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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. On the other hand, you could just add a resource tank to every part in the game. I'm not sure how to do that, but I'm sure others can help with that. LGG
  2. OK, let me try that when I get home. This is my first time playing with it, so maybe it will get easier as I get used to it. In the meantime, it really ramped up the game. LGG
  3. Another suggestion. I have a lot of mods installed, but this one is kind of important :-) there are so many that I constantly have to scroll the toolbar to find it. how about a setting where it would always be visible in the space center?
  4. What do you get when you multiple 6x9? Answer 54 (42 in Base 13)
  5. It would be really neat if, during the rollout, you could actually see the ship being rolled out.
  6. That packaging is perfect. So, the way it would work is as follows: Arkas netkan would install the main Arkas code There would be a separate netcan for the lowcover, medcover, and highcover, each listing the other two as conflicts so that only one would be installed. Each one would reference the specific file for that Netkan. They would also list Arkas as a dependency, so that they could not be installed without Arkas. If Kras is packaged in it's own directory, then that would be good. However, to avoid conflicts, make sure that the directory is called Kras and not Sido_Urania_System. The Netkan file can take files in a Kras directory and install them in whatever directory you select, including the Sido directory if that is where it belongs. The clouds for Kras can be handled the same as the clouds for the regular Arkas clouds. While this does mean a number of individual netkan files, they can all work off of the same download.
  7. It's a continuation of the original mod In CKAN, it is listed as conflicting with the original, so that both won't be installed at the same time.
  8. I would suggest WASDEditorCameraContinued instead, it fixes a few bugs I've made a CKAN for you with all the mods that are present, and have a list of the mods which aren't in CKAN at this time. Might I suggest some of the following, as well: Automated Screenshots and Saves Contract Pack: Unmanned Contracts TotalTime and yes, I wrote these, but feel they would fit in with what you listed. anyway, here is a link to a zip file with a CKAN of the mods, along with a text file containing a list of those which need to be manually installed: The only change I made to your list was to replace the WASDEditorCamera with WASDEditorCameraContinued, which fixes some bugs and adds a GUI: https://drive.google.com/file/d/0Bzid7e3pW1k7aUJhS3dSVWt5c1E/view?usp=sharing
  9. Here is a .prnl which will delete the repulsors and roverbody from KerbalFoundies: # KerbalFoundries # Get rid of the repulsors KerbalFoundries/Parts/Repulsor KerbalFoundries/Parts/Screw.cfg KerbalFoundries/Parts/RoverBody.cfg KerbalFoundries/Assets/Repulsor KerbalFoundries/Assets/RepulsorGimbal KerbalFoundries/Assets/RepulsorSurface KerbalFoundries/Assets/RoverBody KerbalFoundries/Assets/Screw KerbalFoundries/Assets/DiffuseMap2048 KerbalFoundries/Assets/RepulsorDiffuse.png KerbalFoundries/Assets/RepulsorGimbal.png KerbalFoundries/Assets/dirty
  10. that depends. Is it optional? Will it be a separate download/install? It really comes down to whether it will be bundled with the Arkus download or not. If not bundled, then it would be separate download and separate .netkan, which would require Arkus to be installed. If bundled, then it could be done the same as I mentioned earlier: put it in a separate directory, and just have a separate .net which references it
  11. That's actually a question I will post to the CKAN group, because I'm not sure. I know that the EVE mod actually has the configs in different mods, and then they can choose which one (and it will only allow one) to install. Going this route, I would say that you would have the following: Arkas main mod Arkas clouds (optional install) Arkas cfg 1 Arkas cfg 2 Arkas cfg 3 There is a better way, which would only need a single downloadable file. The directory layout in the file should be something like this: GameData/Arkus Cloud Support/ cfg1/ cfg2/ cfg3/ And then, there would need to be 5 netkans, one for each. The main netkan would be for Arkus, the others would each reference one of the others, with the "install_to" pointing to GameData/Arkus. The cfg netkans would each list the other two as conflicts, which would allow the user to only install one of the cfgs, the Clouds would be listed as either a Recommends or a Suggests. I just looked at the download, and am not sure which 3 configs you are referring to. I see 3 cfg files, are these three mutually exclusive: Arkas_DistantObjectEnhancement.cfg Arkas_PlanetShine.cfg Arkas_ScienceDefs.cfg The netkan for the Arkus would list the Kopornkis as a depends as well as any other mods this depens on I'd be happy to help if you like. Feel free to contact me via PM or on this thread.
  12. oh sorry. Find says to find this directory inside the zip file and then the install_to says where to install it. - - - Updated - - - That's actually a question I will post to the CKAN group, because I'm not sure. I know that the EVE mod actually has the configs in different mods, and then they can choose which one (and it will only allow one) to install. Going this route, I would say that you would have the following: Arkas main mod Arkas clouds (optional install) Arkas cfg 1 Arkas cfg 2 Arkas cfg 3
  13. CKAN will use whatever it's told to. It has good integration with KerbalStuff. CKAN is patterned after CPAN, which is used by Perl developers worldwide for many years. Here is the config file I made for the Sidos Urania System, I'l explain it below: { "identifier" : "sidosUraniaSystem", "$kref" : "#/ckan/kerbalstuff/1185", "spec_version" : "v1.4", "license" : "MIT", "comment" : "PlanetPack", "resources" : { "homepage" : "http://forum.kerbalspaceprogram.com/threads/6 6882" }, "depends" : [ { "name" : "Kopernicus", "min version": "0.4" }, { "name" : "EnvironmentalVisualEnhancements" } ], "install" : [ { "find" : "Sido_Urania_System", "install_to" : "GameData" } ], "suggests" : [ { "name" : "EnvironmentalVisualEnhancements-LR" }, { "name" : "EnvironmentalVisualEnhancements-HR" }, { "name" : "SentarExpansion" } ] } So, the "$kref" line tells CKAN where the mod is on kerbalstuff.com The "depends" section tells it that it needs Kopernicus and EnvironmentalVisualEnhancements, which will be automatically installed if they aren't installed. The "suggest" section are only suggestions presented to the user. I may be a bit biased, but most mod authors who have trouble with CKAN don't understand it. I've very rarely heard of problems with end-users. There are a very few number of mods which require special attention from the CKAN people
  14. So, the main class should inherit from MonoBehaviousExtended, and secondary classes should inherit the MonoBehaviourWindow? Also, I'm going to be starting to write a new mod, and figure this would be a good way to learn this. So, all I'll need (for now) will be the ability to display a window using GUILayout stuff, and then I'll be registering a function to be called when a ship is launched. Do you have a minimal sample with a window I can look at? Thanks
  15. This would make it difficult to have CKAN work with both. Probably what would need to happen is that there would be a new .netkan for the moons which depend on Arkas. Actually, I just noticed that it isn't in CKAN at all. Would you be interested in my doing that for you? I did one for sido, and it is being looked at by the ckan people (trying to get all the planet packs working properly in ckan)
  16. This is in my CraftImport mod. I hear what you are saying, but here the thing: This code is for the file selection dialog. If I don't put in that custom style, the file selection dialog is mostly black, both the background, hover and text are very dark. When I have it there, they are the way I want. So right now I'm at a loss. Unfortunately, I'm at work now, and can't do anything about it, but feel free to grab the code from github and take a look. It's a little messy, and due for a refactoring, but I'm going to wait until 1.1 so that I don't have to do it twice. LGG
  17. Hi, I'm getting what is, for me, an unknown error. First, here is the code: public void OnGUI() { ..... ..... GUIStyle s = new GUIStyle (HighLogic.Skin.textField); s.onNormal = HighLogic.Skin.textField.onNormal; // s.fontSize = 15; s.name = "listitem"; s.alignment = TextAnchor.MiddleLeft; //s.fontStyle = FontStyle.Bold; //s.fixedHeight = 50; s.imagePosition = ImagePosition.ImageLeft; GUI.skin.customStyles [0] = s; ..... ..... (various GUILayout, etc) } Further down, the following is done: return SelectionList (selected, list, "listitem", callback); } public static int SelectionList (int selected, GUIContent[] list, GUIStyle elementStyle, DoubleClickCallback callback) { elementStyle = GUI.skin.customStyles [0]; for (int i = 0; i < list.Length; ++i) { //elementStyle.fontSize = 15; Rect elementRect = GUILayoutUtility.GetRect (list [i], elementStyle); bool hover = elementRect.Contains (Event.current.mousePosition); if (hover && Event.current.type == EventType.MouseDown && Event.current.clickCount == 1) { selected = i; Event.current.Use (); } else if (hover && callback != null && Event.current.type == EventType.MouseDown && Event.current.clickCount == 2) { callback (i); Event.current.Use (); } else if (Event.current.type == EventType.repaint) { elementStyle.Draw (elementRect, list [i], hover, false, i == selected, false); } } return selected; } And here are some of the errors: Unable to find style 'listitem' in skin 'GameSkin' Layout (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ..... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unable to find style 'listitem' in skin 'GameSkin' Repaint Now, I know that the code at the beginning works, since if I delete it, I see the very obvious change in the window. So, what is generating these errors, and should I be concerned? I'm guessing that I should set a couple of other GUIStyles in other skins, but I have no idea what, or where. Thanks in advance
  18. Please, for your sanity, for the ability of CKAN to automatically detect updates, and for everyone else's sanity, upload your mod to Kerbalstuff.com Curse makes it difficult on purpose, since they want to show you advertising, etc. That being the case, you can look at this for inspiration: http://superuser.com/questions/588684/batch-get-the-url-of-to-a-file-from-html-document
  19. For anyone interested, I'm starting to write a new mod to allow you to create a name format, and then have ships automatically named based on their function. It's just in the planning stage, but I hope to have something in a few weeks. Right now, I'm thinking about a name for the mod, so suggestions are welcome. I'm leaning towards "Craft Autonamer", but am very open to suggestions. Linuxgurugamer Edit: Just thought of another name: What's in a Name (WIAN)
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