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KSP2 Release Notes
Everything posted by linuxgurugamer
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Ok, this is what happened: I got contacted by someone in a Twitch stream asking me if I could make it work. I downloaded and worked a bit on it, and have a working version. I posted a link to it here, and sent a message to @alexustas, asking the status. He replied, saying that he is working on an update. FYI, he posted back on Aug. 11 the following: so, I'll leave my version available for now, so that people have something that works in 1.1.3, but as soon as he updates, I'll delete it.
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The way I do it right now, is that I search all loaded parts for any which use a texture in a pruned part. If it is used anywhere else, it doesn't get renamed. I understand what you are saying, but the whole idea behind the PermaPrune is to avoid loading the stuff at all. With that caveat, I do not recommend using PermaPrune unless someone has a memory issue. I just released 0.0.5, which adds the needed code to rename any updated parts that can show up from a mod or Steam update
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Good idea, I'll see what I can do I was able to get some code which worked with the LoadingSystem, but realized that it won't do anything beyond what the soft block is already doing. The problem is that in addition to renaming the config files when I do a PermaPrune, I also rename all the assets used by that part (as long as it isn't being used by any other part). The idea being to both prevent it from loading, saving time and memory. If I do it in the LoadingSystem, it will already have loaded the configs, and quite possibly will also load all the assets just because they are there (images, mostly). The code is safe enough, and deals properly with files if it tries to rename a file and there is a copy already there. CKAN also deals well with missing files, and ignores any files which aren't in the mod list. One thing I still need to do is to have it deal properly with a mod after it's been updated. Right now, you won't see the updated parts, but they will be loaded anyway because of the update. I need to add a module which will go through the list of renamed parts, and check to see if any have new copies there, if so, it will rename them automatically. This, I will probably put into the loading system, and make it the first so that the parts won't get loaded.
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[1.1.3] PWB Fuel Balancer - Revived!, 07 Sep 2016
linuxgurugamer replied to Papa_Joe's topic in KSP1 Mod Releases
@Papa_Joe Would you like me to take care of the CKAN entry for you? LGG -
No, but Nightingale suggested an alternative, which I'll be looking into Yes. Don't use PermaPrune. PermaPrune is dangerous, and affects ALL saves. If you don't use it, then anything blocked will only apply to the save you are in. I have 31 mods to deal with, it's too much trouble to update the title every time I update the mod. I use the MiniAVC mod with all my mods, so if you aren't using CKAN you will get notified at game start that there is a new version. That's actually a pretty cool mod. I'll be looking at the code. Can you point me to that code? Found it
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[1.12.x] RetractableLiftingSurface Module released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Your LES parts was part of my inspiration. I'm not sure, and it's been a little while. I'll have to take a look this evening -
I know. I actually don't recommend using the PermaPruner, the load time (unless you delete a LOT of parts) won't be impacted that much if you only block them from displaying. The way it's written, when a part is blocked and PermaPruned, it remains in the block list, so even if Steam restores it, you won't see it; it will load but not be visible (unless you unblock everything) I fixed that this morning, please download version 0.0.3
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Here is a fully working, updated ALCOR: https://www.dropbox.com/s/56y9bp7lb1qtqoy/ASET.zip?dl=0
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The vapor is part of the model, you will need to incorporate that. But it looks very nice. Look at how the current one works
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Please do, if I like it, I'll incorporate it with appropriate credit
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I released a new mod:
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Janitor's Closet The new version for KSP 1.4.1 has new dependencies Dependency Click Through Blocker New Dependency SpaceTuxLibrary CKAN has been updated to install the dependencies, if needed. You are a serious player. You have dozens if not hundreds of mods install. Your part list is extreme! What do you do when the plumbing is clogged? You call the janitor. For the problem of too many parts, you use the Janitor's Closet Description This mod will allow you to block parts from being displayed in the Editor, either on a soft basis or hard basis. The difference is that a soft basis doesn't do anything to the parts, it merely blocks the parts from being displayed. In this case, the parts are still loaded. This would be useful in an ongoing career, where you have ships with parts you don't use anymore, but are still active. A hard basis is where the files get renamed so that none of the parts or their assets will be loaded. This can speed up loading a game, but is potentially game-breaking, in that if you prune a part and it is in use on a vessel, the vessel will be deleted the next time you start the game. There is also the ability to export a list of all blocked parts, so that you can either import it into another game or send it to someone else. The PermaPrune was added based on a request from a user. I don't particularly like it, renaming parts is too prone to problems. That being said, I think I've gotten all the problems fixed (as of 0.0.3) Many thanks to @xEvilReeperx, who patiently answered my questions about some KSP internals and wrote some code which is included in the mod. Thanks to @Papa_Joe for pointing me to a fix for the click-through problem https://www.patreon.com/linuxgurugamer PayPal Note This mod is incompatible with Adjustable Mod Panel (KAMP) Download from: Spacedock: http://spacedock.info/mod/944/The Janitor's Closet GitHub: https://github.com/linuxgurugamer/JanitorsCloset/releases/ License: CC-BY-NC-4.0 Alternate Download for older versions of KSP https://github.com/linuxgurugamer/JanitorsCloset/releases New Features in update 0.3.5 Fixed resource filter to also filter on propellants used by engines & RCS Optimized filters a bit Added an inverse filter, to exclude specific mods/ size/resources Fixed the "Reset All" button to properly reset the Resources filters Added help screen to mod filter window Fixed inability to save Mod Filter Window settings properly Added PartModule filter Added Module Blacklist (ignores modules in the blacklist) Added ReadableNames list Added Module Filter screen There is now a new file: PluginData/filtersConfig.cfg. It contains two types of information at present: Module Blacklist - List of modules which will be ignored by the PartModule Filter ReadableNames - List of module names and how each module is presented in the filter window. If an unknown module is found, Janitor's Closet will make a "best guess" as to what a readable version of the module name would be, and saves it in this file. Keep in mind that this file will be replaced whenever JC is updated, so if you have a better readable name for a part module, please let me know and I'll incorporate it in the next release Review by Kottabos Space Program Instructions In the editor (VAB or SPH), hold the Alt key while clicking on a part. A two line menu will be shown, giving you the option to block the part in the scene you are currently in (VAB or SPH), or block it entirely: This does the soft blocking, where it isn't changed, but just blocked from displaying. There is a toolbar button, of a broom & dustbin. Hovering the mouse over it will display a popup menu: ShowBlocked will display a list of all parts blocked, and, if a soft basis, a button so you can unblock a single part Unblock will unblock all parts which are blocked via the soft basis PermaPrune will display a new menu with the following: Permanent Prune will permanently rename files to prevent them from being loaded. It will only do this to parts which are blocked everywhere. Undo Permanent Prune will undo all the permanently pruned files Import/Export will display a new menu with the following: Export will present a dialog where you can name the list of pruned parts you are exporting. Export lists are always saved to the GameData/JanitorsCloset/PluginData directory, with a suffix of ".prnlst", and the full path is stored in the system clipboard after the export: Import will present a file dialog where you can select a file to import. It starts in the PluginData directory, but you can go anywhere to find a file. Again, it only displays files which have the suffix ".prnlst".: Toolbar Functionality Toolbar buttons can be hidden, either in the current screen or everywhere. This is somewhat misleading, since all hidden buttons are still available by clicking on the Janitor’s Closet toolbar button. Toolbar buttons can also be moved to folders, either a new folder or an existing one. Modes of Operation No hidden buttons (ie: when first starting) If no buttons have been hidden, then clicking on the Janitor’s Closet button will open a help window with these instructions If in the editor, hovering over the button will bring up the toolbar popup menu, with the following buttons: Show Blocked Unblock PermaPrune Mod Filter Export/Import ShowBlocked will display a list of all parts blocked, and, if a soft basis, a button so you can unblock a single part Unblock will unblock all parts which are blocked via the soft basis. PermaPrune will display a new menu Mod Filter will display a window where you can select which mods you want to filter (ie: show parts from) Import/Export will display a new menu Hidden Buttons Clicking on the Janitor’s Closet button will show all buttons which are hidden in the current scene Toolbar Operations Any toolbar button can be hidden, either on the current scene or all scenes. Any toolbar button can be moved, either to a new or existing button folder. To activate this, hold the ALT button (on Windows) and right-click the button you want to hide/move. Linux and OSX users need to use the MOD button for their system. A popup menu will be displayed, with the following: Hide here Hide everywhere Move to new folder and, if there are already folders created and displayed, there will be an additional button for each folder on the toolbar, with the folder displayed followed by the words “Move to folder” Hide here will remove the button from the toolbar in this scene only Hide everywhere will remove the button from the toolbar in all scenes Move to new folder will create a new button folder and move this button into the new button folder Move to folder will move this button into the selected button folder Button Folders Button folders are new buttons added to hold other buttons. At present you can’t select which icon to use for a new folder. They look like a colored folder with the broom & dustbin on top. Moving the mouse over a button folder will do an instant popup toolbar perpendicular to the current toolbar showing all the buttons in the toolbar. Moving the mouse away will hide the popup. To keep the popup, click on the button folder. Once a popup toolbar is visible, you can click on the button just like normal. Hovering over a button works as well. 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 The settings page is accessed using the standard KSP settings page. Known Issues It rarely generates nullrefs at times, mostly harmless When using the Mod Filter, if you exit the editor and then go back in, the filter won't be active UNTIL you show the filter window one time
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You will be missed. Please be sure to pop in every now and then.
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Start with something small and simple, even if it isn't for general release. You can also look at the source code for some other mods to learn