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godarklight

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Posts posted by godarklight

  1. @RA3236 the ckan button only sends a pull request to CKAN's NetKAN-meta - in any case you'll have to ask them to remove the PR. From our side that button only enables a picture, but we can disable the picture :P

    (Keeping it accurate requires slightly tighter integration with the NetKAN project, which is something we can do - we just haven't)

  2. I'm going to leave this one up to @VITAS

    If it were me, it wouldn't be the whole (holy moly the forum censors this word too!) flag thing that causes me to remove it, it would be the fact that it's just 3 flags, and I don't think we've decided wether flag packs have a place on spacedock.

    That being said - the server is hosted in germany, and I know they have laws against parading it around in the streets, but not sure if that applies here.

  3. @nobodyhasthis2 it's agnostic as the title suggests because it uses only unity and some core .NET methods, nothing related to KSP at all: https://github.com/godarklight/ExceptionDetector/blob/master/ExceptionDetector/ExceptionDetector.cs

    The only reason it broke is because unity5 slightly changed how the logger worked - before I had to hijack the log and then pass it back to KSP's logger, now it's an event and I can just add myself in.

     

    Spacedock doesn't support version ranges, although that's something we probably should implement one day - it's handy for ckan too. I'm confident enough that it's not going to break while unity5 is a thing :)

  4. I've updated ExceptionDetector. I still haven't got KSP to run, but I fixed the problems and gave it to Orum from kspmodders to test, and it seemed to work:

    sjwayr.png

     

    (This is the error you get when you shoot those whack-a-kerbal balls at your vessel in the VAB or SPH, which is a hilarious fringe case bug that has existed for ages, and my go-to method of creating exceptions if needed)

    Also, it's now available on SpaceDock  (@godarklight shills the website he works on...) :P and it'll soon be back on CKAN. 

  5. SpaceDock now notifies NetKAN-bot when a mod updates, so if CKAN supports your mod, updates should instantly* be available in the CKAN program for downloading. Thanks to @techman83 for providing us with a webhook.

    *Where instantly probably means somewhere around 1-2 minutes

    "Add mod to CKAN" is still a manual process however, and this is unlikely to change because mods do not have a standard packaging format, and never will :wink:

  6. @katateochi we use the python library 'pillow', I implemented thumbnail support at 320x320 (configurable) using whatever format the input was, I believe vitas has lowered the resolution and forced jpg, which wasn't a problem until the site redesign.

    The thumbnail stuff on the backend side is trivial, but the frontend side is completely in VITAS's domain, I'm not crazy enough to touch HTML or CSS :P

    Also, spacedock does not know the identifier, although support would be fairly trivial to implement - but it would require keeping a ckan repository around. I'm of the opinion that mod packs, craft files and universe files are a bit out of scope for spacedock though, as ckan metadata files are the best way of doing packs, and craft files are kerbalX's area - it's not something that would really fit well into spacedock.

    I've personally not used the mod pack feature, and I'm unsure what it does or who has actually used it :P

  7. @Nightmare That's yet another thing I really should have added to DMP :P. It's simple enough that I should be able to add it to DMP however, but I'd rather have KSP work if I'm going to play it. My experience with KSP 1.1 hasn't been all that great so far: https://www.youtube.com/watch?v=aK-FguO2dOY

     

    EDIT: I also released DMP 0.2.3.0, compiled against KSP 1.1. It's pretty much only the initial port, but having something out there is better than having nothing out there. Let me know how it goes :wink:

  8. @tg626 Woah, a thing like that is a huge bug, thanks for letting me know - I've fixed it now :)

     

    EDIT: Yes, https://github.com/KSP-SpaceDock/SpaceDock is the correct git repo, master is production, dev is dev. Occasionally we'll merge dev into master and try it out on beta when we think it's ready, give it a bit of testing and then we'll merge master on the prod server - that's the only time when master won't match what's running on prod.

  9. beta.spacedock.info is our staging area, the last few times we have used it was to stage database changes so we know how to update production (mostly checking that alembic works correctly, and everything works with the full production DB).

    dev.spacedock.info is always running the latest version of the git repo, the dev branch. It automatically deploys the changes we make.

  10. @tg626 we got caught between a rock and a hard place, we either had to backport fixes onto a new branch and manually change the database, or just push what we mostly have with the fixes - it was the issue where "For (missing KSP version) was appearing. That's mostly why we pushed multi-game support too early.

    I also disliked the new layout compared to the old one, and I'd be lying if alarm bells didn't go off when we implemented multi-game support, but that's because I care about spacedock and don't want to see it get worse. I'm not worried so much about it now though, because I can see where spacedock is going - it's not finished yet, but this change also brings about performance improvements as we shed some load off the server.

    Also, you've probably got to look at the multi-game support from @VITAS's view. It's a combination of having a website for people to upload mods to, playing other games, and noticing that forums aren't the best way of doing mod hosting :P

    I am not worried about spacedock's future like some others, but that's because I'm part of the team and can see where it is going. I'm going to keep looking for improvements to spacedock's backend, I still think the CPU usage is awefully high for what it does. VITAS is also looking at making the website scale horizontally when the time comes, but I'm doing my best to make that not a requirement :).

    If anyone has concerns, I'd quite happily talk to them here (although the forums really are aweful), IRC, or some other chat program such as skype or G+.

  11. Hello, from spacedock here o/

    If you need statistics, spacedock only has about 2-10 requests a second, and I believe the site sits in the 100-300GB/day range. Also you definitely won't please everyone, but it's good to have a clear vision in mind and talk to modders about what they'd need in the site. I do like the sites visual style though.

    Anyway, good luck, and have fun :)

  12. Hello everyone, I'm well aware that the recent multigame/design change scared some people somewhat, but I voice chat with vitas all the time and try to voice concerns I have. I'm definitely on the conservative side of things knowing we have a lot of people that love spacedock the way it was, but the restructure isn't yet finished ;)

    If you've got a problem with spacedock, voice it to us. VITAS and I will listen to it, I regularly warn him of potential pitchforks and angry mobs and things to avoid (I strongly oppose social media features like comments as I guarentee modders *will* ignore them), but trading ideas and having back and forths is how progress happens. If you have concerns, criticise us. Don't bottle it all up inside, just voice your opinion - preferably in the spacedock IRC or I'll skype/mumble/hangout as forums are a rather aweful way of doing back and forths as it looks like flaming, and I don't want to liquid off forum moderators.

    TL;DR If you don't like what we are doing tell us, I promise no matter what you say, I won't get hurt fee-fees :P

  13. Hello everyone!

    @VITAS and I are working on spacedock, we had a slight issue with the database which was causing mod uploads to break (that has been around for 2 years but didn't break until we enabled threads), but I believe they've been fixed now. We also got a little bit excited with the caching and accidently pulled a steam bug. Anyone who has concerns with spacedock can do the simple thing and come talk to us - we're friendly enough :)

    @elpollodiablo The source option is actually completely optional, as spacedock has no connection to squad, we aren't bound by their addon posting rules. That being said - you can't link mods that break the rules here, for an example, see my profile on spacedock, my latest mod :D

     

    But yeah, as I said - If anyone has issues, take it directly to me or vitas, we will get back to replying fairly quickly, I'm online pretty much every day - The IRC is probably the best place to get either of us as it enables real-time chat too, and prevents fires as we can explain ourselves more clearly and answer questions faster.

  14. For anyone who has some ideas for which direction the site should go design wise, it's probably best jumping in the IRC channel (There's a link on the spacedock site, CHAT in the main menu).

    The thing about design is everyone has a different idea of what they like, and I think the only real way to move forward is by doing back-and-forths with people and making mockups. On the forums it'll sound like flaming as neither side can understand each other, using forums to talk to each other is also slow as molasses.

    VITAS does the frontend stuff, I'm much more interested in the actually fun backend code. HTML/CSS is horrible and all you web developers out there are insane if you like it :P

     

    But yeah, let's not let this thread devolve - jump into IRC and chat with us, we're friendly enough that we won't bite, much. The IRC topic there says so.

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