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pjf

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Everything posted by pjf

  1. CKAN v1.8.1 aka "Aerospikier" released! Changes since v1.8.1: [bugfix/Core] Fixed a bug where mods could conflict with themselves on upgrade. Changes since 1.6.23: [Core/Feature] Relationships specific min/max versions of other modules will have those respected (RichardLake) [Core/Bugfix] Mods with multiple licenses are correctly represented in the metadata and various displays (RichardLake) [GUI/Speed] The GUI will no longer take an awfully long time to show the contents of large archives (RichardLake) [GUI/Bugfix] The GUI is left in a more consistent state after cancelling a download (RichardLake) [GUI/Bugfix] It's now possible to add mods to a changeset which conflict with presently installed mods, provided those presently installed mods are marked to be removed. (RichardLake) [GUI/Feature] More dialog windows have CKAN branded icons (RichardLake) [GUI/Bugfix] Installed mods without upstream metadata are now visible and uninstallable via the GUI (RIchardLake) [GUI/Bugfix] More graceful handling of GUIconfig.xml errors (gjulianm) Internal Changes: [NetKAN/Feature] NetKAN looks in more places for curl-ca bundles (dbent) [NetKAN/Feature] NetKAN adds an x_screenshot field to the metadata where a KerbalStuff screenshot exists (RichardLake) [NetKAN/Feature] NetKAN will populate the source repository field when such data exists on KerbalStuff (Daz) [Core/Refactor] The relationship resolver has better structure, and can explain why a mod has been selected for install (RichardLake) [Core/Testing] Better testing of .zip and .tar.gz metadata routines (mgsdk) Note: Due to a change in the CKAN registry file format, you will not be able to move back to the 1.6.x releases after using this release.
  2. CKAN v1.6.23 aka Cassini-Huygens released Changes since v1.6.22: [GUI/Feature] Mods can be exported in a variety of formats, including BBcode and markdown, from the File -> Export installed mods... menu (dbent) [CmdLine/Bugfix] ckan install -c dies more elegantly when the specified file cannot be found. (RichardLake) [CmdLine/Bugfix] Installs and other operations are now allowed on an inconsistent registry, provided they leave the registry in a consistent state at the end. This avoids "bricking" CKAN if manually installed mods are removed when other mods depend upon them (RichardLake).
  3. This is an awesome question, and I've added the answer to our FAQ. ~ Paul
  4. Our goal with the CKAN is correctness over timeliness. Usually our indexers pick up new releases within a couple of hours, although as Daz mentioned we're working on improving that even more. We also *very* much appreciate contributors; one of the strengths of the CKAN is that once a human has written the metadata for a mod, all our users can use that metadata. (Daz has personally saved the KSP community tens of thousands of hours of install time by doing this). The CKAN wiki is a good place to start, and hanging out on #ckan on irc.esper.net is especially good. In the case of contract configurator, our, failure is that we're offering you contract packs when we can't also offer you the correct version of contract configurator to go with them. The CKAN metadata format allows one to specify that a given mod has specific version requirements from other mods, so this can and should be done from a metadata standpoint, but unless we have mods include their dependencies in a format we can read, we can expect the odd mistake around release times without a human to review things. As for "force installing a new version", the CKAN *does* have a concept of force-installing a mod for a different version of KSP, but it can't "force install" a mod that hasn't been indexed yet (unless you write the metadata for it, in which case you've fixed the problem for everyone, and we hail you as a hero). The metadata model is core to the CKAN; you can't install a mod without providing it with instructions on *how* to install that mod. In any case this is a good reminder that we need a way to give mod authors a way to provide self-published metadata, so they *can* indicate things like minimum version requirements of dependencies. As Daz mentioned, we're also looking at improving our indexing speed (now that we're tracking so many mods that can be a little slow, but techman83 is doing oodles of great work to improve this). Many thanks again, ~ Paul
  5. v1.6.22 aka Hydrocarbon Sea released Changes since v1.6.21: [internal/Bugfix] Fixed an edge case where version numbers would compare incorrectly. (RichardLake) [Commandline/Bugfix] Removed the 'gui-with-console' option, which never actually worked. (RichardLake) [GUI/Bugfix] Workaround graphical errors with older mono versions. (RichardLake) [build/Compat] Windows users will get an encouragement to upgrade their .NET platform if an incompatible version is detected. (pjf) Initial tests show this also fixes the "key not present" error that's been reported, at least for some users.
  6. What's happened on the CKAN in the last week? - KerbalX support - Kerbal Mod Admin v2 (KMA²) integration - New releases and bugfixes - 180 new mod releases tracked! Holy smokes the KSP modosphere is awesome. You can read my full report here.
  7. Oh! netkan.exe is only required if we need to *expand* something to produce the final metadata, be that release info from kerbalstuff or github, or version info from an embedded .version file. For sites we can't automatically index (which includes curse, as we don't have an API for them, and their TOS don't permit scraping), you'd go straight to writing a regular .ckan file. So the real question is can you install your file with `ckan.exe install -c YourFileName.ckan` or the `File -> Install from .ckan` option in the GUI. ~ pjf
  8. Oh good. We chose JSON specifically to ensure that it was as easy as possible to independently re-use. Most of the power of using CKAN.dll is that you can use it to get file manifests (ie: this mod gives you exactly these files), dependency resolution, access to the CKAN registry, the ability to install/uninstall mods using their CKAN metadata, and so on. You may not need any of that at all, but the system is built with the intention that other projects and mod managers can use the core however is needed. Keep being awesome, ~ pjf
  9. Rejoice! For this is already done! You should find a CKAN/installed-default.ckan file under your KSP directory. This contains everything you've currently got installed. If you're using a recent CKAN release, you can also use `File -> Export Installed Mods...` from the GUI, allowing you to export a file to a location of your choice. To re-install all the mods, you can use `File -> Install from .ckan` in the GUI, or `ckan install -c installed-default.ckan` from the command-line. The .ckan files themselves are just text files in a machine readable format (JSON). I've also now added this to our FAQ. ~ pjf
  10. Just popping in here to say that the CKAN core (aka `ckan.dll`) is MIT licensed and *should* compile happily on .NET 4.0. You're welcome and encouraged to use it in *any* project (including KMA²) if it makes your life easier, and the MIT license was chosen as it provides maximum license compatibility. Having alternate CKAN clients would be *awesome*, and having KMA² using our library would also help reveal anywhere our documentation is poor or we're otherwise not doing the right thing when it comes to interoperability.
  11. New release - v0.33 aka MOL! Placement of life support containers, water purifiers, and splitters from TACLS (pjf) Placement of the unmanned parts of the Manned Orbital Laboratory (MOL) from FASA (pjf)
  12. CKAN v1.6.21 aka Antihelion Source released! Changes since v1.6.20: [GUI/Feature] The mod list is automatically focused on program start or update (slikts) [GUI/Awesome] Mod list can now be sorted by installed, update-available, author, and more! (slikts) [GUI/Re-feature] Users are immediately asked to select dependency choices (RichardLake) [sharing/Bugfix] installed-default.ckan no longer includes spurious "provides" versions (RichardLake) [internal/Bugfix] Avoided possibility of mis-hashing KSP versions (RichardLake) Huge kudos to slikts and RichardLake again for being totally awesome! NOTE: Windows users require .NET 4.5 for this release.
  13. New release - v1.6.20 aka Bright Spot [system] CKAN icons have better transparency (slikts) [GUI/Feature] You can double-click to select a KSP instance on the instance select screen (solarshado) [GUI/Feature] When the table of mods is focused, you can now type a letter to go to mods starting with that letter. Pressing the same letter multiple times will cycle through them. Typing the start of a mod name will quick-navigate to that mod. This is a quick navigation that does not update the search box (that filters mods, rather than navigates to them). (slikts) Did you know? You can click on any image on our releases page to learn more about the namesake of that release.
  14. Just a short note to say that our bots have settled as I've nuked one and reset the metadata repo. If it looks like CKAN is missing a bunch of mods, just hit refresh and they'll be back.
  15. v1.6.18 aka Oberon released! Changes since last version: [bugfix/GUI] Switching instances is likely to leave the GUI in an inconsistent state (mgsdk) [bugfix/GUI] The textbox showing new CKAN release notes has better scrolling (RichardLake) [bugfix/GUI] The GUI will no longer crash when selecting a mod with multiple choice dependencies (eg: TACLS) (pjf) [Moar Boosters] Numerous internal speed improvements (RichardLake) Note A known bug exists where the client no longer presents the user with options when a user requests a mod with multi-choice dependencies (such as TACLS or Real Solar System) via the GUI. You can still pick the config or texture pack manually. We're working on this (#976), the multi-choice support was never supposed to have disappeared. The command-line still works fine for installing mods with multiple choices.
  16. Woah! What's been happening with the CKAN? I hear you index a whole bunch of mods now! That's right, Other Paul, we do! Plus there's a cool video showing how the metadata has grown. Neat! Where can I find out more? You should read the... CKAN Weekly - 28 May 2015
  17. I'm not a fan of this. It's terribly limiting, and mods *should* be able to create files if they want to. I'm not a fan of this either. Lots of mods will find themselves co-existing in the same folder, and this is just asking for collateral damage. Luckily, there are some ways I am fond of for managing this. They're also very much aligned with us being able to make strong promises when converting autodetected mods to CKAN-managed mods, and they also let us make strong promises when it comes to preserving or removing files on upgrades or uninstalls. TL;DR: We're working on it. ~ pjf
  18. Can you expand on this? Is the CKAN claiming you have 0.90 installed, or is there a specific mod that's showing the issue?
  19. New MacTastic Release - v1.16.17 aka Titania! [GUI/Feature] The current gamedir is now shown in the GUI title bar (RichardLake) [GUI/Bugfix] Fewer things being drawn in the wrong tab in OSX (savagerose) [GUI/Bugfix] More responsive filter box in OSX (savagerose) [GUI/Fortitude] Better error reporting and and handling when a corrupt GUI config is detected (mgsdk) [GUI/Tweak] Tabs have a little longer to settle after updating on OSX (savagerose) [GUI/Bugfix] Changing the KSP no longer loops forever in some circumstances (RichardLake) [GUI/Feature] File -> Export Installed Mods can be used to export installed mod metadata. These can be installed via File -> Install from .ckan (cwc) [GUI/Bugfix] Downloads on the GUI will have less slowdowns when not jiggling the mouse (savagerose) [GUI/Tweak] The GUI window's default position is more friendly to users with side-mounted taskbars (Dazpoet) [Cmdline/Bugfix] ckan show now correctly shows data for installed mods, even if they don't exist in upstream metadata (mgsdk). [Cmdline/Bugfix] ckan update now fetches updates from all upstream repos when configured to do so (mgsdk). [Core/Bugfix] More reliable detection of platform when running under OSX (savagerose) [Core/Bugfix] Downloads from multiple repos are saved more reliably (mgsdk) [Core/Bugfix] Fewer issues when caching mods with exciting characters in their version strings (pjf). Serious kudos to savagerose in particular for swatting OSX bugs in this release. This release works on all platforms.
  20. NEW RELEASE! v0.32 aka Nyan Patch (aka "I will totally mash the release button if I spot commits on master...") WAC sustainer is more reliable when using Test Flight (NathanKell) Placed and priced the baby sergeant clone. It's so cute (NathanKell) Fixed typos that caused various launch clamps to not be placed properly (Dasms) - - - Updated - - - The tech tree doesn't require any C# at all. Here's what it looks like. You can even edit it in your browser on github.
  21. This is looking *awesome*, thank you! Sweet! With regards to drilling, do you know of a good way to make this dependent on latitude/altitude/biome? For example, we have evidence of water ice in some of the moon's high-latitude craters (which never see sunlight), and likewise Mars' ice-caps could be expected to yield much more water when drilling than the equatorial regions. For Mars a simple biome check is probably sufficient, but for the moon we'd probably want to have a latitude and biome/altitude check (ie, high enough altitude, and we're in a crater).
  22. Just here to say: 1. Yes please! I was asking about a RealISRU on #RO, and Red5 pointed me in the right direction. 2. Either included or as a complimentary mod something that gives us real asteroid resources is worth considering. Even if that's just icy, metallic, carbonaceous, and stoney. Icy asteroids with a drill and electrolysis rig are going to be valuable refuelling stations. Metallic asteroids are rich in platinum group metals, and make excellent targets for contracts (safely return X tonnes of metallic asteroid content to Earth). 3. On that note, 'metallic ore' is a potential resource, possibly not for ISRU, but for return contract missions. But mostly, I'm here to say point 1.
  23. Developing the CKAN may become my part-time job! This is some pretty exciting news for me, and also for anyone who uses the CKAN! The Open Source Developers' Conference has awarded me a matching grant on my Patreon contributions, up to $500 AUD per month, for six months. This means for every dollar pledged in my Patreon campaign, OSDC will match it, meaning all your contributions effectively double. This applies to both new and existing pledges. What does this mean for you? As a CKAN user, you can expect to see a lot of improvements rolling out over the next six months, as the amount of paid time I can spend on the project has been effectively doubled. While I'm certainly not the only developer on the project (our team is amazing), I'm very excited about the opportunity to put some serious time into some of the tougher and most requested features. Things I'd particularly like to see include: Utilising our infrastructure to to protect against network throttling or sites being down. The ability to port manually installed mods over to CKAN control as a first class feature. Loading the CKAN core directly into KSP, with the potential for mods can be managed from the main menu. Better handling for mods which create or change files after installation, or which overwrite the files of other mods. Needless to say, there's a lot of things I'd like to be doing, and with over nine thousand active users, and dozens of active contributors, there's absolutely no shortage of things for me to work on. What does this mean for me? With my Patreon contributions effectively doubling overnight, we're just a whisker away from hitting my double-sprint goal, and I'm already arranging co-working space and plenty of coffee so I can complete this later in the month. What's more, some of my really big funding goals seem a lot more achievable. There's a real chance that working on the CKAN may become my part-time job. This grant, along with the support of my new and existing patrons, gives me the security that I can spend more of my business hours working on CKAN development and still pay the bills. If you're already a supporter, even if you've just said "thank you" here on the forums or elsewhere, then thank you so much, it really means a lot to me how many people enjoy the project that I helped start, and I've been blown away by the generosity and enthusiasm of the KSP community. You all rock! <3
  24. CKAN v1.6.16 aka Callisto released Changes since last version: [Cmdline] Y/N questions now default to 'Y' if enter is pressed (mgsdk) [GUI] Previously installed mods which have no release for the current KSP version are more likely to be displayed (RichardLake) [GUI] The GUI will provide more information about start-up processes when running in debug mode (RichardLake) [GUI] Spacebar handling to toggle mods has fewer bugs (RichardLake) [Everything] Fixed a bug so that if only one KSP instance is detected, it will be used by default, as was always intended (mgsdk)
  25. (This is only required if you've installed Euler via the CKAN and can't upgrade. New FAR users, and users of older releases won't need this.) Upgrading from Euler to Fanno via the CKAN 1. Shift-right-click on the folder containing ckan.exe icon and choose "open command prompt here" 2. Type 'ckan update' and hit enter. This will fetch the updated metadata. It might take a moment. 3. Type 'ckan upgrade FerramAerospaceResearch=v0.15.1_Fanno' and hit enter. Capitalisation matters. This will upgrade to Fanno. 4. Rejoice! You're done!
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