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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. That's a shame. But for me on a clean install everything is working fine. You thought wrong: As you can't invest the time to follow the support instructions, I have no time to invest in second-guessing what your problems might be. As per the OP (I think I made it clear enough): Support: For support please ensure you are following these instructions. NO LOG = NO SUPPORT.
  2. V0.22.1.0 Release compatible with KSP 1.1.2. Fixed portrait camera issues. Fixed On-Screen messages for Kerbal Name when in Alternate - Cryopod Camera mode. Fixed spacing (scroll lists) in the DeepFreeze GUI menus. Fixed switching from Stock Toolbar Icon to Blizzy Toolbar Icon and back again. Made Settings Menu resizable. Added some more KSPedia pages - What do people want to see here?
  3. Released version 0.1.4.0. Compatible with KSP 1.1.2 (should work in 1.1.1?, but why bother). Added swappable/multiple Depth Mask Shader support. See the WIKI page for details. Automatically enable/disable the TransparentPod setting (part right click menu) if the IVA is obstructed by something else in front of it. TransparentPod setting in the part right click menu will now display "Obstructed" in this scenario ONLY if it was set to "ON". If it is set to "OFF" or "AUTO" it will remain locked in that state whilst obstructed. Improved Portrait Camera handling.
  4. It's been stickied here (known issues and work-arounds) and here (bug tracker and issues) forever and a day and Squad keep it up to date.
  5. The best thing would be for @RoverDude to change his part over. Which I am sure he has on his list of TO-DOs. You can also submit a PR or wait for @MOARdV or myself to do it. The Destroy in the old dummy part modules that are part of RPM isn't really necessary if it is causing other problems. I put it there to do GC.
  6. too slow... third. Well done Guys. Take a Break... while us modders get all our mods up to speed with 1.1.2. Cheers!
  7. No. Those pods are from other mods. This mod does as it says. It provides transparent pod capability. I will clarify the OP.
  8. No idea. I've never looked at it until now. and it hasn't been updated to 1.1 yet. When it is I'll take another look.
  9. Thanks for asking... and nobody else ask ok, otherwise you might be breaking the new forum rule. It's coming along. Of course KSP 1.1.1 coming out the last 24 hours has delayed this mod somewhat. But the good news is I am down to just one issue remaining: the New Emergency Shutdown Processing itself. It's a bit bugged. so I just have to find several hours to sit down and go through and debug it all and it should be ready for release. I'm hoping I can get that done this weekend, but no promises. I'm going to stop tinkering with it and just finalise the ESP processing so it works. Refinement and any bugs I miss can be next version (EG. merging the SOI and Dark-side windows).
  10. Support for JSI Adv Transparent Pods (windows only transparency) and Stock Overlay (more cut-away view of the IVA) is under way. Proof of concept pics:
  11. Yep VAB will be a bit messed up because of the way the cameras are set up. But in flight should be ok on stock parts.
  12. Yes I removed that comment. Hence why I am only the humble Solution Architect and leave the Security for the Security Architect to worry about. I am not a security expert, I didn't claim to be. My original comment was a tongue in cheek stab at Microsoft with regard to the origins of Defender. If you ask me, there is no perfect solution. But I still think bit defender is better than a lot of those other commercial AVs. Edit: damn thumbs too fat for my phone. I wanted to add I never intended to enter into a debate about Windows AV, given I don't even run it (except in a VM). So I will bow out of this thread. Cheers.
  13. Hardware firewall And VM's. ok, you want good home PC security? Bitdefender I use and have found very good.
  14. That makes sense I guess. I will take that on board. As I use one IDE and distribution script for all my mods it will impact all of them but I guess it won't do any harm. BTW: Yes if you apply that MM file it will modify ALL parts that have an Internal - Which SHOULD work fine. Basically they will all appear as they would if you toggle the new 1.1.x overlay feature on -but permanently. If they don't have depth mask shader meshes then they will just appear exactly the same as they normally do. The code should handle it. And it will allow more advanced mods/models support transparent windows only. What will really blow everyone's mind is the next version which will allow for swappable meshes so that the part will appear with transparent Windows only or swap to a more wider transparent view (like the stock views). Yeah made sense to @MOARdV and I. Glad it makes sense to others as well. BTW: The version 0.1.3.0 ONLY works in KSP 1.1.1 (makes use of the opened up lists in the KerbalPortraitGallery class - thanks to @NathanKell for opening them up. If you want versions for KSP 1.1 or earlier you have to download earlier versions (that were distributed as part of RPM). Looking to do an update very soon to allow swappable depth shader meshes. Say to have one mesh to have transparent windows only, or a more open/stock-a-like depth shader mesh, that swap either depending on a JSIATP setting or when you toggle stock overlay on and off. But still thinking about the best way to implement it. Coming soon.
  15. Why? - I don't understand why you are asking for this. Thanks - Fixed. Why Don't you try it and find out. Most will work... but I haven't tested them all. BEWARE: Doing so does not come for free performance-wise But you can use the ON/OFF/AUTO feature. Warranty Void if you do do this though.
  16. I understand. But right now the priority is to just fix all the IVAs etc to work in KSP 1.1.x You do realise you can click the windows to look out from them? (alternate internal cameras are installed on the front and ceiling windows). There are also cameras looking backwards at the crew if you double click the front wall in the centre.
  17. Ok, so @MOARdV and I have agreed to split Advanced Transparent Pods module/feature out from Raster Prop Monitor and distribute it as a separate zip/DLL/whatever. From now on I will be maintaining it as a separate piece over on this Thread. Many thanks to @MOARdV @Mihara and all others involved in this fantastic and amazing mod. I hope that I will do this small piece justice.
  18. This module is an update to the previous module and will be known as JSIAdvTransparentPods. NOTE: This mod does nothing on its own. It’s functionality becomes available to other mods that use this mod. Features of this module include: Transparency feature for configured parts that will show the IVA internal models of parts that have been configured to use this module. Ability to Swap Shaders on the External and Internal model to make Window appear Opaque or Transparent. Ability to toggle Transparency setting ON/OFF/AUTO (mouse over) on a part by part basis. Transparency (show internals) for ALL Loaded vessels (not just the Active Vessel). Automatically handles and supports when the user Toggles the stock IVA Overlay feature on and off. Supports Transparency feature for ALL parts that have Internal Models (and have been configured to use this mod) regardless of whether they have InternalSeats (crew capacity), whereas the stock overlay mode only shows internals of crewed parts. Works in Editor mode (although it does not support the DepthMask Shader meshes in Editor mode) you only see the entire IVA over the external when you turn TransparentPod mode ON in the editor. Ability to have two different Overlay modes - one for TransparentPod mode (say just transparent windows) and another for the stock overlay mode on modders internal models. Future Enhancements: Support for DepthMask shaders in the Editors. For mod authors you need to follow the specific requirements of this mod in your models and config files. For details on that refer to the wiki site page Known Issues: Due to Unity camera limitations and the way KSP camera and universe is set-up (It's complicated, but if you want the full explanation send me a PM) any objects in the foreground of an IVA can be occluded/cut-off by the IVA. This also occurs with the stock overlay feature introduced in KSP 1.1. I have implemented some basic ray casting to help allieviate this, but it only works when the object in front of an IVA is directly between the IVA and the player's viewing camera. I am investigating other ways to deal with this issue, such as shaders and depth-buffer, hand-wave algorithms. transparentTransforms processing only works for the first mesh/transform for each name specified in the field, you can get around this by naming each mesh/transform uniquely. Will be fixed in next version in the next day or so as this is a bit of a game breaker for people wanting transparent windows. In Editor (VAB/SPH) DepthMask shaders are disabled until I can figure out how to get the cameras setup. TransparentPod settings do work in the editor however, just not with the overlay meshes. Changelog: License: GNU GPLv3. For a comprehensive version checking experience, please download the KSP-AVC Plugin Source Code available on GitHub. If you like my mods and you want to show your support, then you can support me on Patreon: Download from SpaceDock, CurseForge or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Support: Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOG = NO SUPPORT. When I ask for a LOG I mean this LOG: KSP versions 1.8.0 and above: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Author: @JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.
  19. Can anyone clarify what method this is referring to: * Add the missing extension method, uncomment the bits that needed it
  20. Well you never know your luck.... I had same issue. summoning or PMing or going to the IRC and asking the guys to activate your account did the trick. Know you are busy so thought I'd bring it to their attention. But it seems I've picked a bad time. They are all off eating? drinking? sleeping?Downloading 1.1.1?
  21. I think if we summon @godarklight something can be arranged. EDIT: Attempting a summoning spell on the dark underground (a.k.a. IRC).
  22. Sure. But everything I have read rates defender quite low, with poor malware detection. Each to his own. I run windoze in a VM completely isolated for that very reason. I'm no security expert but I work with them every day, and none of them speak highly of Windows defender.
  23. Why are you using Windows Defender? I find that hilarious.
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