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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 3.0.0.5 Renamed module to ModuleAnimateGenericEffects Split ModuleAnimateGenericEffects into new mod Added MM code to parts to use stock ModuleAnimateGeneric if the ModuleAnimateGenericEffects is not installed Mod now has dependency on ModuleAnimateGenericEffects for proper animation & sounds for the landing legs Download from here: https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5 Note that this mod now has a "soft" dependency on the following new mod; soft meaning that if not installed things will still work, but the landing legs animations will be too fast and silent: Please delete the current version of the mod before installing this new beta
  2. ModuleAnimateGenericEffects The stock ModuleAnimateGeneric does not allow for any effects (ie: audio, or other). This module extends the stock module and adds effects This is an expansion of the stock ModuleAnimateGeneric module. It adds the following: Associate effects with the moving animation Modules now follow part symmetry animSpeed is now working to set the animation speed Usage This works by utilizing the stock EFFECTS stanzas as used in many parts. See the stock documentation for information on how to set up the EFFECTS stanzas The syntax for the module itself is identical to the stock ModuleAnimateGeneric, with the following additions: deployEffectName = deploy postDeployEffectName = deployed postDeployEffectLength = 0.5 retractEffectName = retract postRetractEffectName = retracted postRetractEffectLength = 0.5 animSpeed = 0.1 where deployEffectName is the effect(s) which should be played when deploying postDeployEffectName is the effect(s) which should be played when deployment is completed. postDeployEffectLength is how long the post-deployment effect should be played retractEffectName is the effect(s) which should be played when retracting postRetractEffectName is the effect(s) which should be played when retractment is completed postRetractEffectLength is how long the post-retractment effect should be played animationRampSpeed controls how quickly the animation gets up to speed. If not specified, starts at full speed customAnimationSpeed is a multiplier to adust the speed without having to change the model reverseGUIName is the text to put into the PAW to reverse the motion. If not specified, then will not be active Default Values deployEffectName = deploy postDeployEffectName = postDeployEffectLength = 0.5 retractEffectName = retract postRetractEffectName = postRetractEffectLength = 0.5 animSpeed = 1 animationRampSpeed = 0.005 customAnimationSpeed = 1 reverseGUIName = If no value is specified, no effect will be played Incompatible Option This mod is not compatible with the stock option: allowDeployLimit = true Availability Download:https://spacedock.info/mod/2345/ModuleAnimateGenericEffects Source: https://github.com/linuxgurugamer/ModuleAnimateGenericEffects License: CC-BY-NC-SA-4.0 Available via CKAN
  3. @sarbian Two questions: First, will this make all kerbals' portraits available, even if there aren't enough IVA seats for them ( or no IVA seat at all)? Second, assuming the answer to the above is yes, are you going to update this, or would you like me to adopt it and keep it going? LGG
  4. New beta, 3.0.0.4 Created new module to add sounds to animation: ModuleAnimateGenericSound Can use seperate deploy and retraction sound, using Stock EFFECTS stanzas Added code for parts in symmetry Added option to set animation speed Added animation sounds when landing legs lower and raise to both landing legs Slowed animation down to 1/10 speed This is a Release Candidate, please let me know how it goes
  5. Sorry, I was on mobile. There are two issues which would need to be addressed: Rearranging the toolbar to your liking Keeping the toolbar rearranged All this without having too much of an impact on the game.
  6. New release, 0.5.0.2 Fixed folder name in InstallChecker https://github.com/linuxgurugamer/warpship/releases/tag/0.5.0.2
  7. Or be patient and wait for it to be fixed. It's a beta for a reason
  8. By notifying the mods, I did that just now
  9. New release is here: Please move all conversations about this to the new thread
  10. New beta, 0.5.0.1 Restored the missing DLL https://github.com/linuxgurugamer/warpship/releases/tag/0.5.0.1 @Getsome2030 It _is_ a beta :-)
  11. New release, 1.7.0.1 Fixed null ref which spammed the log after going back to the main menu
  12. There is actually an option in the EEX popup menu to reset them. Specifically because of this See above
  13. I assume you are now updating this for 1.8/1.9? Please say yes, I'd like to add it to my career :-) If you could ping me when an update is available, that would be great!
  14. I just tested Editor Extensions Redux, the x and c keys are working well. Not sure what your problem is, I'll look at the log file later
  15. This is broken in 1.9 due to the changes in the game camera. Not sure yet if it can be fixed
  16. It can only shot those tech trees which were designed to use it. Currently the only active one I am aware of is the ETT. CKAN is correct
  17. So it works on 1.8, but the problem is on 1.9? No option, but most likely needs and update for 1.9.
  18. The ping rectangle is from a bad shader. Toolbar Controller does not do anything with shaders. There has to be another mod involved. Please provide a log file for analysis
  19. New release, 1.16.0.2 Moved initialization of GUIStyles into Start Made window 70 pixels higher
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