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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Would have been nice if some more people would have tried the beta. Its very discouraging when I ask for help and only one or two people respond. And I'll say it again. KSP.log is useless. I need the player.log. I'll take a look at it in a few minutes, if it isn't something silly I'll pull it. You do have the current version of the toolbar controller, right? There should be a new button which clears all input locks. If you aren't seeing it, then you are missing something
  2. New release, 0.2.0.1 Added random number to first windowId Added support for ButtonManager This adds a new dependency, SpaceTuxLibrary
  3. I documented each beta, some work got removed as unnecessary,etc
  4. I've upgraded the beta to be the full release. 1.10.5 All changes since previous release: Added Settings page Added new setting to specify Focus follows Click Added code to have the focus follow the click instead of the mouse, for both editor and flight modes Added initial window to select mode, shows one time only Modified the CBTMonitor to not run in any scene other than the editor Fixed window data not getting cleared properly Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Removed need to save window rect Reorganized code a bit Removed some unnecessary assignments Added stock settings page to support the FocusFollowsClick mode Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes Added cleanup delay to settings page
  5. New release, 0.0.3 Added modname into partinfo output Added PartInfo action in editor, to show partinfo for selected part already placed in window Has button to copy to clipboard
  6. Both are very elegant means of displaying the information. I like having alternatives, even if one is mine. But I don't understand the second one. As it is, it will only touch the EAS External Command Set. Yet your example shows from Near Future Launch Vehicles in red. Did you paste the wrong stanza?
  7. @Angel-125 It's always bittersweet when a mod you've slaved over suddenly appears in stock. On the one hand, there is all that work, on the other, vindication. It's happened to me several times. Thank you for all the work you've done on this and other mods.
  8. S.A.V.E does full backups of the save, including craft files, and whatever else is in the save directory This does a quicksave, meaning that it quicksaves the game into a new persistent sfs & meta file. Quicksaves can be loaded immediately inside the game, S.A.V.E. backups can't, you need to restore a backup, which restores everything from the backup for the selected save
  9. Or you could install the mod Partinfo, which displays a bit more info for all parts:
  10. There was probably another mix of mods causing the problem. They get recreated every time you start the game. For me, just took a minute or so to load in a minimal game
  11. Do they not load, or is it just complaining? Many mods don't have drag cubes on the parts. The game merely says that they aren't there, but if you read a bit further, you'd see: It generates new cubes. I loaded it up, and while I didn't do much, everything loaded. @NESD I don't think there is an issue here
  12. For anyone interested, my Quicksave mod: I've pulled it all out of S.A.V.E., and the only changes I have left in my local copy of SAVE are: Replaced all threading code with CoRoutines Removed asynchronous setting Rewrite config saves to standard ConfigNode format Adjusted height of the Status and Clone pages to no more than 1/2 of the window height These two were in a PR I submitted more than 1 1/2 years ago: Added GUI.DragWindow if fixedWindowFloating was true Fixed bug where excludes list was being cleared Moved windowPos from settings.cfg into main settings file Added option to set the window position For now, I'll keep these local to avoid any unexpected versions in the wild. If @Nereid does reappear, I'll offer to do a PR, and will even undo the threading to coroutine change if that's what he wants. @Lisias I'd be interested in seeing your change to fix the crash issue, could you please let me know when you have a PR submitted? Edit: I've just heard from him, he is around, and hopes to be back in the next few weeks
  13. Large parts mods, mostly. I don't have time to look at the file, but take a look at all the parts mods you have installed, maybe you can cut down some. Looks like HeapPadder is using 2gig, I'd remove it for now, see if that helps Yes
  14. A.Q.S.S. - AutoQuickSave System This is a small mod to do quicksaves on an automatic, scheduled basis. It can also do a quicksave when you launch a vessel. Additionally, it can play a sound when a quicksave is done. Features Selectable interval for quicksaves Quicksave on Launch Templated names for the quicksave files Automatic expiration of old quicksaves based on specified criteria Audio file playable when a quicksave is done Usage Click the button: There are two buttons, one for the quicksave options, and one for the Sound Options The filenames are created using a template. The template for both Launch and Quicksave are shown, and the line right below each is showing the final result. Click the Template Info button to read about the available tokens which can be used in the templates Automatic Purging of old files The bottom three lines are the criteria to determine when to delete files. Two things to note: Launch quicksaves are never purged. The mod will only delete files which match the prefix AutoQSave_ and which fit the rest of the criteria Sound Options An audio file can be played automatically whenever a quicksave is done. The available sounds are listed in a list, and you can add more. To add your own sounds, copy the audio file into the folder: AutoQuickSaveSystem/Audio, close and open the window and the new files will be shown in the list. The currently selected audio file is highlighted with green letters. Click the little triangle at the right of each line to hear the sound the audio file plays Special note regarding Quicksave on launch This depends on the initial staging event of a newly launched vessel. What this means is that if you launch a rover and drive it away, no quicksave will be done of that launch Availability Github: https://github.com/linuxgurugamer/AutoQuickSaveSystem Download: https://spacedock.info/mod/2475/AQSS - Auto-Quick-Save-System License: GPLv3 Now available in CKAN Questions & Answers How is this different from S.A.V.E. ? S.A.V.E does full backups of the save, including craft files, and whatever else is in the save directory. This does a quicksave, meaning that it quicksaves the game into a new persistent sfs & meta file. Quicksaves can be loaded immediately inside the game, S.A.V.E. backups can't, you need to restore a backup, which restores everything from the backup for the selected save Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Still in beta, and already reviewed by Kottabos Games: Main config window Audio configuration window Template Info Window Acknowledgements This was originally going to be part of the S.A.V.E. mod, made by @Nereid. After I had written it, I found that @Nereid had updated his Github repo, which seemed to indicate that he was about to update the mod. So I pulled all the code related to backups out, and made this a new mod. The SAVE mod has a GPL license, so I am using that to avoid any possible license issues
  15. I've pulled my code out of S.A.V.E. and have created a new mod for it, it's going to be called the AutoQuickSave System (AQSS). Beta to be released later today or tomorrow
  16. I know,but "rarely" doesn't mean "never", and a few versions back I got bitten by one (I forget which). Thx
  17. The DMagic modules changed since this was written. Originally it did support DMagic, but it's a mod on life support for me, since Science Alert is IMHO so much better
  18. yeah, but it's a problem when I'm walking the dog and replying on mobile
  19. DMagic has his own part modules for the experiments. I'd suggest trying the mod ScienceAlerts, which does have DMagic support:
  20. I'm going to wait to hear from him, at least a few days Which is why I wrote. I had made an assumption which was wrong (that he was gone). Anyway, enough on this. We agree to disagree, I'll continue testing my version, and will start looking at 1.10
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