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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'll take a look, but it's actually rather difficult to do. But it is definitely on my roadmap.
  2. Not exactly sure, it's a Unity thing. The vapor is created through an emissive, or maybe it's a particle system. Take a look at this: https://docs.unity3d.com/Manual/PartSysWhatIs.html Also, look at the existing model, it may help as well. Thanks for whatever you can do
  3. Look at this for what you are looking for: You will need to do some configuring but it should do most of what you want. and this: which can do the supersizing
  4. I see, I wasn't aware the buildID files were different for different languages. Ok, thanks. Ping me when you do the release, and I'll pull my version down
  5. @nightingale I just came up against a small bug in the UI. I was trying to import some custom waypoitns. So, I copied the file (https://github.com/jrossignol/WaypointManager/blob/master/CustomWaypoints/CustomWaypoints.LandingSites.cfg) to: GameData/WaypointManager/PluginData/CustomWaypoints.cfg I put a plane on the runway first Then, I opened the WaypointManager ui via the button, clicked the gear to get the settings and then clicked Import Custom Waypoints It seemed to work, but no waypoints showed up. So, to test, i deleted the file and tried to import again, and got an error saying: I couldn't help but notice the /\ while I don't think it's the cause, it does look kind of odd But, I don't see any waypoints. It's quite possible I missed a step, but have no idea what. edit: Clicking "Import" gives the following exception: NullReferenceException: Object reference not set to an instance of an object at WaypointManager.CustomWaypoints.Import () [0x00000] in <filename unknown>:0 at WaypointManager.WaypointManager.SettingsGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Ok, the bug seems to be that if there aren't any waypoints, it gets a nullref. I added a single waypoint, and then the import worked properly
  6. Unfortunately, yes, it wouldn't be simple. I'm pretty sure that it won't work with node-attached parts.
  7. From the OP: Automatic saves is turned on by hitting Ctrl-F5 and that also turns it off
  8. I dont understNd the question, can you be a bit more specific? Do you want to disable the screenshos in general?
  9. I have an unofficial version of this mod available for anyone to download. It fixes the following problems: Bug fixes Fixed error with missing slash when trying to rename Gamedata directory Fixed errors when one of the buildID.txt or both of the files is missing Fixed error with renaming the buildID.txt files where complete path was being passed in the second argument Addition Added text for CKAN/registry.locked file, if found, throws an exception You can download it from here: https://github.com/linuxgurugamer/Game-Data-Switcher/releases/tag/1.0.3-beta Once @Icecovery releases a new version, I'll remove this
  10. I also found and fixed a bug with renaming, the rename was passing in the complete path for the new name: //buildID Microsoft.VisualBasic.FileIO.FileSystem.RenameFile(LOC + "/" + GameDataDataInformation.Text + "_buildID.txt", LOC + "/" + newname + "_buildID.txt"); Microsoft.VisualBasic.FileIO.FileSystem.RenameFile(LOC + "/" + GameDataDataInformation.Text + "_buildID64.txt", LOC + "/" + newname + "_buildID64.txt"); Should be: //buildID Microsoft.VisualBasic.FileIO.FileSystem.RenameFile(LOC + "/" + GameDataDataInformation.Text + "_buildID.txt", newname + "_buildID.txt"); Microsoft.VisualBasic.FileIO.FileSystem.RenameFile(LOC + "/" + GameDataDataInformation.Text + "_buildID64.txt", newname + "_buildID64.txt"); I'll be doing a PR soon with these fixes
  11. And I got this fixed as well. Why are you making multiple copies of the buildID files? Is there something that I'm missing?
  12. More problems: I copied an existing install to a test directory, installed the Switcher and ran it . So far, so good. Then I tried to rename the GameData directory, and got an exception: Could not find a part of the path 'R:\K_1.3.1_dGameData\GameDataData.data' What I typed is what I see, it is missing a backslash between the main game directory and the GameData I must say, while I like the idea, the implementation seems to leave something to be desired. I was hoping to use this on my development installs, but given these issues, I can't. So I found the problem with the rename, you are missing a slash. If I can fix some of the other problems I may do a PR for you on Github
  13. @Icecovery Got a bug report for you: I got and "Unhanded exception" due to a missing file: Could not find fine 'R:\KSP_1.3.1/buildID.txt' There is a "buildID64.txt", I deleted the non-64 bit files. So I created the missing file and it worked, but would be nice if this was fixed. And yes, the x64 box was checked. Thanks Edit: More errors: I deleted all files that I could find which it had touched and started it again. This time, instead of cloning, I just made a new directory. Tried to set as default, got an error Access to the path 'R:\KSP_1.3.1\GameData' is denied, but the directory is there
  14. Ummm, that EULa is for the forums, not the game. And even if it was for the game, unless you give the code to them by posting it on a server they own/control, it wont apply.
  15. Thanks, its a nice little mod, but I dont have time for it right now. I did fork it on github. The only thing it really needs is the ability to select which resources to display
  16. This EULA is for the forum, not the game. And, if you dont contribute your code to them (ie: post the code on their servers) they can’t “acquire” it.
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