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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
ZeroMiniAVC has been split off into it's own thread. This will be the final release notice for it in this thread New ZeroMiniAVC release, 1.1.3.2 Added code to search for all files matching lowercase miniavc.dll for Mac and Linux systems Changed countdown from 15 to 30 seconds Added code to search for leftover MiniAVC.dll files and prune them Added code to exit the game (and restart) if any DLLs are renamed Added window to give a 15 second windows to show what's going on Added new restart option to settings to control if game should restart or not Note: If restarting, the option "-single-instance" will be stripped from the command line arguments, otherwise KSP itself will not allow a restart Added log.cs for local log control Added logging to <GAMEDIR>/Log/ZeroMiniAVC.log New thread is here: -
Full release, 1.1.3.2 All changes since 1.1.2.5 (last official release) Added code to search for all files matching lowercase miniavc.dll for Mac and Linux systems Changed countdown from 15 to 30 seconds Added code to search for leftover MiniAVC.dll files and prune them Added code to exit the game (and restart) if any DLLs are renamed Added window to give a 15 second windows to show what's going on Added new restart option to settings to control if game should restart or not Note: If restarting, the option "-single-instance" will be stripped from the command line arguments, otherwise KSP itself will not allow a restart Added log.cs for local log control Added logging to <GAMEDIR>/Log/ZeroMiniAVC.log
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I think it's just a "funny" due to the beta, I can't replicate it,although I did have a different "funny" which I had to work around.
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[1.12.x] ShipEffects Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You can try, also maybe look to see if there are some options in RSE to change things. -
You overwrote the existing ZeroMiniAVC when you installed it? Which version of CKAN are you running?
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New beta release, 1.1.3.1 Added code to search for leftover MiniAVC.dll files and prune them https://github.com/linuxgurugamer/ZeroMiniAVC/releases/tag/1.1.3.1 The first beta was only removing the first MiniAVC.dll found due to a change in the way KSP was loading DLLS (back in 1.12.3), this fixes that to find all of them. Issue showed up if there were multiple MiniAVC.dll files, the game would be restarted once for each one found until they were all removed
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[1.9.x, 1.10.x, 1.11.x, 1.12.x] Mk-X Spaceplane Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.3.3 Really fixed the paths this time Sorry, for some reason, the fix I did for 0.1.3.2 didn't get saved -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Mk-X Spaceplane Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Looks like I missed a few, will get it fixed tomorrow -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ah, so it's a CKAN issue. Suggestion: After downloading and installing zerominiavc, either remove it by hand, or try replacing it with the beta I made available here: The new beta fixes the issues which were happening, so you could just ignore the AVC settings in CKAN and just let things run, after the first run, there won't be any MiniAVC.dll files anymore -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It doesn't hurt, was just unnecessary and can be confusing for some people -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Most people aren't Unix users KSP doesn't run on Unix it runs on Linux Most Windows people these days aren't that comfortable with command line stuff Most Windows people just have the standard Windows install FYI, your command is mostly correct, although more correctly it would be: find . -iname blah.dll -exec mv {} {}.pruned \; Note: There should be a trailing space after the semicolon at the end -
Could you give the beta a test, please, and report back? Would help if you tested on a non-critical install, with some mods manually installed with the MiniaVC dll there Thx
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Update to the latest version of CKAN. I really don't understand the problem you are having, CKAN doesn't crash, but older versions would have appeared to hang while it resolved all the internal dependencies when you tried to remove ZeroMiniAVC. I can't, because there are people who still install mods by hand and with older versions of CKAN. I added the ZeroMiniAVC dependency back when the upgraded version of Unity caused MiniAVC to break the game, badly. Due to that, and due to the fact that we have no control over how people install mods, my hands are somewhat tied at this point. Anyone using the newest version of CKAN can easily have CKAN do what ZeroMiniAVC does by following the instructions above. It really is the best solution, but once I release the next version of ZeroMiniAVC, the problem discussed earlier about deleting DLLs at runtime will be solved as well for those who continue to leave it installed. Frankly, IMHO, it would be best to leave ZeroMiniAVC installed since CKAN has no control over installs, if someine installs an older mod with MiniAVC installed, the game will break since CKAN will not have removed the MiniAVC.dll. Having ZeroMiniAVC installed is really a minimal overhead (less than 1/10 of a second) and protects the game from issues like that Speaking of ZeroMiniAVC, I have a beta out which I need tested by as many people as possible. Sadly, only one person has done so -
New release, 0.3.1.2 Changed default position to 50, 50 (upper left corner) Added code to save config when leaving drag mode Change fps precision to 1 decimal instead of 2 Changed size of text box from hard-coded 200 pixels to the actual calculated size of the text for the on-screen Thanks to @Gordon Dry for doing some testing