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HB Stratos

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Everything posted by HB Stratos

  1. StockWaterfallEffects does this, nuke the entire effects node and re-add the sounds again manually, destroying any edits a mod before waterfall made to it. I did mean to send a PR fixing this issue with a much more precise and surgical MM patch that only removes the particle effects specifically without nuking the entire effect node.
  2. That is why my script uses /0if_/ , where the 0 stands in place of the usual timestamp of the archive you are requesting from archive.org. It always jumps to the nearest available one, so putting a 0 there makes it always select the first existing archive of that link, which is usually the working one. But yes, if the @match in the script is extended to cover whatever the new website domain would become, it would continue to work there, as it also would anywhere else on the internet it is enabled. EDIT: nevermind I somehow missed the part where you wrote there was no prior archive. Yep, that is completely gone then. My script won't break with that, it'll just have yet another 404 in the console.
  3. My solution here is not intended for the archive. It's effectively a chrome extension which fixes up the current, existing website, or if the @match is expanded also any other website which has this issue. At runtime it detects every 404 from discord and switches the link to an archive.org one.
  4. sounds good. For now I (and ChatGPT, sorry) have slapped together a tampermonkey user script that fixes all the dead discord image links by replacing them with the version from archive.org. I have no idea what odd caveats this script has as I've never written JS before, but it seems to be working. Use at your own risk. // ==UserScript== // @name FixDeadDiscordImageLinks // @namespace http://tampermonkey.net/ // @version 2024-07-29 // @description Replace Discord image links with archive.org versions on error as early as possible // @author HB Stratos // @match https://forum.kerbalspaceprogram.com/* // @icon data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw== // @grant none // @run-at document-start // ==/UserScript== (function() { 'use strict'; const TARGET = 'https://cdn.discordapp.com/attachments/*'; // Target URL with wildcards // we use timestamp 0 to make archive.org resolve it to the first existing archive, which is usually the intact one. 9999999999 would give the last one, which is usually the 404 error page const PREFIX = 'https://web.archive.org/web/0if_/'; // Desired prefix function convertWildcardToRegex(pattern) { // Escape special characters in the pattern let escapedPattern = pattern.replace(/[-\/\\^$+?.()|[\]{}]/g, '\\$&'); // Replace wildcard '*' with '.*' to match any character sequence escapedPattern = escapedPattern.replace(/\*/g, '.*'); // Create a new RegExp object return new RegExp('^' + escapedPattern + '$'); } function handleImageError(event) { const img = event.target; const regex = new RegExp("https:\/\/cdn\.discordapp\.com\/attachments\/.*"); if (regex.test(img.src)) { // Replace the src with the new URL img.src = PREFIX + img.src; } } function monitorImages() { const images = document.querySelectorAll('img'); images.forEach(img => { // Add error event listener to each image img.addEventListener('error', handleImageError); }); } // Monitor images as soon as the script is injected monitorImages(); // Also re-monitor images when new elements are added to the DOM const observer = new MutationObserver(mutations => { mutations.forEach(mutation => { mutation.addedNodes.forEach(node => { if (node.tagName === 'IMG') { node.addEventListener('error', handleImageError); } else if (node.querySelectorAll) { node.querySelectorAll('img').forEach(img => { img.addEventListener('error', handleImageError); }); } }); }); }); observer.observe(document, { childList: true, subtree: true }); })();
  5. The more I browse the forums at the moment, the more I notice something: At some point discord killed the ability to look at the pictures they host without some sort of key in the URL, which expires. Before that was the case, many people used to use discord to host images in forum post. I've found that for most of them, while clicking on them these days shows "This content is no longer available", they are still archived on archive.org. So could we perhaps write a bit of a post processor for the data that replaces dead discord links with ones to web archive?
  6. You can replace it with any part, all parts in a craft file are the same. I said stock part to make sure it wasn't accidentally another part from the removed mod. This is a hacky fix method that will allow the craft to load, but a bunch of attachment rules might end up strange, so you're best off taking the craft apart, removing the part you added to replace the missing one and rebuild it from there. Yes, every single part needs to be replaced. A single reference to a missing part will cause a load failure.
  7. It isn't fully complete yet, but today I set up my own dev environment for KSP modding with help from @JonnyOThan from discord. I've written a tutorial to follow to at least get a very basic mod up and running. I'm still learning, but I hope it's helpful to someone. https://gist.github.com/HB-Stratos/f95fd86264013f82c66e6cd344452dbf
  8. Referring to https://docs.unity3d.com/Manual/OpenGLCoreDetails.html, you could try launching your game with -force-gles as a launch flag. I don't know how exactly to set that on mac, but the CKAN option should work.- If you're using CKAN, go to settings - Game command line and add -force-gles to the end with a space to separate it from the previous argument.
  9. KSP .log, .craft and .sfs files are just text files, so you can share them by e.g. posting them on pastebin, or any filehoster of your choosing. What happened is that most likely your persistent.sfs (your savestate for the save) corrupted in some way and can no longer be loaded correctly. I can not tell without seeing it whether it was damaged beyond repair or not.
  10. There is. KSP likely tells you exactly what part is causing the issue. Open the .craft file in any text editor and search for that specific part name. You can then replace it with any other part from the stock game, which should allow the craft to load. Just removing the part is not really an option as doing so would cause parts attached to the removed one to float in the air, and fixing attachments manually in a craft file is a massive pain. So you're better off replacing it with a different one and fixing it in the editor. You should not have to mess with attachments or modules, any erroneous modules will be replaced by KSP when a craft is loaded. You only need to specify a valid part ID.
  11. Sounds like you have already identified this as a bug specifically caused by interstellar. You're probably best off reporting this issue on the Interstellar Forum Thread or their Github Issue Tracker
  12. Great that you figured it out yourself! Could you kindly share what your solution steps were? Imagine if a new user with the exact same issue finds your thread, but no solution provided.
  13. Please provide us your KSP.log file, which lies in the same folder the KSP.exe lives in. You can paste it on a page like pastebin and link it here. The error points towards an erroneous configuration of a part with the internal name fit-fusion-magnetic-mirror-1, so perhaps whatever mod adds that part has an issue, which may be inherent in the mod, or solved through a reinstall of said mod.
  14. You have to upload images to an external platform like imgur and link them here. The forum will not store images for you. As for your issue, EVE on it's own does nothing, it needs a config pack that tells it what to display. This may be BoulderCO, Spectra, or whatever you have installed. You likely broke one of the config pack files, so try re-installing whatever config pack you're using for EVE.
  15. weird shading issue. I can't tell you if this will fix it, but you can try playing with the pixel light count setting in the in flight settings menu.
  16. Not sure if this is still maintained, but in case it is, here's a module manager patch I wrote which allows the user to modify the strength of all waterfall distortion effects: LessHeatDistortion { HeatDistortionMultiplier = 0.2 } @EFFECTTEMPLATE:FINAL { @EFFECT:HAS[@MODEL:HAS[@MATERIAL:HAS[#shader[Waterfall/Distortion*]]]],* //Find all effects that use the distortion shader { @MODEL { @MATERIAL { @FLOAT:HAS[#floatName[_Strength]] { @value *= #$@LessHeatDistortion/HeatDistortionMultiplier$ //Multiply the base strength by the top variable } } } @FLOATMODIFIER:HAS[#floatName[_Strength]&#combinationType[REPLACE]] //Find the first modifier which modifies _Strength { @floatCurve //Multiply all but the x value of the curve with the multiplier to correctly adjust tangents. (guesstimate) { @key,*[1, ] *= #$@LessHeatDistortion/HeatDistortionMultiplier$ @key,*[2, ] *= #$@LessHeatDistortion/HeatDistortionMultiplier$ @key,*[3, ] *= #$@LessHeatDistortion/HeatDistortionMultiplier$ } } } }
  17. With Deferred it has recently become possible to have a lot of lights in a scene with very little impact to performance. Because of that I'd like to play around with runway lighting made up of actual scene lights instead of just emissive textures. However, I haven't been able to figure out how to get a light loaded by KK, or at least how to turn it on. I've managed to load the stock DomeLight into KK and play it's animation on sunset, but that only turns on the emissive texture of the dome light, it does not turn on the actual scene light. How do I actually turn on a scene light in a KK static?
  18. I have had good success with patreondownloader. It uses a chromium browser that is controlled entirely via debugging. That way the user gets a login interface at forum.kerbalspaceprogram.com and the user can check the signature is valid. Then one can either dump the cookies or use the browser itself to gather all the pages that should be downloaded. As for being trustworthy, being open source _and_ providing compile/build instructions are the way to go I would say. There are some privacy concerns here, depending on what legislature you're under, it may only be legal to make copies of the DMs if both parties have agreed to it, though this may be me misinterpreting the law, feel free to correct me.
  19. Sounds great so far. Waiting until you have the distributed system working, then I'll happily donate my bandwidth and compute.
  20. I can unfortunately confirm this, it just throws a heroku error.
  21. Lights in unity forward rendering are just expensive. No matter what mod you use, that will always be the same. Also regarding your issue, I would guess someone in the waterfall configs included a ModuleManager patch that removes the default configuration for engine lighting relit. A possible solution that has recently become available is blackrack's deferred rendering mod. It is still in early beta, but it makes lights render a couple orders of magnitude faster. It has a few caveats, which you should read about on the release page. You can find it here: https://www.patreon.com/posts/deferred-106557481. Don't mind the patreon for this one, it's freely accessible to anyone.
  22. Today I've been working hard on making full HDR support work in the game. It's got some promising results this far, that's for sure. but it also has some less pretty sides that I still need to fix
  23. I am currently working on HDR compatibility for KSP by using TUFX, and I would love to see Parallax compatibility! The current KerbinsideRemastered textures appear to have no normal map, so they appear rather flat, especially now that the sun has the correct brightness in HDR You can see the taxi ways with the flat textures come out a bit strange. I'd love to see that improved!
  24. Mega nz provides like 50gb for free last time I checked, might also work.
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