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Everything posted by linuxgurugamer
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Just contributed. Hope it all works out well.
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Congratulations on joining the 10,000 post club, Red Iron Crown!
linuxgurugamer replied to KasperVld's topic in 2015
Mazel Tov! -
Any way to stop the clickthrough
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
That is absolutely correct, thank you. It works very well now. LGG -
Any way to stop the clickthrough
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
OK, thanjs, I'll try that this evening -
Any way to stop the clickthrough
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
That's almost perfect, thanks. Is there any way to merely lock all except my window? What I'd like to happen, is that when the Escape key is pressed, to open my window and lock everything else. I'd like them to be able to leave my window either by typing another Escape or by pressing a button on my window. Thanks -
I'm trying to open a dialog which will essentially lock the rest of the screen until it is closed. I tried making it cover the entire screen, but the mouse click still goes through to what's behind (clickthrough). so, two questions: 1. Is there an easy way to lock the entire screen? 2. How can I prevent the click-through Thanks
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Need some help with onGamePause
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
Adding to my confusion, it seems that the following areas are considered part of the Space Center scene: Administration building Research and Development Astronaut Complex Mission Control In these four, the escape key does not do anything, yet in the main Space Center scene, the escape key brings up a menu. So if nothing else, how can I tell the difference between these 4 scenes and the overall Space Center? Thanks Edit: Just found the GameEvents for these four, so this code will do it for me: GameEvents.onGUIAdministrationFacilitySpawn.Add (CallbackAdminFacility); GameEvents.onGUIAdministrationFacilityDespawn.Add (CallbackAdminFacility); GameEvents.onGUIMissionControlSpawn.Add (CallbackAdminFacility); GameEvents.onGUIMissionControlDespawn.Add (CallbackAdminFacility); GameEvents.onGUIRnDComplexSpawn.Add (CallbackAdminFacility); GameEvents.onGUIRnDComplexDespawn.Add (CallbackAdminFacility); GameEvents.onGUIAstronautComplexSpawn.Add(CallbackAdminFacility); GameEvents.onGUIAstronautComplexDespawn.Add(CallbackAdminFacility); -
I need to know when a game is paused, both in flight AND when in the Space Center. This code: GameEvents.onGamePause.Add (OnPause); GameEvents.onGameUnpause.Add (OnResume); works for in-flight pauses (using the esc key), but doesn't seem to get triggered when in the space center. Any idea why? I'm guessing that the Space Center isn't considered being played, which is odd since gametime still moves forward when in the Space Center. Thanks in advance. Edit: for now, I've added the following: private void CallbackLevelWasLoaded (GameScenes scene) { Log.Info ("CallbackLevelWasLoaded"); if (HighLogic.LoadedScene == GameScenes.SPACECENTER) { paused = false; } } ... ... ... GameEvents.onLevelWasLoaded.Add (CallbackLevelWasLoaded); ... ... ... public void Update () { if (Input.GetKeyDown (KeyCode.Escape)) { if (HighLogic.LoadedScene == GameScenes.SPACECENTER) { paused = !paused; } } But this seems a bit unnecessary. I'm kind of hoping there is a different callback for the spacecenter pause. On a slightly different note, is there any way to pause the game while in one of the non-flight scenes? I realize that game time doesn't pass while in these scenes, but I'm adding functionality to TotalTime to not record time while paused, so would like to do this. This isn't a big deal, since I can simply trap the escape key and put up a pause dialog myself.
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Best Gameplay!
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Good Luck, and I did vote
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
linuxgurugamer replied to Angelo Kerman's topic in KSP1 Mod Development
I like the mod,and it's going to be fun to play, however (isnt' there always a however): Snacks is too easy, TAC-LS is too hard. The USI-LS mod is a great compromise, playable without taking the fun out of the game. Could you reconsider your decision to not support the USI-LS mod, please? Otherwise, for me, I'll have to pass on what appears to be a great mod. LGG -
[1.0.2][May20] WasdEditorCamera: FPS editor controls
linuxgurugamer replied to FW Industries's topic in KSP1 Mod Releases
I've started a new thread for my version: http://forum.kerbalspaceprogram.com/threads/134823 -
I'm happy to announce the release of WASD Editor Camera Continued The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. My release is available on Spacedock.info and is in CKAN http://spacedock.info/mod/56/WasdEditorCameraContinued Source code is in GitHub: https://github.com/linuxgurugamer/WasdEditorCameraContinued License is: MIT 1.1 beta version is available on Github: https://github.com/linuxgurugamer/WasdEditorCameraContinued The original release of this was done by FW Industries in May, 2015. I've enhanced it with the following new features: Added configuration window using Dropdownlists for the keys Added ability to enable/disable mouse wheel in Editors Changed "sneak" key from left shift to left control to avoid conflict with mouse wheel left shift Added toolbar icon which turns green when WASD editor is active Disable WASD editor when part is selected, toolbar icon turns black Right-click button to disable, toolbar icon gets a red slash (new) Refactored code to make it more organized Replaced logging code with a class Usage: Move around with WASD keys, hold right mouse to look around. Q/E for up/down. Space/leftCtrl to move faster/slower. When you have a part selected it will follow you around if right mouse is held. Otherwise it will rotate the part as usual. Press 5 to switch between stock camera and wasd controls. The mouse scroll wheel is active when configured. This makes it easier to use the new editor controls while still being able to use the mouse scroll to move up/down and shift-mousescroll to move in and out Keys, movement speed, etc can be configured in the configuration screen, which is available by clicking the WASD icon when in either the VAB or SPF Known issues: The workaround for issue 3838 is a bit hacky and might break things. Compatibility mode for EditorExtensions is enabled by default, though. (this may not be relevent in 1.0.4) The stock VAB camera doesn't have a horizontal offset. So when switching back to stock camera the pivot point snaps back to center. I tried to keep the camera in it's current position and only rotate the view. When moving parts around the camera is clamped to editor bounds but the part isn't. If you clip the part through the wall you can't select it anymore. But undo will move it back. Unity's Screen.lockCursor resets the cursor to screen center. Used native functions on Windows as workaround. Other OSs are currently stuck with snapping cursors. Donations gratefully accepted https://www.patreon.com/linuxgurugamer
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I recently upgraded to an i7-4790K, currently running at 4 ghz, I haven't yet tried overclocking this. Besides, 1.1 will be out in the next few months, will be a big help when it does get out. - - - Updated - - - It's not just clock speed that's important. It's how efficient the CPU is at executing the various instructions. But in this case, given that he has an old system, this would definitely be a big help
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[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
linuxgurugamer replied to riocrokite's topic in KSP1 Mod Releases
Looks very interesting. Kudos on your being featured on Mod Monday. I'm going to keep an eye on this, but since I already have nearly 120 mods installed, I'm going to hold off a bit until either 1.1 is released or I find some mods I can remove.- 220 replies
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I've often seen people talking about how much time they've played the game. Steam provides a method to keep track of time-in-game, but I don't use Steam. And, I wanted something better. So I'm proud to announce the release of my new mod TotalTime. Dependencies Click Through Blocker ToolbarController Availability Source code:https://github.com/linuxgurugamer/TotalTime Download: https://spacedock.info/mod/54/TotalTime License is: MIT Alternate Download for older versions of KSP https://github.com/linuxgurugamer/TotalTime/releases Donations gratefully accepted https://www.patreon.com/linuxgurugamer This mod will keep track of the following times: Amount of gametime in the current save game Amount of gametime in the current install (all saves combined) The total amount of time played in the game, across all installs The amount of gametime in the current session (since KSP was started) The data is displayed either on the game screen or in a window (or both). See this image for an example: Times are not kept for the amount of time when in the initial Main Menu screen. The toolbar button is only available in the Space Center. The toolbar button is fairly obvious, it says "Total Time": Left-clicking on the toolbar button will bring up a small window which shows the times being recorded. Right-clicking on the toolbar button will bring up a configuration window. The configuration options are: Save total time for individual saves Save total time for this KSP install Save total time for all KSP games in external file Directory for global count file Update interval Display on screen Display game time Display install time Display total time Display session time The initial setting do not have the total time for all KSP games enabled, and the directory for the file is blank. If you have multiple installs and wish to keep track of all the times, then enable the option and fill in the directory. There is a button at the bottom which will set your home directory as the storage location for the file The option "Display on screen" controls whether the selected times are displayed on the game screen. If it is false, then you can display the times by left-clicking the toolbar button. You MUST click the Save button to save the options; if you dismiss the window with the toolbar button, any changes will be discarded. The three buttons at the bottom will reset one of the three counters (save, install or global). Session time cannot be reset other than by exiting the game and restarting. Finally, the F2 key is honored, so when you press F2 to hide the UI, all the TotalTime windows and displays are hidden as well. Pressing F2 does not dismiss the configuration window if it is open, it simply hides it.
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If anyone is interested, this was answered in another thread: http://forum.kerbalspaceprogram.com/threads/134730-How-can-I-detect-a-right-click-vs-a-left-click-on-the-stock-toolbar
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How can I tell, when using the stock toolbar, if a player clicked a button with the right mouse button instead of the left mouse button?
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[1.0.2][May20] WasdEditorCamera: FPS editor controls
linuxgurugamer replied to FW Industries's topic in KSP1 Mod Releases
Great! Be sure you are running 0.4.1, or, if you are running 0.4.0, then delete the file config.cfg from the WasdEditorCamera directory (that's the only difference between the two) What was that mod which was on the toolbar which allowed you to select which scene to go to? edit: I found the mod, QuickGoto -
[1.0.2][May20] WasdEditorCamera: FPS editor controls
linuxgurugamer replied to FW Industries's topic in KSP1 Mod Releases
I just released an update which fixes two bugs: 1. The automatic switch to normal mode was moving the camera, so I disabled that for now 2. The save function wasn't saving the file in the correct filename. If you aren't using CKAN, delete the entire directory before installing the new version