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KSP2 Release Notes
Everything posted by linuxgurugamer
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New release: 0.2.5: Added Settings page Toolbar Functionality enabled/disabled enable/disable Menu popup on mouseover for toolbar button folders Enable/disable popup menu in Editor Configurable time for hover menus If popup menu in editor is disabled, then right-click on button brings it up Removed the Unblock All from the popup menu Added new button to Show Blocked window, "Unblock All" Fixed bug on "Show Unblock" window, where individual item could not be unblocked Changed display from internal partname to the parttitle on the "Show Blocked" window The settings page is accessed using the standard KSP settings page.
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log file please -
So I have it done, but have a question for you @westamastaflash: I noticed that Timecontrol doesn't have an AVC .version file, and that you do set (by hand) the AssemblyVersion in the AssemblyInfo.cs. I've recently started adding a TextTemplate to my mods which automatically update the AssemblyVersion using info from the .version file. If you want, I could add it to this before I release it. All it means is that before doing a build for release, you will need to update the .version file with the correct version of the release. Let me know.
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Ok. Will try to get to it by this evening, been busy with my mods today.
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So you won't mind if I fix it and do a PR?
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The JetWing has some collision issues, so it isn't working, I think the model may need to be reworked a bit I have the patch, so at least you can launch with it, and just need to board once launched. The other two are working. I'm going to wait a bit to see if any others pop up, then I'll release later this evening
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which means that when you are gone, people like myself who have no knowledge of them are left without anything, and can't even redistribute it. Especially for something like this, which as you say is easy to make, putting an ARR license is kind of overkill. It's your mod, and your choice, I think it's a selfish and bad choice. You could have gone with GPL, or CC-BY-NC, or any one of a number of other, easy to find licenses
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
This! Definitely needed, and maybe some way to decide which of the dups to keep and use.- 1,028 replies
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- tech tree
- engineering
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(and 1 more)
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It's confusing, but I'll leave it, unless @westamastaflash says it's a bug.
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Thanks, I've amended it to the following: @PART[*]:HAS[@MODULE[TakeCommand]:NEEDS[BetterCrewAssignment]:HAS[~minimumCrew[0]]]:AFTER[TakeCommand] @TheKurgan and others who want to have some of the parts which have multiple seats built in, such as the EAS-316 "Meadowlark" Observation Pod in SXT Continued. I have it fixed and working with (for that part) one or two kerbals. Because MM can't know how many KerbalSeat modules are in a part, I need to code a patch for each part which has a built-in KerbalSeat. So, if you know of any other parts with built-in KerbalSeats, please let me know. I'll be releasing the next version with these patches this afternoon. I can't see the issue with the IVA you mention above.
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
Just an FYI, I had to deal with two more duplicate nodes caused by SpaceY -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Bug report: SpaceY has a tech tree node for massiveRocketry, which conflicts with the Engineering Tech Tree. I'd do this on Github, but, I don't see a github repo: Fix is to add the following changes: File: 0_TechTree.cfg At line 30: @TechTree:FOR[SpaceY]:NEEDS[!ETT] At line 93: @TechTree:NEEDS[!CommunityTechTree&!ETT]:FOR[SpaceYtree] -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
I can do that, I'll add it to the next KW release However, it would be very good if you could combine duplicate nodes. It really isn't easy for someone who isn't technical to remove the duplicate nodes themselves -
Ok. The problem is happening because the KerboKatz utilities are watching the toolbar in an old manner, which bypasses the new code in KSP: It's using this: public UnityAction onClick { get { return OnToolbar; } } private void OnToolbar() { if (Input.GetMouseButtonUp(1)) and is totally bypassing the KSP code. The KSP toolbar has the ability to pass through a right-click, I'll be sending a message to the author about this. Unfortunately, I can't really do anything about this. After extensive investigation, i found the problem. It was JC, not the Kerbokatz utilities. Will release new version in a few minutes
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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
FYI, this is from someone else who had issues, may be a clue: -
You can do what I'm doing, have it updated automatically from the .version file. This is also a great reason to have a .version file. I do my builds with Visual Studio. I have a Text Template, which is executed before every build. The file follows, just create it in the project, call it AssemblyVersion.tt: <#@ template debug="false" hostspecific="true" language="C#" #> <#@ import namespace="System.IO" #> <#@ output extension=".cs" #> <#@ assembly name="EnvDTE" #><# /* This assembly provides access to Visual Studio project properties. */ #> <# // Instructions // 1. Add a new Text Template to the project // 2. Copy this file into the new template // 3. Update the string: versionfile with the complete path to the .version file // 4. Remove the following line from the file AssemblyInfo.cs (usually located in the "Property" folder inside your C# project): // [assembly: AssemblyFileVersion("1.0.0.0")] // 5. Add the following to the PreBuild steps: // set textTemplatingPath="%CommonProgramFiles(x86)%\Microsoft Shared\TextTemplating\$(VisualStudioVersion)\texttransform.exe" // // if %textTemplatingPath%=="\Microsoft Shared\TextTemplating\$(VisualStudioVersion)\texttransform.exe" set textTemplatingPath="%CommonProgramFiles%\Microsoft Shared\TextTemplating\$(VisualStudioVersion)\texttransform.exe" // // %textTemplatingPath% "$(ProjectDir)AssemblyVersion.tt" int major = 0; int minor = 0; int build = 0; int patch = 0; bool versionSection = false; int i = 0; int i2 = 0; string s; string versionfile = @"D:\Users\jbb\github\DangIt\source\DangIt.version"; if (!File.Exists(versionfile)) { Write("File: " + versionfile + " missing\n"); } try { foreach (var line in File.ReadAllLines(versionfile)) { if (line != null) { if (!versionSection) { if (line.Contains("\"VERSION\"")) versionSection = true; } else { if (line.Contains("}")) versionSection = false; i = line.IndexOf(":"); i2 = line.IndexOf(","); if (i2 == -1) i2 = line.Length; if (i >= 0 && i2 >= 0) { s = line.Substring(i + 1, i2 - i - 1); if (line.Contains("MAJOR")) Int32.TryParse(s, out major); if (line.Contains("MINOR")) Int32.TryParse(s, out minor); if (line.Contains("PATCH")) Int32.TryParse(s, out patch); if (line.Contains("BUILD")) Int32.TryParse(s, out build); } } } } } catch { major = 1; minor = 0; patch = 0; build = 0; } //Write("File done"); #> // This code was generated by a tool. Any changes made manually will be lost // the next time this code is regenerated. // using System.Reflection; [assembly: AssemblyVersion("<#= major #>.<#= minor #>.<#= patch #>.<#= build #>")]