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Nelien

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Everything posted by Nelien

  1. Well, I was an idiot, I had a hard-coded path being used for loading parts (the default KSP folder) even though I was asking for a different path when loading a tree... Silly me! Fixed the issue and parts should now load properly for anyone who didn't have their KSP folder in the default C:\Program Files... location! TED - KSP Tech Tree Editor v0.2.2 Alpha 2 Download - Source - Readme Changelog v0.2.2 - Fix bug when loading parts from KSP folder v0.2.1 - Fix UI overlaying issue by forcing ZLayer of nodes to stay between -1 and -24 - Expanded workspace area slightly to accomodate larger trees (still not 1 on 1 with KSP though)
  2. Thanks for the file. I can't see anything obvious that could've gone wrong with it. I'll investigate when I get home from work.
  3. Hi fried_rice, I'm afraid there's no log file at the moment. Can you tell me what kind of tree you were trying to load, or better yet, send me the tree file? Also, when you start the app, make sure you select the right folder as your KSP root folder, it has to be the root "Kerbal Space Program" folder.
  4. Thanks for posting your tree. I managed to narrow down the issue. It had to do with the "Z order" I had on nodes if unspecified which made nodes take the same layer as the background and therefore end up looking weird. I've fixed it and uploaded a new release. EDIT: You can simply load and re-save the tree you sent me and you'll notice it should now work (hopefully). TED - KSP Tech Tree Editor v0.2.1 Alpha 2 Download - Source - Readme Changelog v0.2.1 - Fix UI overlaying issue by forcing ZLayer of nodes to stay between -1 and -24 - Expanded workspace area slightly to accomodate larger trees (still not 1 on 1 with KSP though)
  5. Thanks for testing so quickly! I'm surprised there weren't any more bugs than that, and no show stoppers at that. Any chance you can send me the .cfg file that got generated? I imagine it's not TechManager's fault but rather TED not generating the "PARENTS" entry as it should. I would need to investigate. Well aware of this . Work area is very hard coded and I didn't try very hard to match it with the area we have in KSP. I will make sure to match it better for next update! Good point. They're just placeholder until I get some time to improve the UI and add actual Icons as intended. But you're right, could use 2 letters instead of one for now. It's on my to-do list! I agree, lines didn't have any direction "indicator" until just a few hours ago and I just added something quick to do. This will come together with general UI improvements further along the road. But I'll try to make it a little clearer for next update.
  6. So I've mentioned this in a few places but I've been working on a tool that would make it easier for both modders and every-day KSP players to make changes to the tech tree. It's a Windows application that generates the .cfg files needed by TechManager (and ATC if you use ATC instead), by the use of a graphical tool. I've now reached a point where I'm happy to have people try the tool out. It's very early alpha, but it's functional. I'm posting this here where I imagine people would use it (and the Tools subforum is pretty barren otherwise). So without further ado: TED - KSP Tech Tree Editor v0.2 Alpha 2 Download - Source - Readme/Instructions - KSP Forum Thread I'd be very grateful if people gave it a try and let me know of their success/failures. If you do though, please post the comments on the corresponding thread and don't hijack the TechManager thread.
  7. TED - KSP Tech Tree Editor v0.2.4 Alpha So I've mentioned this in a few places but I've been working on a tool that would make it easier for both modders and every-day KSP players to make changes to the tech tree. It's a Windows application that generates the .cfg files needed by plugins like TechManager, the now outdated TreeLoader (no longer supported) and ATC, by the use of a graphical, point-and-click, tool. I've now reached a point where I'm happy to have people try the tool out. It's very early alpha, but it's functional. So without further ado: Download - Source - Readme Note: Requires .NET 4.5 - Download and install from here Installation: 1. Unpack. 2. Run the .exe. Instructions: (Better viewed HERE) Startup 1. Start by selecting your KSP root folder, usually that's C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program but it may differ on your machine Load 1. (Option 1) Load an existing tech tree file (.cfg) - Make sure you select the right format! - For TechManager files use Load TechManager Tree.. - For ATC files use Load ATC Tree... 2. (Option 2) Create a new tech tree from scratch - Click on New Blank Tree 3. (Option 3) Create a new tech tree starting from the Stock tech - Click on New Stock Tree Edit 1. Click on a node to edit it's values on the right (the sidebar). 2. Move nodes around by dragging. 3. Add or remove parts from nodes at the bottom of the sidebar. - The top section indicates the parts assigned to that node. - The bottom section is a list of all detected parts in your KSP folder. 4. Press `DELETE` to delete a node. 5. Press `SHIFT+CLICK` to add a blank node on an empty space 6. Select a node and press `CTRL+CLICK` on another node to link or unlink parents. - The little circle indicates the direction of the link. Save 1. Click Save at the top menu to save your file in TechManager format. 2. Click Save (ATC) to save in ATC format. 3. You will be prompted to select the filename and where to save. 4. NOTE: It does not matter what file the tree was when you loaded, you can save in any format (this can be used to convert a tree from one format to another!) Load into KSP 1. Follow the corresponding mod instructions! 2. This has nothing to do with TED, TED only generates the files. 3. Again, see the corresponding mods instructions: TechManager, ATC Known Issues - It looks terrible! I know, the UI work has not properly started yet, this is a "skin-less" version of the application. - Lots and lots of bugs. Yes, this is early alpha, there are LOTS of bugs. Please report and I'll fix as soon as I can. Changelog. v0.2.4 Alpha (2015-01-18) - TechManager v1.5 support (hideIfNoBranch support) - Added debug logging - Output will be stored in output.log next to the .exe - Added node snapping - (Finally!) - Now shows "[Modname] Part Name - (Original TechRequired: Original Cost)" in parts list - TechId is now editable and not auto-generated - Fixes to TechManager file saver - Now uses ModuleManager config - This should mean more consistent part allocation when using many mods that edit tech requirements v0.2.3 - TechManager v1.3 support - No longer supports TreeLoader, TreeLoader has discontinued - Adding and removing parts from nodes should make more sense now as the list only shows parts that haven't already been assigned to a node v0.2.2 - Fix bug when loading parts from KSP folder v0.2.1 - Fix UI overlaying issue by forcing ZLayer of nodes to stay between -1 and -24 - Expanded workspace area slightly to accomodate larger trees (still not 1 on 1 with KSP though) License GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/> Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below. 0. Additional Definitions. As used herein, "this License" refers to version 3 of the GNU Lesser General Public License, and the "GNU GPL" refers to version 3 of the GNU General Public License. "The Library" refers to a covered work governed by this License, other than an Application or a Combined Work as defined below. An "Application" is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode of using an interface provided by the Library. A "Combined Work" is a work produced by combining or linking an Application with the Library. The particular version of the Library with which the Combined Work was made is also called the "Linked Version". 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  8. Glad to hear that, I'm actually fairly confident I'll have a testable version this weekend so I'll send you a notification when its ready to test. I'm definitely happy to have more people testing and giving feedback. I wouldn't expect too much from the first version but I think it'll be enough to help people design new trees.
  9. Ok, I'm with you now. It seems like a converter isn't strictly needed but could be handy to cover for expected deleted stock nodes as undercoveryankee mentioned. I might have a quick play around tomorrow after work to see if I can get a converter running. I genuinely have no clue. I only worked with a very small set of trees to test with and none of the had anchor point definitions in them, don't think it's very common, but I wouldn't know. I only made the converter in a rush since I already had the core functionality in another tool I'm currently developing anyway. I would imagine it's not too common to be honest, the default anchor layout is generally fairly well suited and most people don't care too much how the tech tree looks. PS. In case you're curious, the other project I'm working on is a standalone, visual, external editor for tech trees. I actually will most likely have an alpha ready to test this weekend so I'd be happy to hand it over for people to play around with. Should make creating and editing tech trees loads easier and it will obviously have the option to output into TechManager cfg files (it already has support for TreeLoader and ATC configs internally).
  10. This is fantastic! Reentry looks absolutely terrifying with this... Any chance we can get a KerbalStuff upload too?
  11. Just throwing this out there quickly since I'm on the run, but would a TreeLoader to TechManager converter be of any use? I wrote a converter between ATC and TreeLoader already so I can quickly throw together a converter for this if needed. However it seems like that's not needed is it? In other words, TechManager is fully compatible with TreeLoader files?
  12. And then there were three... Att least this one claims to work! Need to try it at soon as I get home. Thanks for supporting the community with the licence and openness to have others learn from your code!
  13. Amen to that Streetwind! I'm currently writing an external application for editing tech trees in a visual editor, and what I would give for there to be a single format to follow!! Right now I have to test and duplicate a lot of code for each of the tree types... Coding aside, it would be a blessing for the users as well to reduce the confusion over which type of tech tree to load.
  14. Well, here we go: >> TreeLoader to ATC Converter v1.0 << (Direct link) (Source) THIS WILL PROBABLY NOT WORK. Just saying. It's not very well tested, but it works for me. And please note the disclaimer below. DISCLAIMER - PLEASE READ - SUPER DUPER IMPORTANT! This will not work with all trees as ATC cannot load more than 55 nodes and the node names have to be the default stock ones. Given this, some manual editing of the files will very likely be required. I can't do this automatically as that would require assumptions of which nodes to keep or delete that I cannot make. Installation Unzip all files to any folder. Run atc-treeloader-converter.exe Usage Check the "Load parts definitions?" checkbox to include parts TechRequired definitions in the tech tree file. This is important for trees that move parts around (which most trees do). If checked, you need to specify the KSP folder location so that the tool can scan for parts and their TechRequired property. Once a file is selected to convert, it will automatically be saved in the same location as the source file with "atc_" appended to it. E.g. if your TreeLoader file is called tree.cfg the converted file will be called atc_tree.cfg.
  15. Hey all. Since 0.25 kinda broke TreeLoader, and r4mon is unfortunately AWOL, it would seem TreeLoader is more than likely slowly dying. Which means, ATC might get a boost in popularity. Given that, I've decided to fast-forward a simple converter between TreeLoader and ATC files. I actually have the logic all set up (I've converted several files already, just for testing), but I'm missing some basic UI. I'll get to it tomorrow after work, so expect something rudimentary either tomorrow night (GMT) or Saturday during the day. Keep in mind though, that since ATC can't load trees with more than the stock number of nodes, a lot of tech trees out there will have to have nodes removed to work for ATC.
  16. Running any tree made for TreeLoader isn't going to work with ATC. My tech tree editor utility will have this ability but it's not ready so you'll have to wait I'm afraid. I can't promise, but I hope to have something rudimentary this weekend.
  17. This is great stuff! I'm glad people are working on a TreeLoader replacement! And I'm happy to see some progress happening on creating new nodes, I do think it's fairly crucial if it's going to completely replace TreeLoader. I'm posting here to let you guys know that I'm actually writing an external Windows application to allow editing tech trees (a TreeEdit replacement if you wish). It's currently being written to work with tree configs used by TreeLoader since I started working on it before ATC was announced, but it shouldn't be much more work to support ATC style config files (I've got an external "parser" library that I've also written myself which already support ModuleManager style configs, so I should be able to quickly support ATC's style). Currently the application is not ready for use but it shouldn't be much longer before I can show off an early version. At the moment it already has a solid UI that displays a tech tree from a config file, allows you to edit node values, move nodes around and save their location. Before it's usable I need to add support for changing node links (parents/children), add/remove nodes and finally saving everything back to a config file. Well, I just thought I'd share the info! Will obviously be keeping a close eye at this! PS. My code is all publicly on github, but I don't want to link it here just yet (you can probably find it if you search around), it's too rough around the corners and without any documentation. But if you really want to see what I have, let me know and I'll send you a link by PM.
  18. It's funny you say this since that's almost exactly the kind of application I'm developing . I'm helping Ackander out by creating a Manager of sorts, but like Ackander said it would also serve to re-evaluate the costs based on a variety of factors. You can check out the latest version of the application over here. A reasonably functional version with the functionality to generate a tree based on what mods are installed will soon be done, but the actual science cost will still be the same as Ackander manually specified, at least for now. Once we figure out a good algorithm for calculating the cost that should be spiffy to add to the tool.
  19. This is magic! Now if only KSP would deal with their memory problem... I'm running tripple-A games with a third of the memory requirement :/
  20. Here's the github of my stuff so far (here's a compiled executable, not guaranteed to work ), it doesn't do anything other than opens up a window that lists all the parts in the tech tree. It's just for testing. Put the stuff up on github! I'm curious of what troubling you when it comes to saving stuff. Shouldn't be too hard if you already know how to read/load! I would stick with Ackander's Vertical TechTree for now, it's a name people know, and honestly I like the name . I'll post a bit of what my idea for my helper tool is tomorrow (it's quite late now in my timezone), but all I can say for now is that I want to start small, just something that helps you Ackander and the users to use your tech tree. If we can make something that other people would want to use for other this then great, but that's not my initial goal.
  21. Haha, well, I can't speak for fronbow, but I wouldn't count on me getting anything done . And also, I'm not going to do anything if you prefer to do it yourself. This is your project, and I'm just playing around with it because I like it and if I can help a project I like then all the more fun. But do say so if I'm stepping on any toes! If not, and you're happy with us working on this then maybe you should consider making a developer thread in the developer subforum? Might not want to fill the release thread with technical mumble on development stuff. @fronbow: You should see my code . But hey, let's not be shy! I'll put mine on github before tonight.
  22. That sounds great! The thing I'm considering (and I'm only just trying stuff out, haven't had time to really get into writing it, been a while since I coded anything), is actually rather different but would work quite well together with your part-detector script. I mean, I'm writing mine in c# too, so that could possibly become a join project. My idea was to have an application that is somewhat disconnected to KSP (don't know how to deal with KSP GUI stuff yet, nor do I think I have the time for it) but that can parse and write to the tree.cfg file (either using KSPs parser which I already know how to use or I would write my own, pretty easy stuff) and has a simple GUI with a checkbox style list of all the mods the tree supports. Then the user can simple check which mods they have, hit "Save" and the tree.cfg would adjust the tree accordingly. I just wanted something simple to start with, but if could to the whole process automatically, with your part-detecting code, it would remove the user input all together. PS. Does your code find all the part.cfg files or does it actually find all the individual PARTs? Because there are mods that have multiple parts in one part.cfg file. And some that don't even call their part.cfg file "part.cfg".
  23. Right! Fair enough . I'm considering having a look at how this could be done in a .NET application, mainly aimed at users, but possibly with extensions that help you develop the tree. I can't promise anything, but I might have a look at some ideas later tonight. Would you be interested in something like that?
  24. So, I had a look at the updated xls sheets and I've got to say, it's a bit confusing. I was probably wrong, but I was expecting something that allowed you to simply "checkbox" which mods you have installed of the ones supported and it would generate the tree.cfg based on that. If that's the case then I can't figure out how to use them.
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