disallowed as part of agent names (thanks Tonas1997). Fixed requirements being regenerated incorrectly on some contracts, resolves issues with "flickering" of contracts in mission control (thanks severedsolo).
  13. @severedsolo - Yeah, that's an old bug, but your post gave me enough hints that I think I finally know what's going on. The requirement nodes get "soft-copied" from the contract type to the contract instance when the contract is created. So in a sense the contract and contract type are "sharing" the requirement node, and when there is a new check for a generating a different contract of the same type, the value in the requirement gets change,d invalidating the original contract. I think this used to work because the contract generator used to create a copy of the contract and I changed how that worked when redoing the mission control screen. I should be able to fix this, but I'll need to do some tests.
  14. Right now the only way to do any kind of sliding scale is using a tier system with optional parameters (set optional=true on a parameter). Each tier would be a separate parameter: PARAMETER { type=HasResource resource = LiquidFuel minQuantity = 100.0 rewardFunds = 1000.0 optional=true } PARAMETER { type=HasResource resource = LiquidFuel minQuantity = 200.0 rewardFunds = 2000.0 optional=true } ... etc You may also want a "hold for 5 seconds" type parameter as well - otherwise I'm not sure what order KSP will look at the parameters in and it may not register all the tier parameters.
  15. Yeah, I was way overzealous in fixing the previous agency parsing bug and allowed a bunch of special characters (including commas). I've made a fix to disallow commas in agency names. There should be no reason for that to be needed in the name since it's not used in stock agencies and the name is just an identifier (the title can have anything you want in it still). Can you test out this quick patch and let me know if it works for you? Just replace the ContractConfigurator.dll with the linked one. I'll have a look, it could be a number of things. It could be that it's somehow not treating the title as non-deterministic (ie. keeping the same value forever). It could be a scoping issue (picking up the minQuantity from another parameter). None of these things *should* happen though, the way you've done it is supposed to work. Just curious - if you put minQuantity as a variable in a DATA node instead, does that still misbehave? I think your problem is that targetBiome is a List<Biome>. So you have a list of one biome, but the parameter needs one single Biome. So change the type to just Biome, and I think it will work (and @TranceaddicT makes a good point about the variable name - you need to fix that too). For everyone else, just want to say that I'm still around and working towards a KSP 1.9 release. I just need to figure out the vessel spawning stuff, which has always been one of the most annoying things in to get right in KSP.
  16. OR is ||. Looks like the wiki is a bit messed up, I'll fix it.
  17. Thanks for the heads up, @Morphisor. I've fixed this and re-released, please let me know if you have any more issues. Contract Configurator 1.28.2 Allowed a wider range of Agent names to be parsed by the AgentParser (thanks Morphisor244). Add ModuleManager patch to fix old Agent definitions with a missing title (thanks Tonka Crash).
  18. @Tonas1997 - I wasn't able to reproduce the issue you posted about the maxSimultaneous/hasResource. Could you post the contract config that causes the issue?
  19. Release time. Get it here, but only for KSP 1.8. Contract Configurator 1.28.1 Added new AgentParser (allows for assigning a random agency through expressions). Merged change to improve accuracy of great circle distance in contract distance calculations (thanks pap1723). Merged change to fix issues with certain celestial body progress requirements not working correctly for the manned/unmanned checks (thanks SirMortimer). Fixed issue with planet packs that renamed Kerbin displaying the name in lower case (thanks TheSpaceDad). Fixed incorrect requirement text when FacilityRequirement and maxLevel are used (thanks histalonia). So here's the plan. I did a quick build with the random Agent support requested by @Tonas1997 above against KSP 1.8.1. I also included a bunch of pull requests, and fixed some easy bugs. Next step I will compile against KSP 1.9, and see if I can fix some of the issues that are being reported (I'll need to read through a bunch of threads that I've ignored for a while). Hopefully that will be in the next week. After that, I'll take a look and see what KSP 1.10 looks like.
  20. Hi everyone! Because I don't really spend much (any) time with KSP these days, the rescuer of mods, @linuxgurugamer has volunteered to take over maintenance of Waypoint Manager. Expect a new thread soon. Mods, linuxgurugamer has my blessing to close this thread once he's set up and requests it.
  21. Hi all... I'll be taking a look at the mod soon to get it working with KSP 1.9.1. I was planning on doing that this weekend, but it's been a bit hectic and now they've announced that schools and daycares will be closed in our province and we're running around trying to figure out what to do about it. I see a few issues from the past few months, but I'll start with some "regular" KSP 1.9.1 compatibility fixes before I go chasing anything down.
  22. Can you provide a save? From looking at the code, this could only be an experience trait that is not set up correctly. Which either means something changed in stock, or you had a mod that added experience traits and then removed it.
  23. Probably a miss from an overall design point of view. Something to think about if/when I do a balance pass.
  24. KSP 1.8 support is out now. Next time I take a serious look at this mod I'll probably be doing a balance pass - I see a lot of good feedback related to that. Strategia 1.8.0 Rebuild for KSP 1.8.0 Minor typo correction (thanks Galenmacil).
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