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bernierm

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Everything posted by bernierm

  1. Thanks for the comments. When 1.02 came out, I looked into what I needed to do to upgrade it. Unfortunately, the upgrade to Unity 5 zapped some of the classes I was using, and I haven't found any documentation on replacements. I looked at a few of the add-ins that I had 'borrowed' code from, most of them haven't been updated either. I don't know if the new Unity makes some things impossible or the developers have just moved on (I went back to JC3 for a break). Anyhow, it's in GitHub, if anyone sees find even a hint of what I need to do, let me know.
  2. I could have sworn I did, but I see 0.4 is dated Jan 14, that's too long ago. I'll investigate.
  3. Good news everyone! The mystery of the disappearing toolbar button has been solved, the event that I used to use to create the button no longer fires, so I moved the creation to another location. And back to my mistress I go...
  4. Sorry about the delay guys, a foul temptress called "Cities: Skylines" has stolen my attention for the last few weeks, so I haven't even gotten around to checking the forum to see if MT when off the rails on v1 (which it sounds like it did). To be honest, I was like "I'll wait until until they've pushed out a few patches before I check it out", but really it was "just one more block of residential, then I'll stop." So I promise that I'll have a look at it tonight and try to figure out why the toolbar went MIA. Out of curiosity, has anyone seen other mods go bad in the same way? I most likely stole the toolbar code from somewhere else, so I can probably steal the fix as well (unless sapienza has fixed it for me, then I'll just roll that right on in!).
  5. If I could add my 2 cents to this, my mod (MovieTime) doesn't see anywhere the volume that MechJeb, FAR and the others, but I do see an anomaly that I don't understand... I have 3 releases (.2, .3 and .4), and the download stats show .2 as being downloaded much more often than .4, in spite of the fact that all my links point to the .4 download. Seems weird.
  6. You aren't seeing the button on the top-right tool bar (ie, the 'film' button just to the left of the gas can)? Which version of KSP, which OS, and what bit-ness (32 or 64)? Steam version or regular? Can you look at the debug log (ALT+F12, then click Debug Log) and see if there are any 'MovieTime' messages?
  7. The original release of the product actually had links to my dropbox account, but people told me I'd quickly have problems with that. I then moved it to KerbalStuff and github and then Curse a few days after that. Like most devs, my only incentive to putting it anywhere is to increase exposure and downloads. Squad likely has some level of management over their Curse presence, whereas it has none with KerbalStuff. It seems perfectly logical that if a mod is available on both sites, that Squad link to the site it has some control over, rather than a third-party site that could go rogue at any time (you never know...). Observation: For MovieTime, KerbalStuff downloads outstrip Curse by a factor of 4. I seem to remember seeing a spike in downloads on Curse around Christmas, I had no idea why until I saw this post today. Thanks Squad!
  8. You could do it fairly easily using the MovieTime shader. Omit the vignette and overlay textures (and set their amounts to 1). Set the Monochrome variable to 1 and then set the MonoColor variable to the color you want to tint to (ie, red). Maybe the Brightness variable as well. It's essentially the same as what I'm doing with the night vision shader, but with a different color and without the overlays (though a growing tunnel-vision vignette would add to the black out/red out effect). Shaders were a mystery to me when I started this, but this resource in particular: http://it-ebooks.info/book/2954/ was extremely helpful. It didn't hurt that one of the examples was exactly what I wanted.
  9. Yup, specifically, it's the <Top> and <Left> settings that need to be removed. I'm fixing it right now. Nice video!
  10. Interesting. I hadn't thought of the static effect from a transmission point of view, but rather from an 'available Movie/TV technology at the time' point of view. I'm pretty sure a gaussian blur shader can be done and would handle the resolution scaling, I had planned on it for the thermal cam. Either that or a pixelation shader would do the trick. Although I know C# quite well, graphic effect and shader programming are new to me, I struggle every time I need to edit the shader code. I'm planning on re-visiting the not-so-noisy static. I might be able to get a better effect by shifting the texture more randomly or cycling through a series of textures (like you described). The scratch and dust effects could use a random left/right shift element that would improve the movie effects as well. Incidentally, everyone, most of the effects are accomplished by blending the output image with several overlay textures (for example, the scratches, dust, film vignette, static snow, CRT mesh). They're just png's in the 'Textures' sub-directory, so feel free to experiment with your own textures.
  11. I can't figure out how to change my header, I 'click to upload header', pick my jpg, but it just sits at 'uploading'. What type of file is it looking for? What's the max Size? I've tried with both IE and chrome, same thing happens.
  12. I don't think ATM will have an effect, as my MT's textures needed to be loaded on the fly. What resolution are you using? The images are saved at the maximum available resolution, and I think that the scan lines are getting squished down to yours, giving you that lovely gray effect. It would be very easy to provide lower-resolution textures which I think would do the trick. I'll work on that in the next release.
  13. Yeah, I gave it a run-through once I got .90 downloaded last night, it seemed to behave properly. For me, .90 is the first version that really feels like a finished game. Squad's done a great job with this release.
  14. Yes, I'm fine with CKAN packaging. Also, Kerbalstuff and GitHub are in the works.
  15. I like how the IVA's outside-the-window view is in Sepia. Just like it was in the olden days. It must have been brutal at stoplights. I suppose that I'll try to fix that for those of you who want to forego true authenticity.
  16. So some time ago, whilst recreating an Apollo mission, I thought to myself "why can't I be viewing this on the same crappy black and white TV that everyone watched the original missions on?" Ah, the nostalgia. Anyway, now you can. Oh, and there's night vision, too. You can't tell from the stills, but the effects are animated. The film jitters, the scratches roll and the TV static, uh, statics. As seen in these videos: KerbalStuff Download: https://kerbalstuff.com/mod/409/MovieTime Curse Download: http://kerbal.curseforge.com/ksp-mods/226331-movietime Git Repository: https://github.com/bernierm/MovieTime Unzip the contents of the .zip file into KSP's GameData directory. * Windows 32-bit. * Windows 64-bit, reported window-sizing bug (looking into). * Mac. @TheGamingNoobster says it does. * Linux. Reported to work by @BigFatStupidHead. * Win64 may display oversized settings window. * Add pixelation effect for certain modes. * A thermal camera mode that can be used in conjunction with Deadly Reentry. * A JJ Abrams camera mode. Lens flares for everyone! v0.5 (May 6 2015): * Compatibility update for KSP v1.0 v0.4 (Jan 13 2015): * Effect now available on Space Center and Tracking Station. * Each camera can have its own set of settings. * Added title overlay (see below). v0.3 (Dec 20 2014): * Fixed window placement bug. * Improved snowy static. * Added (optional) in-cockpit and map view effects. * Low and medium resolution textures loaded when appropriate. * Improved film scratch and dust effects. * Fixed bug where light boost wasn't reset in map view. v0.2 (Dec 14 2014): * All settings are now saved/loaded to a "MovieTime.xml" file. * Memory leak has been fixed. * Improved TV imagery. * Added v-hold roll effect to TV modes. v0.1 (Nov 30 2014): * Initial release The Title Overlay System As you see in my first two screenshots, you can now add overlay graphics in real-time. To do this, you need to first create the graphic(s) you want to overlay. I've included a few examples in the MovieTime/Textures directory (Apollo 11.png and Duna 1.png). These were done in Paint.NET. Note that you can use the alpha-channel to make cutouts as well as semi-transparent areas. To make the overlay appear, edit your GameData/MovieTime/MovieTime.xml file in a text editor (it will appear after the first time you run KSP). Find the section that you want the overlay to appear (ie, <SpaceCentre>, <Flight>, <Map>, etc) and add an entry in the section: <TitleFile>Apollo 11.png</TitleFile> - this will be the file that you want to overlay in that section. You can do this even while KSP is running. Once you've set your scene, hit the 'Title' button on the MovieTime settings screen and it will load the overlay. I've added a key binding, CTRL+O, that will toggle the 'Title' setting without you having to bring up the settings panel. Also, CTRL+SHIFT+O will force a re-read of the .xml file and a re-load of the overlay file. This can be used to change from one overlay to another on the fly. Yeah, the system is a bit convoluted, but I wasn't up to building a secondary 'director' app that would feed MovieTime with this information. CC 4.0 Share Alike Non-Commercial Attribution
  17. A little calamine lotion may help with that rash... How many times did you need to switch modes before it blew up? Since I'm not releasing the loaded shaders and textures, I've probably got a massive memory leak. I'll check into it.
  18. Actually, it is using a post-processing injector, but the 'main' camera rather than the final screen output. It finds the 'main' camera object, which is the main scene, I'm guessing there are other cameras that are used for the HUD controls, but I didn't look hard for them. I didn't want to mess with the HUD controls, so it was a fortunate accident. See the Start() method in MovieTime.cs and OnRenderImage() in MovieTimeFilter.cs. If you would like a bloom that is be object-specific (ie, say an engine exhaust)... It is the reason why I haven't figured out how to do a thermal camera. However, my latest idea has been to alter each part's texture to reflect the part's temperature (using a solid-color texture and color ramp), and then use a shader to blur the rendered image. However, I can't figure out how to override a part's texture without overriding all instances of that part (which is what I think TextureReplacer and Firesplitter do). I thought part highlighting might work (ala DangIt), but the highlighting is semi-transparent, too much of the part's original texture bled through. I see a new plug-in call TheWriteStuff, which might have a solution.
  19. (I've since released this in the 'Add-on Releases' thread) So some time ago, whilst recreating an Apollo mission, I thought to myself "why can't I be viewing this on the same crappy black and white TV that everyone watched the original missions on?" Ah, the nostalgia. Anyway, now you can. Oh, and there's night vision, too. You can't tell from the stills, but the effects are animated. The film jitters, the scratches roll and the TV static, uh, statics. Download: https://www.dropbox.com/s/7pt48kl5h6txdj3/MovieTime%20v0.2.zip?dl=0 Source: https://www.dropbox.com/s/vjzvntyhdb65s30/MovieTime%20Source%20v0.2.zip?dl=0 Installation: Unzip the contents of the .zip file into KSP's GameData directory. Possibly further down the road: * A thermal camera mode that can be used in conjunction with Deadly Reentry. * A JJ Abrams camera mode. Lens flares for everyone! Supported Platforms: * Windows 32-bit. * Windows 64-bit. Haven't tested, but I don't see any reason why it shouldn't work. * Mac. Haven't tested, no idea. * Linux. Haven't tested, no idea. Issues: * None so far... Version History: v0.2 (Dec 14 2014): * All settings are now saved/loaded to a "MovieTime.xml" file. * Memory leak has been fixed. * Improved TV imagery. * Added v-hold roll effect to TV modes. v0.1 (Nov 30 2014): * Initial release License CC 4.0 Share Alike Non-Commercial Attribution Enjoy!
  20. See this link: http://stackoverflow.com/questions/826777/how-to-have-an-auto-incrementing-version-number-visual-studio for a few methods to change the AssemblyVersion attribute. Once you have an incrementing system in place, you can get the version number programatically with something like: string version = System.Reflection.Assembly.GetExecutingAssembly().GetName().Version
  21. As far as the departure from a moon goes, you could probably approximate by adding the moon's escape velocity to the delta v needed from an orbit around the moon's planet at the moon's orbit (ie, for mun, that would be 12,000,000 m). Escape velocities are listed in the wiki.
  22. My attempt, from an everyday point of view: Say you're driving in a car and want to go 10 km/hr faster. If you're already going 50 km/hr, you just barely have to tap the gas pedal to get to 60; you're increasing your speed by not even 10%. However, if you're only going 10 km/hr, you've got to push that pedal a lot harder to get the same additional 10 km/hr; you're doubling your speed. It's intuitive in a car, you just know that's the way it works. It's easier to make the car go faster when it's already going fast. Now, for a spacecraft, it is moving fastest when it is nearest the body it's orbiting. As you've undoubtedly seen yourself, as you move further from a body, your orbital speed drops. So the best place to add more speed (m/s) is when you're closest to the body you're orbiting.
  23. I usually need to use a maneuver node to get my ship close, so I usually will locate that node just before the day/night terminator. After completing the maneuver, I'll be in docking range exactly 1 orbit later, which, if you placed your node just right, will give me a half-orbit of daylight to complete the dock. Note that you can cheat it a bit by putting it earlier, as it is likely that you don't need daylight for the first few minutes of the docking procedure. Also, you can cheat it even more, as the planet's rotation will advance that terminator as well.
  24. I think what happens is that when KSP crashes, it doesn't release some of the open file handles connected to some parts, and this causes Plan-o-tron to crash when it tries to copy certain files from your repo. You'll notice that you don't see this after a reboot of if you wait a little while after the crash (because Windows will eventually close the orphaned files). I will look into trapping that exception, and just leave the offending file(s) where they are rather than crashing.
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