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Valerian

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Everything posted by Valerian

  1. @KasperVld this might be useful: https://community.invisionpower.com/files/file/7614-advanced-tags-prefixes/
  2. I don't see this box, I tried both on Chrome and Firefox, maybe you somehow have special privileges? I even tried to remove all tags and save, then put tags again
  3. Don't make it to complicated. Version Number, Part, Plugin and Other (for stuff like PDFs, etc.) tags would be very nice. It immediately gives the user an idea what to expect. If the mod dev want to use additional tags like USI, just let him do. How did you manage to set a tag as a prefix? I just spent 10 minutes trying everything to achieve that ...
  4. Great news: I just finished to make a new feature for PlanetShine (not released yet, still buggy) : it can automatically determines the color of a planet or moon by its average texture color, and also its atmosphere, no more configuration file needed! However I'm getting a few weird results for some planets, sometimes because the color of the poles messes it up (Duna, Kerbin), and sometimes because I don't take in account the atmosphere color yet (it's an issue for EVE, because it's mostly the atmosphere that gives it a bright purple color). I will also try to take in account the clouds color from Environmental Visual Enhancement. Suns are automatically detected and get a very bright light, but I couldn't find a way to get their color yet. I will continue to work on that, and maybe even automate the colors in a biome-based way!
  5. The idea of tags as they are implemented in this forum currently, is that by clicking on a tag you can see all other topics that share this tag. So yes, the "mandatory" part should stay very simple, but it would be nice to have a common standard for some tags potentially shared by many addons.
  6. I forgot to suggest the obvious! We should definitely put a tag with the compatible KSP version, I think just putting the version without anything else would be clear enough, such as "1.0.5"
  7. You're welcome! I was afraid you would do that while the forum was down. Currently the PlanetShine effect is only for the currently orbiting body, but in the future, when I will make multiple planetshine effects between everything, I might definitely do something like that, so you would really feel if you are close or far from the system's sun. The light in the screenshot is stronger than PlanetShine default settings because I increased the intensity while testing it, I might redo some proper screenshots of it and put them on the topic.
  8. There is also the tagging of multiple threads about the same add-on or add-on collection, examples that come to mind would be USI or RSS. Should we use only the name itself, or add some kind of prefix? Or use the "add-on name:" prefix, and for the type use the "add-on type:" prefix, same thing for the categories? Damn, this is getting ugly :/
  9. I agree that we should have some guides and rules for tagging in the Add-on section. @nightingale would you be up for the task of maintaining this thread and collecting community suggestions? I asked @KasperVld on IRC if it would be possible to increase the number of tags, up to about 6, and he said that he would think about it if we come up with a set of tags and rules. So here we are: One point to discuss is if all add-on threads should add the "add-on" tag, and in my opinion it's not necessary if those are all in the add-on release subforum. I think all add-on threads must have one "Type" tag, and no more than one. Suggested "Type" tags: Plugin Parts (add-ons that are not plugins and provide parts) Pack (or maybe Collection, in the sense of a "mod-pack") Content (things such as textures for TextureReplacer, I would like to find a better name for this tag) Maybe the type tags should have an "add-on:" prefix, so those would be: add-on:plugin, add-on:parts, etc. Then obviously we should have category tags, in the same way curse have, but better (curse is really lacking some categories). Add-ons can have as many category tags as they wish, as long as it is relevant. I will take your previous suggestions and add mine: Career Science Visual Part Gameplay Control Physics Propulsion Resources Structural Aeronautics Navigation Modding tool GUI Performance Universe Alteration Library Automation Miscellaneous I will also suggest a "category:" prefix to those, so it would be: category:career, category:science, category:visual, etc.
  10. This works for pictures as well, when pressing enter
  11. If you click on the "javascript is disabled" link it should open the imgur album URL, that worked for me at least
  12. Just one little advice for redirects, really make sure that the redirect is done with an HTTP 301 code, so that google can correctly update old links. Remember, if you need any help, the community is eager help you, there are many skilled web developers and server administrators among us. I guess this forum migration must be putting a lot of pressure on you!
  13. This was fixed in the latest version, and the new sunlight shadows were integrated as well.
  14. [quote name='garwel']Hey, thank you for the mod! CKAN doesn't see the latest version, though.[/QUOTE] You're welcome! CKAN should be updated soon
  15. This is what I wish to do with the final version of PlanetShine, and that's the only reason why PlanetShine is at version 0.2 and not 1.0 For me the current version is only the first step, my aim is to have a full real planetshine system that works between moons/planets, and even multiple source on the vessel (e.g.: the vessel would be illuminated by both a planet and its moon). Ok, I managed to make it work I remembered that there was an issue with the way the KSP engine works right now: there can be shadows from a single source only, and that source is the strongest light, which is the Sun. However I managed to work around that by forcing PlanetShine to use a single light and be in pixellight mode when close to the Sun. The result is that there is both the strong sunlight created by PlanetShine, which now casts shadow, and the normal stock sunlight which doesn't cast shadows in that situation. However the stock sunlight is much less bright than my light, so the result is quite nice. See for yourself: This will be included in the next release of PlanetShine
  16. [quote name='jlcarneiro']What about setting intensity to zero, like [URL="http://forum.kerbalspaceprogram.com/threads/96497-1-0-5-PlanetShine-v0-2-4-1?p=2315379&viewfull=1#post2315379"]Valerian suggested[/URL]? Does it solve your problem or it basically disables PlanetShine near Kerbol?[/QUOTE] It will basically disable it :3 However if he sets the intensity to 1 it could be a middle ground, there would still be shadows (but a bit brighter), and the intensive effect would still be a bit present.
  17. [quote name='little square dot']Odd...the craft (all-stock) cast shadows on itself when I removed PlanetShine. I made sure it was the culprit before posting. Upgrading to the latest iteration of PS now; hopefully everything will magically work itself out. =)[/QUOTE] Sorry about that but shadows are disabled for PlanetShine. The issue is that for simulating an area light coming from the planet, I actually use 3 distinct lights spread out around the surface of the planet (you can see them if you enable "debug mode" in the PlanetShine options). If I enabled shadows, you would see 3 weird shadows on the vessel, and I didn't want that. I tried to find a way to have very soft/blurry shadows, which would be perfect, but I couldn't find a way to do that yet. It's usually not noticeable for the subtle planetshine around planets and moons, but around the sun it becomes an issue. PlanetShine enhances the sunlight by adding some kind of extreme "planetshine" based effect when you fly close to the sun, in order to make a kind of dramatic effect like in the movie "Sunshine". You can try to disable it by setting "intensity = 0" for the Sun in the "CelestialBodies.cfg" config file, it should look like that: [CODE] PlanetshineCelestialBody { name = Sun color = 255,225,180 intensity = 0 atmosphereAmbient = 0 groundAmbientOverride = 1 } [/CODE] I admit that I should set some special way to handle the sun, so there would still be a shadow. [IMG]https://chupitosgratis.files.wordpress.com/2011/12/icarusii.jpg[/IMG]
  18. [quote name='Valerian'][quote name='lextacy']does this support RSS?[/QUOTE] Yes it does, see the "Alternate Colors" folder, alos mentioned in the README.txt file[/QUOTE] Ok my bad, I just realized that RSS is now based on Kopernicus, therefore this is not working anymore ... I made a new config file especially for RSS, and asked for it to be integrated in RSS in the future. In the meantime, please read my post here for instructions on how to install it: [URL="http://forum.kerbalspaceprogram.com/threads/55145-1-0-5-Real-Solar-System-v10-4-1-Nov-18?p=2314901&viewfull=1#post2314901"]http://forum.kerbalspaceprogram.com/threads/55145-1-0-5-Real-Solar-System-v10-4-1-Nov-18?p=2314901&viewfull=1#post2314901 [/URL]
  19. Hi there, I just realized that RSS had switched to Kopernicus, and therefore was no more compatible with my old alternative colors file for RSS that I used to include with my releases of PlanetShine. However with Kopernicus it's much easier, because it's creating new celestial bodies instead of just retexturing the stock ones like RSS used to do before. I took some time to create a custom config file for the latest version of RSS, adding the new bodies (Dione, Enceladus, Iapetus, Mimas, Neptune, Rhea, Tethys, Triton) and updating those that changed texture color (Pluto, Titan, Venus). To make it work, simply add [URL="https://raw.githubusercontent.com/valerian/RealSolarSystem/master/GameData/RealSolarSystem/Compatibility/PlanetShineColors.cfg"]PlanetShineColors.cfg[/URL] to "GameData/RealSolarSystem/Compatibility/", it will be automatically be loaded by PlanetShine. I sent you a pull request as well for it to be included in the next RSS release: [URL]https://github.com/KSP-RO/RealSolarSystem/pull/45[/URL]
  20. [B]Updated :)[/B] [CENTER][IMG]http://i.imgur.com/WNSMEn9l.jpg[/IMG][SIZE=7][COLOR=#000080][B] [SIZE=5]It's about time![/SIZE][/B][/COLOR][/SIZE] [/CENTER]
  21. [quote name='Proot']I'm not talking about that. With "vacuumLightLevel = 0" (-or near- as in KSPRC) you can see what I'm saying. Go to orbit or map view and warp the time: you should see how the darkness in the planets and the moons goes from absolute ("0", like in the setting) to stock values, constantly (in a loop). This ruins the consistency of the scene and happens to me since a lot of time... I'm the only one?[/QUOTE] I think I know what you mean, and I discovered this bug recently. It should only occurs when your vessel is located within the atmosphere. I will fix it right now. However due to the way lights are implemented, this bug still occurs when you go in normal camera, and dezoom to maximum: the dark side of planets/moons will also get the atmospheric ambient light that Planetshine adds. I think I was working on completely preventing that in my refactored new version of PlanetShine (the one with multiple planetshines between planets/moon). [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='little square dot']I love this mod. I'd even call it essential, if only I could hide from the sun. [URL]http://i.imgur.com/BaMpx3Ol.png[/URL] [URL]http://i.imgur.com/JI1GUAXl.png[/URL] (In case it's unclear, the command pod should be well hidden from the sun, but nary a shadow to be seen.) =([/QUOTE] From what I understand you want bloom? Like, having the sunlight so strong that when it passes through the sun you get blinded by the light and barely see the shadow? If that's bloom that you want, it's not really in the scope of PlanetShine right now, but why not. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='lextacy']does this support RSS?[/QUOTE] Yes it does, see the "Alternate Colors" folder, alos mentioned in the README.txt file [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='SpaceNomad']Yes, indeed. It seems to reset to the stock toolbar everytime (and did so already in 1.0.4).[/QUOTE] Sorry about that, it should be fixed in the new version that I will release today. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='LaytheDragon']I have found a bug due to PlanetShine in KSP 1.0.5! Minor, but still an issue, nevertheless. Here's the bug: [LIST] [*]Certain parts are completely transparent in some spots and look glitched graphically when below -599 meters in Kerbin's oceans [*]It occurs every time a vessel goes below -599 meters in Kerbin's oceans [*]When PlanetShine is globally turned off in the in-game PlanetShine settings or when it is uninstalled, the bug disappears [/LIST] [Spoiler=Pictures][URL]http://i.imgur.com/hngrSkL.jpg[/URL][URL]http://imgur.com/oKBsV61.jpg[/URL][URL]http://imgur.com/wKQvCKP.jpg[/URL]PlanetShine debug info during an occurrence of this bug. [URL]http://imgur.com/b1xaFEO.jpg[/URL]When PlanetShine is disabled, this issue vanishes [/Spoiler][/QUOTE] Strange, can you send me a saved game where I can easily test that? Did you try changing the rendering mode of PlanetShine between "Vertex mode" and "Pixel mode"? [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Alshain']Valerian, I sent you a small bug fix pull request. Your Gui.OnDestroy() isn't guarding against users that haven't installed Blizzy's toolbar. (The bug had no symptoms other than the NullRef error itself, it's pretty benign but now it's fixed) [code]NullReferenceException: Object reference not set to an instance of an object at PlanetShine.Gui.OnDestroy () [0x00000] in <filename unknown>:0 [/code][/QUOTE] Thank you, I will fix that right now.
  22. Hi everyone, sorry for disappearing and being inactive for so long, I will do a quick update of the plugin right now for 1.0.5
  23. Hi, sorry for not updating PlanetShine yet, I had a few issues IRL during the past months but everything is alright now I'm pretty sure recompiling was not necessary. I will try to update it soon!
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