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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I haven't been able to find a post where they said no Mac version, can you post the link? Delays in game development are fairly common. And working at home, I can attest that I've been doing it for the past 3 years, and miss the interaction between people and teams. Zoom and Slack meetings are fine, but you still miss out. Personally, I look for a mix of in-office and at-home work. I realize I'm not going to change your mind, you have your opinion and are entitled to it. So am I and others, belittling people because they don't agree with you is not helpful.
  2. I don't know of Bootcamp or Parallels will work on an M1-based system, anyone else know?
  3. Problem with Mac is the change of CPU from Intel to M1. It really all depends on what Unity will be supporting. It would be a shame if the Mac version is dropped, Linux as well although the Linux market is so small it may not be worth supporting in and of itself, but they may have other reasons to support Linux
  4. Since I'm not (yet) on that Discord server, I'll continue to post here. Seems that you three have it mostly under control. I'll step back since I can't really contribute much, other than a standardized release packaging, if desired. I'm available if needed for anything, also if you decide to need any modules coded, feel free to contact me LGG
  5. There are plenty of games out there which defy that. I'm not saying it won't happen, but there are enough games which had long delays between releases and were still huge successes.
  6. The button simply disables the failure sound playing if it is actually playing. The actually default values for the settings are changed depending on the difficulty of the game settings, but you can override that. Each setting on the Settings page has a tooltip that explains what that setting is for
  7. I see a few ways: I could set up a new organization on Github to house the two repos and grant access to the participants I could just manage this using my own account You could manage it on your account or some other suggestion I'm perfectly willing to curate the whole thing, I just don't want people thinking I'm swooping in to take credit for this. As curator, I'd control the merges and do the releases. We could set up a new Discord for discussion, although I personally haven't found Discord to be that useful, or I could set up a private channel on Discord in my Discord server I have a well-established release process, so doing the releases will be pretty easy for me @Lisias@Concodroid @Drag0nD3str0yer your comments? LGG
  8. @LisiasIf you've done this already, do you want to maintain them moving forward?
  9. Thank you. My github is brand new, nothing to save at this time, so I may just fork your version
  10. Yup, that works. I'll make a github repo for it. If you could add me as a co-author for both AP+ and G on Spacedock, that would make it easier to provide updates
  11. I'll be happy to add Grounded into the project. After quick scan of the thread, doesn't look like much needs to be done to it, just one patch that seems to be needed from @Angel-125 Is there a github for Grounded? Only real problem I see is that the license for Grounded is CC-BY-NC-ND, which means I can't distribute it.
  12. Welcome aboard. I assume some of those are yours, looks nice. I'll think about how to organize this over the weekend. So far all I have is a repo with three branches from three other forks on Github, I'm working on merging them all together (this includes @Skalou's fork)
  13. @Skalou I see you've already done pretty much what I was thinking of doing. Would you like to do this jointly?
  14. Bad news initially, but great that she's getting better I'd be happy to take this under my wing in a "Community Curated" version. I don't do part modding, but there are people who are able to update existing models, if necessary. By "Curated", I mean that I would be managing releases and patches, but relying on the community supplied patches for most changes. I'm busy with a few other mods right now, but if this is acceptable, I can review the thread to see what patches are available, and then get together an initial release (if anything is available) RL always takes precedence. Will you be monitoring the forum?
  15. Well, PCR is meant for probes, not manned capsules. I suppose it might be possible, but it works by there NOT being any crew in a part, there would probably be a significant amount of work to make this work properly
  16. New release, 2.0.2.1 Thanks to github user @adamkarancsi for this: added craft loading from subdirectories
  17. New release, 0.9.5 Fixed stock theme (enabled in the settings) looking like unity theme Thanks to user @yaalov for these changes: Add Localization Add parameters of the WarpDrive in the config of the module upgradeStatus drivePower containmentFieldPower Add scaled 5.0m part Add four B9PS PartUpgrades instead of the one hardcoded: upgradeStatus (Pigeon, Mallard, Osprey, Peregrine) drivePower (x1, x2, x4, x8) containmentFieldPower (x1, x2, x3, x4) Supports of the CTT Fixed fov bug, that had appeared on deactivating warpdrive in the map view Replace the toolbar button with a KSPEvent button in the PAW, because the Warpotron GUI only relates to the AlcubierreDrive module, and nothing else. Several other WarpDrive Mods also have GUI opened using PAW. Warpotron 9000 Add Tooltips on the Warpotron GUI Add Speed Factor scale line on the Warpotron GUI Put more helpful values on minimized Warpotron GUI
  18. Ummm, DE_IVA doesn't have any code of it's own, it's _just_ a bunch of config files which mix and match various models from the stock game. It does, however, have several hundred individual props/modules in each space, so I would offhand guess that is the source of your problem. You can't have it both ways, unfortunately.
  19. Nothing directly related to this mod, all this mod does is change the warp values. I suppose if you have it warping too fast that something else can get messed up, but I haven't see it
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