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linuxgurugamer

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Everything posted by linuxgurugamer

  1. Ok, there is already the ability to define a dependency, adding an exclusion wouldn't be too difficult. It would be referring to the Mod name + patch name, with all spaces replaced with underscores. I need to think about patches which default to being installed
  2. I don't particularly like the idea, but can you give me a specific example, please?
  3. Poor things. To know what's in store for them Anyway, what would have to happen is that DangIt! would have to have code added to talk to EVA Parachutes, and eVA Parachutes would have to be modified to NOT have a paracute on the kerbal Not an insignificant task
  4. It is definitely possible, but you cannot do it with configs. This would require some coding because it while similar to the ejection from Eva parachutes, it would have to be tied in to dang it, and obviously not have parachutes. It would also need to be tied in to the Kerbal craft system. Why would you do this to your poor kerbals?
  5. New release, 1.4.2: Moved tuned part masses patch into PatchManager folder No changes to the mod itself.
  6. New release, 0.9.5.4: Moved Tuned Part Mass patch into PatchManager subdir Added PatchManager as suggested mod in CKAN There are no changes to the mod itself, so no need to update unless you want to use Patchmanager with this
  7. It really depends on the mod. During the upgrade to 1.3, most of my mods worked without any significant work. One or two did require work. Kind of expected, although the total lack of documentation (other than the KSP-API, which is mostly useless) does hinder modders a lot. Fengist's problems were with the BoatNavigation mod, which was also done by @Whitecat106. So it's understandable to get discouraged.
  8. This is a new feature of The Janitor's Closet, added a few months ago. I'm not aware of any other mod which does that.
  9. PatchManager is a simple mod which will allow mod and patch authors to package various optional patches with their mods, or as stand-alone patch sets. By creating a simple config file for each patch, PatchManager makes it possible to install and remove patches from inside the game. Gone are the days where you would have to copy patches into the game. An additional benefit is that all active patches are stored in a single location, making it easy to save, package up and redistribute to your friends. This mod will do nothing by itself. It requires a mod to include patches in a specific format. When the window is open, lines with text in red are patches which are not enabled, lines in green are patches which are enabled. Note that the changes aren't done until until you click the "Apply All" button. Mods which use this: KW Rocketry Rebalanced mod (released in Beta) Munar Industries Tanks Mk 2.5 Spaceplane Parts Community Database of Module Manager Patches for stock KSP Interstellar Fuel Switch Pics: Toolbar button: Main PatchManager window: Patch Manager Confirmation window: Settings screen: =================================================================================== Instructions for Mod authors I'll be referring to the KWRocketry Rebalanced mod, so if you have any questions, I suggest you first download that and look at it as a working example. PatchManager looks for config nodes which have the following format: PatchManager { // Required settings. // srcPath should use forward slashes, and include the full file name. srcPath should be in a directory // called ".../PatchManager/PluginData" modname = KW Rocketry patchName = GraduatedPowerResponse srcPath = KWRocketry/PatchManager/PluginData/GraduatedPowerResponse.cfg shortDescr = Graduated Power Response // Optional, but recommended longDescr = Makes the engines take time to spool up and down //// Optional entries here // dependencies, only show this patch if these specified mods are available // List either the directory of the mod (as show by ModuleManager), or the // mod DLL (as show by ModuleManager) //dependencies = // exclusions, this patch is exclusive with these, in other words, don't install this // if a patch listed in the exclusion is installed // exclusions = // Path to icon, if desired. Can be a flag, but will be shrunken down to a 38x38 image icon = KWRocketry/Flags/KWFlag04 // Is this patch active on mod installation? If this is true, then this // is describing a patch which is initially active. installedWithMod = false // Author's name, if desired author = Linuxgurugamer } patchName This is the name of the patch. It should be short but descriptive srcPath Where the patch file is located, relative to the GameData directory. You MUST include the full file name as well. The filename MUST match the patchName shortDescr A short description of the patch. longDescr A longer description of the patch dependencies What mods this patch is dependent on. If these aren't installed, the patch won't be shown. This is a comma separated list of mods exclusions Specify a comma separated list of other patches which should prevent this patch from being installed. Note that this does not work in reverse installedWithMod If true, then this mod is active when the mod is installed icon An icon to show, if desired Author Author of the patch The directory structure is intentionally rigid. This is done to make sure that patches are found properly, that patches aren't accidently made active, etc. PatchManager configs should be in a directory in the mod folder called PatchManager. The patches themselves should be in a directoryy called PluginData, inside the Patchmanager directory. See the following tree diagram for an example of how it's set up in KW Rocketry Rebalanced. Note that while I did use different names for the PatchManager file and the actual patch file, and recommend that you do so, it isn't absolutely necessary: KWRocketry | |->Flags/ |->KWCommunityFixes/ |->Parts/ | |->PatchManager/ | | | |->PluginData/ | | | | | |-_GraduatedPowerResponse.cfg // This is the actual patch file | | | |->PM_GraduatedPowerResponse.cfg // This is the PatchManager file | |->SoundBank/ | |->KWRocketryRedux.version |->MiniAVC.dll Now, as I was developing this, I was working with another mod author, who had a lot of difficulty understanding what I was trying to explain. The problem was we each were thinking of a "mod" in different manners. So, to be clear, I'll define here what I'm referring to when I talk about a mod: Mod Definition: KW is a mod, it has it's own set of patches CommunityPatches is a mod, it has it's own set of patches. JoesKWPatches is a mod. it has it's own set of patches Special Instructions regarding the "installedWithMod" option ============================================================ Some mods may wish to have patches which are installed and active when the mod is installed. This requires special handling: The patch goes into a different directory called ActiveMMPatches in the initial Patchmanager folder. Internally, the operations are somewhat reversed. Instead of the patch being copied to the main PatchManager directory, when deactivated the patch will be moved to the local PluginData directory, and back again if reactivated. The "srcPath" should still point to the PluginData directory, even though the patch will be in the ActiveMMPatches directory. In this case, "srcPath" is telling the mod where to move the patch to in order to disable it. The name of the file will be obtained from this entry. srcPath = KWRocketry/PatchManager/PluginData/GraduatedPowerResponse.cfg Using the same diagram as earlier, the new directory layout is: KWRocketry | |->Flags/ |->KWCommunityFixes/ |->Parts/ | \->PatchManager/ | |->ActiveMMPatches/ | | | |->InitialActivePatch.cfg // This is the actual patch file | |->PluginData/ | | | |->GraduatedPowerResponse.cfg // This is the actual patch file | |->PM_InitialActivePatch.cfg // This is the PatchManager file |->PM_GraduatedPowerResponse.cfg // This is the PatchManager file Some final notes: If there aren't any mod patches available to be installed, the toolbar button will not be displayed You can disable the toolbar button in the standard game settings page. There is an override which will force the toolbar button to be always shown, regardless of dependencies If you install some patches, and then remove a dependency that one or more of those patches depend on, the patch WILL NOT be removed Available Source Code: https://github.com/linuxgurugamer/PatchManager Download: https://github.com/linuxgurugamer/PatchManager/releases License: CC-BY-NC-SA-4.0
  10. It's save-game specific. So, when you are setting up a new game, or in a current game. Same way you get to the advanced settings
  11. New release, 0.1.14: Fixed a couple of nullrefs which creeped in during work and the 1.3 upgrade Updated .version to look at github for current version
  12. The MOLE mod? and you say that Wild Blue Industries also has a "break" option? I wasn't aware, but I am aware of at least one new mod which does something like this. OK, thanks
  13. Dead. @DasPenguin85 hasn't been around for 2 1/2 years
  14. Ok. Keep in mind that the doubling was just a suggestion. It can be increased (or decreased) in any incremental amount.
  15. I understand that you aren't a modeler. So, the one thing that bothers me about this is that the size of the nozzles are wrong (which you've acknowledged). I have a proposed suggestion which will make it appear a bit more realistic: Use the scaling factor to make them longer, that way they will appear to have a narrower nozzle. So, using the LV-T45 as an example: Current code: mesh = model.mu scale = 0.1 Identical results using new MODEL node code: MODEL { model = Squad/Parts/Engine/liquidEngineLV-T45/model scale = 1,1,1 } node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -5.74338, 0.0, 0.0, -1.0, 0.0 All you would need to do is change one of the entries for scale from 1 to 2 to change that dimension and adjust the nodes, as follows: MODEL { model = Squad/Parts/Engine/liquidEngineLV-T45/model scale = 1,2,1 } node_stack_top = 0.0, 1.430608,0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.167384,0.0, 0.0, -1.0, 0.0 It's not perfect, but at least it looks different.
  16. I've found some Mk2 parts which I like and are somewhat old, but useful. I'm thinking of adding them to this mod, any comments, pro or con?
  17. Couple of questions? 1. Is Tweakscale allowed (to make some parts smaller)? 2. Is the open cockpit mod allowed? 3. Does it have to land back at the KSP? 4. Are parachutes allowed for landing? The plane can land, but I can't 5. Are autopilots allowed? thanks
  18. Most likely some of those mods aren't updated for 1.3, which is what you are running. if you are running Steam, I may have auto-updated from 1.2.2 to 1.3 You have two choices in this case: 1. Use steam to downgrade to 1.2.2 2. Update all you mods, and remove the ones which aren't updated for 1.3
  19. I have an interesting problem. I'm working on adopting another mod. So, I created a .version file, and in my local system, I made the version # 0.1.3, while on the website it is 0.1.4 It sees both properly, but for some reason, it doesn't say that an update is available: From the log file: MiniAVC -> R:\KSP_1.3.0_dev\GameData\TokamakIndustries\TokamakIndustries.version NAME: TokamakIndustries URL: http://ksp-avc.cybutek.net/version.php?id=501 DOWNLOAD: https://github.com/linuxgurugamer/Tokamak-Refurbished-Parts/releases GITHUB: NULL VERSION: 0.1.3 KSP_VERSION: 1.1.3 KSP_VERSION_MIN: 1.1.3 KSP_VERSION_MAX: 1.3 CompatibleKspVersion: False CompatibleKspVersionMin: True CompatibleKspVersionMax: True CompatibleGitHubVersion: True (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MiniAVC -> http://ksp-avc.cybutek.net/version.php?id=501 NAME: TokamakIndustries URL: http://ksp-avc.cybutek.net/version.php?id=501 DOWNLOAD: https://github.com/linuxgurugamer/Tokamak-Refurbished-Parts/releases GITHUB: NULL VERSION: 0.1.4 KSP_VERSION: 1.1.3 KSP_VERSION_MIN: 1.1.3 KSP_VERSION_MAX: 1.3 CompatibleKspVersion: False CompatibleKspVersionMin: True CompatibleKspVersionMax: True CompatibleGitHubVersion: True UpdateAvailable: False The .version file on my system: { "NAME" : "TokamakIndustries", "URL":"http://ksp-avc.cybutek.net/version.php?id=501" "DOWNLOAD" : "https://github.com/linuxgurugamer/Tokamak-Refurbished-Parts/releases", "CHANGE_LOG_URL": "https://raw.githubusercontent.com/linuxgurugamer/Tokamak-Refurbished-Parts/master/GameData/TokamakIndustries/changelog.txt", "VERSION": { "MAJOR" : 0, "MINOR" : 1, "PATCH" : 3, "BUILD" : 0 }, "KSP_VERSION": { "MAJOR" : 1, "MINOR" : 1, "PATCH" : 3 }, "KSP_VERSION_MIN": { "MAJOR" : 1, "MINOR" : 1, "PATCH" : 3 }, "KSP_VERSION_MAX": { "MAJOR" : 1, "MINOR" : 3, "PATCH" : 0 } } I'm in a bit of a rush, so I don't have time to look at this more. I hope to release this on Sunday, if possible. Any help would be appreciated. thanks
  20. Hi everybody, I'm taking over temporary maintenance of this mod, I've emailed @Tokamak about it, he said to do it. Also, I hope to have LS in a few days, @JadeOfMaar is working on LS patches I've also merged in a PR which fixes ModuleManager syntax for the OSE Workshop requirement, this thanks to @rspeed
  21. I'm sorry for your loss. I'll take a look at the CKAN issue Edit: I updated CKAN with the new release
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