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mexorsu

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  1. Yeah thats right- it's just that it's no longer "correct" after changes in your fork, for once it uses reflection and tried to grab the wrong classes, it also expects a list somewhere where its now a dictionary. After the changes I made to it its again compatibile with your version, so you could put it back I guess- unless you expect some more big changes to the interfaces which will break it again. That way if someone (like for example KOS developers) wants to (re)itegrate back with your version of IR he can just use the new wrapper and it should work again (new wrapper works exactly as old from API user perspective, just correctly maps to new IR_v3 types). By the way- I forked your repo and put the changes there too so that you can easily merge it if/when you want. Its all @ https://github.com/mexorsu/InfernalRobotics And here you can find example of re-integration (with KOS in this case) using the new wrapper: https://github.com/mexorsu/KOS/commit/ee11a63cab1083064500ba3946ee095ce2c4d4c6 I made a new folder there and just copied old IR integration code (to keep it separate to allow using both versions at the same time just in case) and then just swapped the old IRWrapper with new one. Voila, it works. Best regards
  2. Hey Rudolf, can you please add (back) the IRWrapper.cs attached below? Not sure if its used in many mods but for sure KOS uses it and i miss that integration. I changed the code of original IRWrapper.cs from MagicSmokeIndustries/InfernalRobotics to accomodate new namespace, property/class name changes and other crazy "refactorings" you did I will admit I just tested it with rebuilt KOS, two expendatrons (to check groups ^^) and a single rotatron so far, but all KOS "suffixes" for IR worked great on those parts and I also did break in VS debugger to check and validated that everything seems to map nicely. Will do more testing tomorrow with more parts and let you know. Only thing is that in that form we'd have to also merge that changes to API clients code, but to avoid that you'd have to revert some of the refactorings you did in interfaces, to make it API compliant back. Anyway I also have a patch for KOS ready so assuming they will merge then KOS integration could work right away (currently using it in game). I do realise that probably you have some "new&improved" way for integration in mind and new shiny API you want to throw in later- but in the meantime you could at least merge this, wont hurt right? Might please some folks i guess. Also, yeah I could refactor it more instead of just quickly patching the holes, but thought better to give you rough version now before you merge some more stuff and conflict the s**t out of my changes ^^ Anyway, patch below, send me an email for more convenient form or just add me on github so that i can make PR and later refactor getting rid of duplicate type mappings etc:
  3. Hi Rudolf, I finally found this after hours of looking through old, messy IR threads- it was my fifth or so take on IR after updating to 1.4.1- and I must say this one seems cleanest so far- nice, clean thread with good info, simple install without milion of hacks and sneaky interactions with other mods- very good job. In fact while thinking how can I word my appreciation for your work, I just got an idea about maybe helping you out if you need. Admitably I have 0 exp. in doing KSP modding but I am quite experienced programmer (C++, Obj-C and Java mostly but sure I can craft some excrements on .NET too), I do some modeling in blender, know my way around gimp- even have some game dev exp (99% Unreal Engine but I've also booted Unity at least a couple of weekends in my times too ^^), so maybe there is some stuff I can help you out with? As I said- I didn't actually participate much in KSP forums so far so sry for spamming thread with this but I can't actually send PM yet Feel free to remove this after you read. If you want/need some help, you can reach me at [email protected]
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