stupid_chris

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About stupid_chris

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    Triss Trash

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  • Website URL think-of-the--future.tumblr.com
  • Skype christ_savard
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  • Location In the business of misery
  • Interests Music, astrophysics, coffee, video game development. Either at a concert or coding up.

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  1. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    That's weird, but I've talked to Taniwha and apparently the solution is much simpler. The buttons have two name fields, catergoryName, and categoryDisplayName, and we are currently using the later. The first is never localized, the second is. We should probably switch to the non localized name and save ourselves a lot of trouble.
  2. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    @Starwaster Yep I'll take a look at the localization file... yknow... in case they changed it EDIT: doesn't appear they have, so not sure what the problem is this time around.
  3. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Small incremental update October 16th 2018 v1.4.7.1 -Recompiled for 1.5 Should work without any problems in 1.5 Enjoy!
  4. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Yep, hard coded, it should also have displayed a message as you launched KSP. Major version changes are very prone to breaking KSP completely, often because of name changes. I'll see if anything broke this time around and then see about releasing.
  5. stupid_chris

    Ending 32-Bit Support with Update 1.5

    I was told this sometime in 2014, so if it's still there... yeah. It probably ain't going.
  6. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Something something, partcategorizer. Probably.
  7. stupid_chris

    Ending 32-Bit Support with Update 1.5

    Having asked about this a long time ago, I've been told they were very very deeply anchored into how the game loader works. Something along the lines of them being harmless and that removing them could be more of a headache than anything. A bit like how a lot of old management systems are in COBOL but replacing them would be insanely expansive. Yknow, don't fix something that works. I guess. Also... why not just use the Versioning class?
  8. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    As Starwaster pointed out earlier, you had downloaded the source of RealChute, not the mod. Can you confirm that you have downloaded the mod correctly by giving us logs again and a screenshot of your GameData folder?
  9. stupid_chris

    Unity UI Creation Tutorial

    Okay, that's the part I wasn't too clear about. That makes a lot more sense actually. I've been working a lot with the new object based UI lately on personal projects and yeah I do agree it's probably gonna be a lot more handy to have an assembly directly into Unity. Thanks! Other than that, is there any particular reason it seems to be recommended to anchor in the top left? Just as a convenience or does KSP handle it's Canvas in a specific way that makes this more convenient?
  10. stupid_chris

    Unity UI Creation Tutorial

    I'm currently taking a look at this too and also had some confusion at this part. Should I reference the generated Asembly-CSharp generated by the Unity project? Do I also need to bundle this with my mode afterwards? Or should I force all this code into an external .csproj to the Unity generated project and bundle this?
  11. Might not have caught on, but this is kinda dead/not being worked on anymore. It works as is and I have no further plan to work on this.
  12. Theres about less than 15 parts left in the mod. The rest is now stock. Last update was in 2016. I don't really know what you expect lol.
  13. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Not in the need of any guarantees, like I said, I like them as is, entirely up to you!
  14. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Thank you all for understanding, hopefully it will be timely Mostly speaking of code haha, the parts are staying, with potentially a graphical update if @sumghai wants to do it. I'm still content on how they look though, so I'm fine with just keeping them as is!
  15. stupid_chris

    [1.5.X] RealChute Parachute Systems v1.4.7.1 | 16/10/18

    Alright, did a quick test and everything is clean on my side, so I'm gonna call this one a day. Recompiled to new KSP binaries and everything seems to go perfectly. If anyone is having issues, I recommend switching to this version. August 25th 2018 v1.4.6.1 -Recompiled for KSP 1.4.5 Should do the job for the near future, thanks everyone for your understanding. On this, cheers!