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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. but in this case, the info is specific to a save. Other than making the save file a bit smaller, you aren't gaining that much
  2. Actuall Ummm, if you play multiple games the plugindata will get collisions, for something like this, which has save-specific info, either save it in the persistent.sfs OR save it in a cfg file in the save game folder (I do that with a few mods)
  3. New release, 1.0.11.2 Thanks to @HansAcker for this: Isolate SE's AudioSource objects from vessel.gameObject. Fixes the repeating decoupler sound where KSP would overwrite one of our AudioSources.
  4. New release, 0.3.1.1 Fixed FPS on screen jumping around in the editor when clicking the buttons at the upper-right
  5. Not a problem, thanks for u nderstanding. I'm pretty sure that you can ignore those errors, I'll look at it when I get a chance
  6. New release, 0.5.1.6 Thanks to github user @rainsdm for this Localization added, files available for english and chinese
  7. Beta release available, 1.1.3 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.cfg 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 https://github.com/linuxgurugamer/ZeroMiniAVC/releases/tag/1.1.3 I need feedback, both good and bad. When you test, you will have to install one or more mods which have the MiniAVC.dll (or MiniAVC-v2.dll) file to test the pruning and restart. It needs to be tested on Windows, OSX and Linux, I do not have a linux system available right now to test, but the methods I used are OS generic. One thing to look at is the log file, it appears that on Windows the log files (Player.log & KSP.log) are reused when the game is restarted. Please verify that on all three environments if you can. Please post all test results here Thank you
  8. Ummm, which mod? This thread talks about a number of mods. If you are talking about ZeroMiniAVC, most likely CKAN is busy figuring out which other mods depend on it, because they will all need to be removed. If you feel a need to remove it, then just do it manually I'm working on a big change to ZeroMiniAVC, development thread is here: Also, ZeroMiniAVC will eventually be broken out into it's own thread
  9. That is an ideal solution, the restart of the game will only be done if there are DLLs renamed
  10. And obviously easier, but not a viable solution. Lots of people don't use CKAN, asking people to run yet another pre-game script is just not user-friendly OS specific isn't a problem, it's the user which needs to be considered
  11. Great. See my new thread about what I'm going to try to do to properly fix this issue. I'll be streaming the work this evening on Twitch if you want to pop in: https://twitch.tv/linuxgurugamer at 6:30 PM EST
  12. No, this effort will be to upgrade ZeroMiniAVC. @Lisias made some good points in the MM thread about the renaming of DLLs, and I think he knows more than I do about the internals of Unity, so I'm going to try to implement these features in ZeroMiniAVC. See his points in this post: This will only restart the game if any DLLs get pruned (ie: renamed)
  13. All the tutorals have been fixed as of 1.12.4, this mod is no longer needed for that version of KSP
  14. ZeroMiniAVC is a little mod which simply removes any MiniAVC.dll or MiniAVC-v2.dll files This used to be the development thread, now being used as the release thread. This is going to be a development thread for some ZeroMiniAVC (ZMAVC) development work, hopefully short lived. ZMAVC disables and prunes all MiniAVC added by others mods by renaming the dlls at runtime. Apparently this is now causing an obvious problem in ModuleManager, as well as potential problems elsewhere in the game. As a result, the following goals are being done to rectify the situation: Exit the game after all dlls have been pruned, if any at all have been pruned Show a message explaining why the game is exiting Attempt to restart the game using the same arguments and settings as it was originally started with Exiting the game is easy, it's the second and third which are more problematic. Work on this will be started Tuesday, June 15 evening starting around 6:30, I'll be streaming it on Twitch: https://twitch.tv/linuxgurugamer I will need some beta testers as these changes are potentially game breaking and I'll want it tested on as many different systems as possible before I release it. Suggestions are welcome, and while I'm streaming, I do listen to chat and respond to comments and suggestions
  15. First, let me be clear that I didn't write this mod, I only took it over, and only look at it when there are problems, such as this. Not going to argue with you, just point out that after ZMAVC has run once (ie: on subsequent runs of the game), nothing gets renamed, so you can tell right away if it ran or not by looking at the log file. My concern about exiting the game is the user experience. What I can do is see if I can throw up a window at some point during the startup process to let the user know that the game needs to exit and he will have to restart it. While I'm not sure it's possible, I'll also look into seeing if I can have ZMAVC actually restart the game using the same CLI arguments as were passed. I've started a new development thread for this work here:
  16. I've also updated the online version file and Spacedock, so that should take effect soon
  17. It's the only place that causes an error. Your suggestion to exit the game after deleting the DLLs is not good, because there isn't any easy way to display a message that early in the startup, so the game would just be exiting abruptly. I would be interested in any suggestions you might have to help.
  18. You need to install the ToolbarController as well, both are compatible with 1.12.4
  19. @garwel I found a small bug in SpaceAge, I've pushed a PR to the repo. Essentially, a game Event (OnScienceChanged) was being added instead of removed in the OnDisable method
  20. New release, 1.1.2.5 Thanks to @Hebarusan for this: Limit duplicate DLL warning to affected game versions. The duplicate DLL bug was fixed in KSP 1.12.3
  21. New release, 2.4.1.3 Updated initialization of the EditShow variable from true to false Added check for exit window being displayed, if so, doesn't show the agext window
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