ROFLCopter64bit
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KSP2 Release Notes
Everything posted by ROFLCopter64bit
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Majiir Mod Repo Challenge Accepted! O-Doc on Point
ROFLCopter64bit replied to O-Doc's topic in KSP1 Mods Discussions
Since I used to work on a mod manager, I'll give the absolute basics needed for complete integration (I'll leave out things you've already done): MD5/SHA1/Any form of hashing to determine if the mod in question has updated/changed With the mod info retrieved from the JSON object, KSP Version would be nice to detect version incompatibilities (Also, with the "files" section, does it include each file in the archive?) A list of the top 10 (or any number) popular mods, and some common dependencies (i.e. mods that are dependencies for a majority of other mods) One question is will there be any form of keeping old versions of mods? I've seen some cases were newer versions caused new incompatibilities, and users would use an old version instead. I would like help out, but I'm working on domesticating KSPMM to be able to work on other games -
Can we delete accounts? More importantly, can I delete my account?
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I was trying to revert a commit (forgot to package compiled stuff) but then GitHub thought I was rolling back. (I worked in the GitHub directory, huge mistake.) Luckilly, Google Drive came to the rescue and got me a copy of the source a few weeks back, so a few hours of hard work can get this back up to speed. Acknowledging that, I really don't see a point in continuing this. Sure, I can hang more bells and whistles on it, but the demand will never increase.
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I can't do this anymore. I have spent so much time on this, and for nothing. I don't simply have the time for this, and since there is no help, I cannot continue to work on this anymore. And to top it all off, I was about to release beta #3, but then GitHub decided to delete all my hard work, and reset all my code back to beta #2, so I believe it's a sign that this is over, and there is no point to continue this silly excuse for a mod manager any longer. This is what it would've looked like if it let me upload my code instead of deleting it. It even had mod updating and pretty much everything I wanted to include in it. 40+ hours of work just gone. I can't go on like this. But I've spent too much time working on this to just abandon it, so I'm not going to use it for KSP anymore, and I'll find another use for it somewhere else.
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Beta #2 is finished. Changelog: Downloads can now download files from spaceport, dropbox and (hopefully) mediafire. To work it, do it like this: For spaceport, type in "spaceport:" and the product ID after that, eg. "spaceport:1113" For dropbox/mediafire, type in the respective name (i.e. "dropbox:" or "mediafire:") and then the link afterwards [*]Removed Welcome tab due to a bug and the fact the host no-longer exists (I think?) [*]Drag and drop [*]Renaming of mods [*]and then some more Get: https://github.com/Norway174/KSPMM-Reloaded/releases/tag/B2
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Community Mod Repository and The Majiir Challenge
ROFLCopter64bit replied to Majiir's topic in KSP1 Mods Discussions
Just my 2 cents: What would be really good is direct links and hashes. Speaking as a mod manager developer, the first one is needed for mod updating, and the second is for the ability to check for updates without having to download the entire file (I could download only the first 1kb and check against the archive downloaded, but there would be major flaws). While we're at it, the ability to host modpacks would be nice, since the only way I can provide access to modpacks is if the modpack creator or myself hosts the list file, which can be problematic at times. -
I haven't decided to keep working on this for very long, but here's what I've done: Converted all code to C#. No more sentimental love for VB. Carbon 1.3 with the new Launcher + Payload section with math that may not be correct. If you run it on Mono on Linux or Mac, it is completely functional (not the analyzer though, that's for 2.0) [*]Planned basic flight simulator and .craft generator. [*]Save repairer/analyzer will be able to fix virtually all structural errors. [*]API for persistence files so I can make code cleaner, therefore reducing update times. Also on the same note, the 1st year anniversary for KSP Save Utilities is coming up. Technically, before my account got purged in the April/13 reset, the first anniversary happened months ago. Either way, I think this thread is due for another slash-and-burn removal. After I finish the API, I can do this very easily since I don't need to implement the cut-and-pasting of strings together for each individual section, it does it all automatically. I don't have much knowledge how the current saves work, so I need to look into that.
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Yes, at the bottom where it says "Check for Update" there should be an arrow (or part of one) to the right of it, click the arrow and check the automatic update option. That would be hard to implement, so it's kinda on the low priority list. Right now it's "All or Nothing". Leading onto the next statement: It's possible to do with a .zip, so a folder isn't needed. There really is no point in using folders (except for development, but that would be in low demand), so everything a folder can do, a .zip can do.
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Currently working on it in KSPMM Reloaded.
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Games that you bought that didn't worked?
ROFLCopter64bit replied to fatfluffycat's topic in The Lounge
I knew that from the beginning, and since I didn't have a 32 bit copy of windows 7, nothing could make it run. I don't see why Microsoft would get rid of executing 16 bit code. -
The developer of flappy bird is using a dirty marketing trick.
ROFLCopter64bit replied to Kinglet's topic in The Lounge
It wasn't even that hard to make the highscore 123456789012345, so it's a poorly constructed game -
Games that you bought that didn't worked?
ROFLCopter64bit replied to fatfluffycat's topic in The Lounge
I call bull-****. All of my computers run 64bit OS (not just windows) and I have some old 16bit programs that windows just refuses to run for some stupid reason. The only way I can run it is with a VM. Long story short, Google didn't help. -
Well, if you read the title, you would know that I will not be working/updating these programs anymore. Simply put, if I can't find the time/motivation to update my starbound mods to the newest version, then there is no hope in hell that I would be working on this. Still, if I felt productive I could still do minor things here from time to time. But don't count on it. This is in effect from 05/02/14 22:00 AEST to 05/04/14 00:00 AEST.
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Argh, too bad I'm only 14 and live on the other side of the world. Good luck to everyone else
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That's basically the only times where (advanced) electronics are needed. Jaegers are just fancy exoskeletons.
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I think "the 17-year-old ‘space explorer’ traveled at night to avoid being engulfed by the suns rays" would've tipped you off.