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politas

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Status Updates posted by politas

  1. If you're having troubles understanding how CKAN works, catch me on Twitch and I'll happily answer questions and demonstrate live -

     

  2. Hi Bob, any chance you could get the AVC files in your mods updated to show they are compatible with KSP 1.7.*?

    There's a bunch of mods using Community Category Kit or Community Resource Pack, for eg, as dependencies that CKAN is marking as incompatible due to the incompatible dependencies.

    1. RoverDude

      RoverDude

      Yep, being worked currently :)

  3. Just a quick note. I have been working on renovating a property I own in order to sell it for a couple of years now - this has lead to me being less available for work on the CKAN project. This is only going to get worse for the next little while, but later this year, we should be done with that finally, and I'll be far more responsive. (I might even have time to play KSP again!)

  4. Hi Fengist,

    Sorry about your mods being added to CKAN without anyone asking you. That's against our policy for adding mods and we messed up, there.

    Going forward, are you willing to have your mods added to CKAN in the future if the metadata is cleared with you, or would you like to be added to our Mod Author Opt-Out List? if you're on the list, a positive response from you would be required , as opposed to the default situation, where permission is assumed for open distribution mods when there is no response to reasonable attempts to contact?

     

  5. Hi StarCrusher96,

    We're working through our Spacedock submissions to CKAN at the moment and have gotten to your Kerbol Starsystem mod. It's quite a tricky one to handle in CKAN

    So far, we're just installing the "Main Mod" part and ignoring the options, but I see that you've included a modified GameData/Kopernicus/config/system.cfg file. CKAN does not overwrite files, and the standards for Kopernicus is that you should use ModuleManager AFTER:Kopernicus to change the system config, rather than replacing the file.

     

    1. StarCrusher96

      StarCrusher96

      okay, If you know how to remove my mod from CKAN, please tell me. thx for noticing.

    2. politas

      politas

      We haven't added it so far. As far as taking the "CKAN" label off Spacedock, I can't help you there.

    3. StarCrusher96
  6. Hi Roverdude,

    CommunityResourcePack v0.6.2.0's AVC version file is limiting its compatibility to KSP 1.2.0. Your forum thread declares compatibility with 1.2 generally. Are you planning a new release for 1.2.1? I can give you a PR for your netkan file to add a KSP version override for CKAN if you'd like.

    1. RoverDude

      RoverDude

      Yup I have new 1.2.1 releases coming out today

  7. Hi Papa_Joe,

    Not sure how the discussion between you and @Olympic1 is going in regard to the Burn Together mod. Perhaps I can help make the issue clear from CKAN's end.

    The zip file that's included in Burn Together is an optional add-on for the mod, to add the functionality to command modules as well as cockpits. As it's an option, CKAN will not attempt to install it by default. Normally, we would create a second mod entry in CKAN to extract the specific files for the option and install them, while filtering them out from the main installation. Unfortunately, CKAN currently has no iteration built in to look inside zip files within the main zip file, so we can't expand that zip file without a significant addition to our code (with all the potential for new bugs inherent). What would be handy for us is if that zip file, with it's simple MM script, was available as a separate Spacedock entry, or a separate zip file in the GitHub release (We can identify those zip files by naming patterns). 

    Then we could create a new mod entry in CKAN, "Burn Together for Command Modules" that depends on Burn Together, and adds that functionality, without users needing to know the details of how to enable that functionality.

    Cheers,

    Politas

  8. Hi GregroxMun!

    Sorry for the long delay, but I am just now looking at the Spacedock automated submission of your JupiteryJoolRecolor mod to CKAN. The automated process is very limited, and doesn't include things like dependencies or any other relationships, so we often create a fresh pull request

    I note there are a couple of other colour options, so I've made a single virtual mod identifier "JoolRecolor", so that users don't try to install two at once, and I've split JupiteryJoolRecolor into two mods, one for Kopernicus, and one for TextureReplacer, with the appropriate dependencies.

    Are there any other details about this mod that might cause problems for you from users installing it via CKAN?

  9. Hi there! 

    Sorry for the long delay, but I am just now looking at the Spacedock automated submission of your Fourian Fuel Systems mod to CKAN. The automated process is very limited, and doesn't include things like dependencies or any other relationships, so we often create a fresh pull request

    You've specified that Fourian Fuel Systems requires InterstellarFuelSwitch - am I correct in thinking that it is only the plugin that is actually required?

    I also see that your mod uses ModuleManager, so I have put that down as a dependency, too. 

    Are there any other details about your mod that might cause problems for you from users installing it via CKAN?

    1. WillThe84th

      WillThe84th

      Nope, not that i'm aware of.

    2. politas

      politas

      Cool. Should be in CKAN soon.

  10. Hi there,

    Very sorry to hear that you took your Deadskins mod down completely due to the CKAN team's policies and actions. I only just realised you had done so. 

    I've taken references to DeadSkins off of CKAN as per our new policy, and it will not be added back without your approval.

    Sorry for the delay, and for any problems the CKAN has caused you.

    Myk

    1. Stone Blue

      Stone Blue

      Politas, Thanx for letting me know... I DO admit, my decision was a bit of a knee jerk, at the time... I wasnt too concerned whether it stayed up or not, as in its existing form, its not even my original work, and is open licensed as-is... I figured if anybody wanted it bad enough, someone would just re-host it somewhere, and resubmit meta for CKAN... Which is fine by me... :)

      However, I have plans to possibly add more parts/features to the mod, which I still have to see how the licensing would go, on MY contribution, when the base work is open... I also am not sure yet on whether I would want it on CKAN or not.. Most likely, yes... I have a few other, different mod projects in the fire, and hopefully will have something to release soon...

      Now that a mod dev can opt out, or have sole control over the meta, I am more inclined to have any thing I develop in the future, listed on CKAN.
      So THANK YOU for the HUGE compromise, that I know had to be made to make that happen... :)

      -PS... Its just a little creepy, that out of curiosity, I looked at the NetKAN listing on Github to see if it was indeed still listed, and then just a few hours later, you contacted me about it... lol

      -Stone

    2. politas

      politas

      That's a coincidence! I've been working my way through mods that were failing inflation.

  11. Hi Roverdude - Seems we messed up a little with USI-Core - there's another PR that should fix it. https://github.com/BobPalmer/CKAN/pull/10

  12. Hi Bob!

    Would you like a hand with your CKAN metadata? USITools is failing because there are two .version files being installed. You can specify a specific file in the $vref entry, like this:

        "$vref": "#/ckan/ksp-avc/GameData/000_USITools/USITools.version",

     

    1. RoverDude

      RoverDude

      Ah!  Yes please, can you toss a PR and can we then un-freeze them? :)

    2. politas
  13. Hi Berlin,

    I gather you've taken over the maintenance of StockVisualEnhancements. Congratulations! I would very much like to get SVE listed in CKAN properly. We had a good set of metadata at a couple of points in time, but quite significant structural changes kept breaking our metadata. For now, SVE is completely delisted. 

    Would you be happy for SVE to be back on CKAN? If so, I'd like to discuss what we can do to make CKAN install SVE correctly in the future.

    1. Show previous comments  25 more
    2. politas

      politas

      I'm on Linux, and I'm using the CKAN installation. It has a dependency on Kopernicus, and puts the "SVE-Kopernicus" folder and all its contents in GameData.

    3. Galileo

      Galileo

      hmm well I just started the dl for SVE and I'm seeing this?kDtiFF0.png

      I don't know if you are just referencing the low res. version for the sunflare or not but it looks like its downloading 2 different versions of sve at once

      ok so I just tried the medium and low DLs and they don't seem to be DLing like that. so I would have to assume that the High resolution version would be messed up due to this :(

    4. politas

      politas

      We get the sunflare from the Low res, yes, since it's the smallest overhead. Once you've got that downloaded, it wouldn't have to do it again for Medium Resolution.

  14. Hi Qaagmire!

    You ticked the "List on CKAN" option when adding Flare+ to Spacedock, and I'm trying to make that submission work. Unfortunately, I cannot make head nor tail of the license you have included in your mod, and the "MediaProtect 1.0" label you've given it particularly seems weird. It seems to have self-contradictory clauses. Also, having the license as an .RTF makes it less accessible than a plain text file, without adding any value that I can see.

    Your comment "P.S could someone please make a forum OP for me. I don't have time to do so. Thanks!" is also very peculiar. Mod authors really need to create their own forum threads, so that they can keep the OP updated. No one can do that for you.

    Also, as noted below, there's no readme included in your mod, so any description is entirely missing, other than the abstract: "A reentry flare improvement mod."

  15. Hi there! I'm a friendly CKAN-wizard offering to help you out with getting your mod listed in CKAN. 

    Your KRnD.netkan looks pretty good, apart from the license, which I'm guessing you updated after creating it. The reason you're getting JSON deserialisation errors (and I am too), is that your Github releases don't have a packaged ZIP file in the release contents. There is an undocumented feature implemented earlier this year that will let us use your GitHub releases as they are, though.

    If you would like to self-host your netkan, so you can update the KSP version compatibility as required, I can submit changes to your netkan file and then add a metanetkan pointer to your github.

    Or if you'r rather we CKAN people handle it for you, I can just put all the details into the main Netkan repo.

    1. Show previous comments  3 more
    2. -MM-

      -MM-

      Ok, done.

    3. politas

      politas

      Cool. It's now in CKAN, using your self-hosted netkan metadata, so you can keep it up to date. Feel free to send me a message if there's any questions you have about how to best make changes in the future.

    4. -MM-

      -MM-

      I've just tried it and it works great. Thank you again for your help.

  16. I once tried to submit the mod to the ckan-repo (as you can tell by my already included .netkan-file in the git-repo). But the netkan validation-tool always just said "JSON deserialization error", which I was unable to fix. So I just stopped trying a while ago. If there is a ckan-wizard out there who can give me a few pointers or even add the mod for me? That would be greatly appreciated.

    Hi there! I'm a friendly CKAN-wizard offering to help you out with getting your mod listed in CKAN. 

    Your KRnD.netkan looks pretty good, apart from the license, which I'm guessing you updated after creating it. The reason you're getting JSON deserialisation errors (and I am too), is that your Github releases don't have a packaged ZIP file in the release contents. When drafting your releases on Github, there's a text/data entry field taht appears, into which you can click and drag files from your computer. If you make a ZIP file containing just the files a user needs to install (leaving out the source code) and attach it there, CKAN will use that as the download for the release. The Source Code files that are automatically generated are unfortunately not available for downloading.

    You can look at my own tiny little mod's github releases to see the difference - You can see that in addition to the "Source Code" zips, there is Sarkomand-1.0.zip in the Downloads section, which is the release zip I created locally and attached to the release when I created it.

     

    1. politas

      politas

      Ah, turns out I had missed an undocumented feature implemented earlier this year that will let us use your GitHub releases as they are. 

      If you would like to self-host your netkan, so you can update the KSP version compatibility as required, I can submit changes to your netkan file and then add a metanetkan pointer to your github.

      Or if you'r rather we CKAN people handle it for you, I can just put all the details into the main Netkan repo.

    2. JeffreyCor

      JeffreyCor

      I think you mean that to go to -MM- rather than myself :)

  17. ¡Hola!

    Lo siento, mi español no es muy bueno. 

    Soy ver lo submisión por su mod, "Races!" en CKAN. ¿Los folder "Racetracks" va a en "GameData"?

  18. Sorry if you felt offended by the "basic computer knowledge" comment. I have known many extremely intelligent people, including several with extensive technical knowledge about computer systems, who are still lacking in a wide base of basic computer knowledge. It was my mistake to assume specific familiarity; not intended to be an insult.

    1. TBryson2

      TBryson2

      Ok, thanks.  No worries. Been a rough week & I guess I got sensitive.  You did put me on the right track for which I am grateful.  I knew there was a Linux link command (although I haven't used it in years). I googled mklink but got more confusing the more I read. You sent the command line I needed. (Well, sort of). LOL :lol:

      Thanks again. 

      Terry

  19. Hi Sobol,

    I'm trying to fix up the CKAN metadata for your Space Launch Systems mods. Is the original SLSPartPack meant to only work with Realism Overhaul? I don't understand the distinction between the different packs and the dropbox download and how they should be installed.

    1. Sobol

      Sobol

      Hi politas,

      Space Launch System Stock Dimension works only in stock version. SLS Part Pack Basic Version works well on the Stock Version and Realism Overhaul. If you want to use Realism Overhaul you should download additional files from here: https://www.dropbox.com/sh/oq6en7fqkygs8vu/AACghPSrfVd2xxS58MqX58gva?dl=0

    2. politas

      politas

      So SLS Stock Dimension and SLS Part Pack without the additional Dropbox download are the same thing? I'm really quite confused.

    3. politas

      politas

      Oh, and when you say RealismOverhaul, do you actually mean RealisticSolarSystem, or is it about the RealFuels stuff? The "Dimension" part of the name is also confusing.

  20. Hi CrzyRndm,

    PilotAssistant's thread title claims KSP1.1 compatibility, and your notes on the release say "Ksp 1.1 compatibility", but your AVC .version file has the precise KSP version of "1.1.0", marking it as incompatible with KSP 1.1.2. Is it more generally compatible? If so, could you update your .version file?

  21. Hi there!

    My online availability is a weird due to shift work, but to get you started, have a read of this page, which does a pretty good job of explaining the basics:

    https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN

    Other than that, I would recommend getting an IRC client and jumping into #ckan on irc.esper.net for opportunistic chatting, and having a look at recent PRs in https://github.com/KSP-CKAN/NetKAN/pulls to see how things get processed.

    Welcome to the team!

  22. I'm really sorry if the SVE netkan I created isn't working. It seemed pretty good to me (I use SVE myself). I'd be very happy to work with you to fix it, if you're willing.

    1. politas

      politas

      Reading on your thread, it seems you are using a customised EVE, so we can't run that as a dependency; it should be a conflict and we install the EVE folder from SVE instead.

    2. Nhawks17

      Nhawks17

      The current version is using the latest release of EVE. Not a customized/development version

  23. Hi AlphaAsh,

     

    I'm sorting out the various KerbinSide packs on CKAN, and I notice the new Kerbin-Side Core pack with interest. Is that going to give us the complete contents of CoreAssets and Flags for all KerbinSide packs?

    1. Show previous comments  4 more
    2. AlphaAsh

      AlphaAsh

      No. But they will still be loaded by KSP. Which means they'll use RAM, which is what 32 bit players are trying to avoid and the primary reason for the sub-sets. At least initially.

    3. politas

      politas

      Ok, so it's not really a "core" set of assets, in the way CKAN needs. 

    4. AlphaAsh

      AlphaAsh

      Fraid  not. It's more for developers who want to make bases with the assets and don't want the pre-built bases.

  24. Hi SpaceTiger,

    Just looking at your SmallUtilities mini-mods in terms of getting the KSP1.1 versions onto CKAN. We're currently getting the complete zip file from Spacedock, but I note that you have Github as the download location in your head post. 

    I'm guessing you're waiting on the complete set to be updated to 1.1 before pushing to Spacedock, which makes sense. 

    I'd like to move at least the individual minimod packs over to Github, but if we do that, we need to hard-code the KSP version.

    Any chance you could include a KSP-AVC .version file in the minimod packs?

    1. Show previous comments  8 more
    2. SpaceTiger

      SpaceTiger

      I'll do that! I thank you for coming forward with this.

    3. politas

      politas

      Is Xarun you, or do you have a helper on the SmallUtilities?

    4. SpaceTiger

      SpaceTiger

      Yeah, that's me.

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