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KSP2 Release Notes
Everything posted by R-T-B
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Yeah, I realized that. Tried to treat the symptoms with symbolic links but that went... awful. Still, the renaming wasn't my idea, it was an attempt to treat an apparent problem (naming rights) I just decided I couldn't overcome. Frankly, yes you do. Going onto their threads makes the support burden shift to them. These were by my own admission, very bleeding edge recompiles. That'd have been a very bad idea to make "look official" by posting in their living space. We discussed this at length, here actually. The whole rename thing happened as a reaction to criticism that I used their names. It really wasn't something I wanted to do and as noted, it broke the universe on pretty much everything causing me to give up and just say "gg guys." I've not left because I care about this game, and I really think you guys really need to make a policy on this or just accept no new modders are going to have a clue what is going on if the there is no consensus. Can I use the name? No, it's not yours! Ok then... Can I rename it? No, that's an awful idea! X will be confused! Existing thread? No, then you look official. New thread? No, then you want attention. It's just crazy. What do I do, go home? I hate to admit this but I'm not a creative person and you've thought of most of the good ideas... my only hope is adoption of something that's broke. But now? I can't even fathom trying again. I'm not the first nor the last. I'm only still here because I'm stubborn really. Most wouldn't be.
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Aliens. Seriously though... Asteroid type bodies, maybe?
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I don't like Unity (Split from "Blocker features in KSP2")
R-T-B replied to ronson49's topic in Prelaunch KSP2 Discussion
I'm a unity dev. Sort of. I play with it to make demos for certain things. Some day in the distant future I might get off my butt and release a game I've been working on. My Grandma would burn the computer if she tried to use it. So would most average Joes. Gamemaker is for Grandma, not Unity. -
Yes, there was an unofficial build I put out using the standard name. It worked with a few glitches, mostly sun flares. It was up around 3 hours and had maybe 30 downloads. Don't ask for it. It was a mistake as I do not have naming permissions. Unfortunate, but that one I completely understand, I was just eager to help. That was a mistake on my part and I am sorry.
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PhoenixTerrainMod was launched initially when the author had been gone only 10 days, to enable a rapid update. It's really exactly the same. You know Chromium project? The one that builds Chrome browser. You MIGHT want to look into how they were born of WebKit, and replaced it ultimately as a better product for all. There are other examples. Laugh at them all you want, but these are established concepts based on a long history. It's not. But I can dig out my original mod for Tie Fighter Collectors Edition if you really need proof. Still, no one should take my word or your word for it as inherent proof. They should look at other OSS conventions, look at history, and they'll realize there is thought behind them. It has nothing at all to do with my or your experience really.
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Are there any 1.8 mods that improve how Kerbin/the planets look?
R-T-B replied to zit's topic in KSP1 Mods Discussions
To be fair, Skedaddle fork broke itself because scatterer uses it's own name in shader keys all over the place. Renaming them broke... everything really. The last commits to try to fix it were outright comical. It wasn't just the users that made me close up shop. That mod was just a major code mess (no offense to author, that makes it no less awesome). I couldn't even manage to rename it without breaking it, so I sorta figured I'd quit before people actually got... expectations. As to your question: No, I am not aware of any beyond simple texture packs. But give it time. I know for a fact some day someone will fix scatterer. Still, thanks for bugtesting it. I really do appreciate it. -
It's exactly why you are seeing them. I've been modding games over 20. You've developed a abnormal group think attitude that flies in the face of every established OSS convention (things that have been established as "good" since the early days of computers, like the early 90s). To get like that, you need some kind of local history. I can only theorize some negative catalyst must've thrown you here, but still, any software dev will tell you it's unusual if not straight toxic. It is very much a product of social attitudes on this forum and, well, if you don't believe it's negative, fine. Good luck with that.
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[snip] I've updated a lot of mods from numerous communities and games over the years and I can't think of one that "went commercial" or even thought of changing licenses because people were forking their open source licensed mods. If you really feel possesive of your mod, license it as such. Don't wait for people to actually use your license as intended, just be clear from the start. In the case of my fairly famous mod in the early days of Minecraft beta, my fork of BiomeTerrainMod (PhoenixTerrainMod, check out the old source madness of obfuscated code yo) had the original creator return and write a letter of gratitude that I had picked up and continued his work. This was very complicated, very unlicensed, reverse engineered, injected code mind, so much more to worry about and plenty to complain about had anyone wanted to. Not one person did. Contrast that to here. This attitude is unique to here, and a complete strawman argument. This is NOT how a healthy modding community functions. You may not feel the impact of such an attitude yet, but you certainly will given time.
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Sorry but it's not. Thanks for the thoughts anyways.
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This was not even a factor and I completely understand that, nor was your other comment though again, if you don't want forks with binary builds there are licensing means to attain that. Indeed, I noticed that as well. You guys really need to evaluate licensing. This really means you just should not use the code if you object to the license. This was my intention. I explicitly stated they were testing builds to discover and fix bugs. And at the end, it was only a broken, renamed Scatterer (broken largely from the rename) and it still garnered me plenty of hostility. There really is no justificatio for that in my eyes.
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For what little my experience as a coder is worth: This is the only game I have ever modded for, or code project I have ever forked that has been met with so much hostility. Aparently, your licenses have diverged from your authors actual wishes for the code. This is an issue, and it is unique to the environment here from what I can tell. I suggest and submit, humbly, that you simply pick a license in line with your actual wishes/intent and quit wondering why people end up confused and disenchanted like me. I'm only bothering to write this because I still care about this game and I do not believe what you have going here will encourage development as "fresh ideas" dry up. This will become more of an issue, not less, if you don't think about this soon, and hard. Peace.
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Understood. It's beyond my interest now though. Good day. The license was directly visible via the link posted. You didn't need to click any links beyond the download one: Just FYI. If that's against your rules, that's fine. I did glance over them but must've missed that.
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The license is stated at github. And it did work before I tried to comply with the crazy idea that every class should be renamed for a guy who has not logged in since September... and probably is gone for good. The easiest way I knew to do that was machine renaming every reference to "scatterer" but that just broke well, everything. It worked fine before that. I'm still using it. Don't worry about it though. The hostility is clear, and the renaming generated more work than the port. I'm throwing in the towel. Good luck porting it yourself guys. If you had my binary build before the rename, you know the one that worked fine? I suggest you treat it like gold. And by that I mean don't share it, just keep it and treasure it. You know, people might get mad. If I sound irritated, it's because honestly at this point I am. Sorry for that. It's a combination of coding frustration (who makes keys based on the dll name anyways?) coupled with a hostility I have neither earned nor respect. Anyone who is mad at me at this point really needs to ask why.
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Nah, it's the renaming. It's looking for config nodes that don't exist. I have a build that might work, but I'm not uploading it this time until I'm sure. I'll post a link with screenshot proof soon. I never imagined a name change could be so hard.
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At any rate, it's broken right now. DO not download until morning. The machine renaming has introduced so many bugs, I can't begin to fix them all. I need to see if there's a better way to tackle this.
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To be fair I use intentionally bizzare names to make it hard to miss in the logs when these things inevitabily get reported upstream. Trying to spell them over and over and over is... hard.
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I can see skedaddle with two ee's. I think that'd just be a typo as I work off a coding frenzy. Skedaddler is probably because someone told me I should've named it that and now I can't get it out of head.
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Thanks for joining the bleeding edge today. Builds updated, tool removed. I will update the instructions above. It appears to work now.
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Lol. You didn't run my "config linker" tool as instructed, did you? LOL. That confirms what I thought. My tool is breaking things rather than working as intended and... doing anything good. I'm, removing it. Good job not reading the manual, it saved you today.
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Probably the same result? Loads but no configs? If so, try deleting the scatterer folder and leaving just the "Skeddaddler" folder. I am new to modding and the error indicates that maybe the link idea I had is confusing the game. I have a hunch though it might not even be needed. If so, that's just one less step to install, so that'd be fine. I could delete that major PITA finally. Also, it looks like the first line in scatterer's config.cfg file needs to be capitalized. I'll make a relase correcting that, but you could also just try it yourself while you wait.
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Scatterer and planetshine and my complete mod stack just loaded on my windows box. I guess that's a good sign? Must've fixed the path bug. Try the latest. EDIT: Well dang. Now they are loading but failing to find the configs. When will the pain from this rename end? It was working lol. EDIT: This is the issue: I guess I can't do my config inporter afterall. Damn. Let me think on this. For right now, you might try deleting the "scatterer" directory and seeing if maybe it just works anyways.
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Yeah, broken symbolic links'll do that. It's looking for files that don't exist, kinda like a black hole. The issue wasn't my compile but rather my linking tool making broken symbolic links (shortcuts). I run a linux build server and unfortunately, linux uses a different syntax for shortcuts/symbolic links than windows and it screwed me up. The irony is, I did not detect this because linux works fine. That's a first. All my builds were affected too. Please redownload latest hotfixes, everything is good now though you will have to delete the old directories (scatterer/Skedaddle and Planetshine/MyPlanetIsShiny, both). Let's get this to actually run on Windows. Just having Linux support is a little lackluster. PS: Thanks for being my first bugtester. You don't know it, but you just saved about 6 repos I am managing from a very embarassing mistake... lol.
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Looks like my symbolic links are broken. It's my renaming tools that's causing all of this, the one that attempts to link the new system to the old configs. I'll have a fix in a moment. I hate symbolic links in windows but they really are the best way to do this. No.
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Delete the old directories it created for good measure (Gamedata/scattererer and Skeedaddle), the old release made a bunch of case sensitivity mistakes and I'm not sure they'll be autocorrected if they already exist. To be fair to me, it worked before the renaming... complications lol.
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lol I was hoping nobody noticed that case sensitivity issue. The first release literally could not read configs. Try again? I did a hotfix. I'm reaching out to him as well as all of the above modders, and if they don't like what I'm doing releases will stop. If I'm interpreting his post right, he's basically coming back because no one else is doing it, which I would happily do for him in his place. At any rate there can't be much confusion because my builds don't even use the same name. Heck they don't even look in the same place for configs. You need my symbolic link tool just to make them work with the old configs, and it's hit and miss. You know what you are getting into if you download these, and no dev is going to mistake a report on these for his own product. It'd be pretty unthinkable when the name, configs, and even the logger warns him about every bit of this. At any rate my planetshine build, named "MyPlanetIsShiny" just dropped. Same instructions. https://github.com/R-T-B/MyPlanetIsShiny