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Everything posted by linuxgurugamer
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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
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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
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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)
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Getting error: Unable to find style
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
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 -
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
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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
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Does anybody here use their own system of aircraft designation?
linuxgurugamer replied to 8bitsblu's topic in KSP1 Discussion
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) -
Thomas the Train -- From Childhood to KSP!
linuxgurugamer replied to ghostbuzzer7's topic in KSP1 The Spacecraft Exchange
Upload to KerbolX, please. but, Great Job! - - - Updated - - - Now you need to get the rest of the gang -
some more information is needed: What version of KSP? Are you running any mods? If so, which ones, and how were they installed? Craft file would be useful, as would a save game - - - Updated - - - This actually makes the most sense, since you did mention about "turning off sas", which implies that it's on, which implies that electric charge is being used.
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[1.0.5]FancyMouse's modlet (v0.3) (2016/2/29)
linuxgurugamer replied to FancyMouse's topic in KSP1 Mod Releases
f Woohoo! Thank you, I get that often enough to be very annoying. LGG -
Hi, I'm going to be writing a mod in the next few weeks which will automatically name vessels according to a specified format. The basic idea is that you will have a name format something like this: [Prefix][VT][PM][sM][TM]-[Number][Name] and would then be able to select from a number of dropdowns an entry for each of the fields. Also, an added piece would be that at launch time, the [Number] field would be replaced by a number indicating the number of launches for that particular craft, also, there would be a replacable field for the launch date/time. The name format will be fully customizable, and additional field can be defined in .cfg files Down the road, I'm hoping to add a right-clickable menu item to crafts to be able to call up a dialog to specify names during flight. There will be several pre-defined name formats available to choose from. The idea is to have a standardized set of names, and also to avoid having multiple ships with the same name. So, I'm looking for ideas for names for this mod. LGG
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How would this affect existing saves? Would it just be non-functional?
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@FreeThinker: Yes. You just have to specify Curse in the netkan. According to the CKAN spec: #/ckan/http/:url Indicates data should be fetched from a HTTP server, using the :url provided. For example: #"$kref" : "#/ckan/http/https://ksp.marce.at/Home/DownloadMod?modId=2", Obviously replace the url with yours. This is only available in the CKAN spec 1.6, so you would also need the following line: "version" : "1.6", - - - Updated - - - @politas As of now, it's not a mod, it's just an external program You are correct. Which is why I've dropped the idea, and am now just giving the user instructions in a dialog after the craft is imported. However, it is possible to have a custom command for each OS, or, have the user enter a command line. Also, when calling CKAN on the command line, it does send errors to the stdout (console), which can be captured and displayed. LGG
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The netkan I posted was an example, ripped from several sources :-) Here is a link to AutoPruner: http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-(2015-018) Here is the current version of the netkan, in a working state: { "spec_version": "1.4", "identifier": "AntennaRangePatches", "name": "Antenna Range Patches", "$vref": "#/ckan/ksp-avc", "version":"0.1.0", "license": "MIT", "download": "https://dl.dropboxusercontent.com/s/qb74avlcski8y1o/arp.zip?dl=0", "depends": [ { "name": "AntennaRange" }, { "name": "ModuleManager" } ], "conflicts": [ { "name": "AntennaPatch4AntennaRange"} ], "install": [ { "find" : "AntennaRangePatches", "install_to" : "GameData" }, { "find" : "AutoPruner", "install_to" : "GameRoot" } ], "recommends": [ { "name": "RemoteTech" }, { "name": "Antennas" } ] } - - - Updated - - - CraftImport can download from KerbalX. KerbalX can also supply a .ckan to install any mods the craft file needs. If mods aren't available for the craft, I want to start CKAN to install them, and also exit the game when doing so. For now, I'm just downloading the .ckan file and giving the user instructions.
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Thanks for sending me the file via Dropbox. I've done a little testing with Mechjeb. Looks interesting, but isn't a lot of extra Dv beyond Minmus (so far). I think you may want to add another Twin-boar booster at launch. Also, think about setting up some asparagus staging -
Sure. I'll take a look at it later this evening, if it's ok with you, I'll write the netkan file and upload it. It would be better to put the pack up on Kerbalstuff rather than dropbox. Even GitHub would be better than dropbox. If you do, please let me know. for now, I'll reference the dropbox link. LGG
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Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Take a look at the lifter I made for it: http://forum.kerbalspaceprogram.com/threads/27424-Cupcake-s-Dropship-Dealership?p=2227888&viewfull=1#post2227888 This was stock, but it works well with FAR. I can send you the craft file if you like. FYI, your link goes to google drive and requires permission -
Just released 0.4.0, which adds KerbalX support