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blizzy78

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Everything posted by blizzy78

  1. Basically, it's possible to mod via plugins, that is, programming.
  2. I'll just mirror what NathanKell said: It offers a lot more flexibility. When I tested the App Launcher during experimentals, it could not do any of these: - multiple toolbars - folders - resizable toolbar - positionable toolbar - show/hide buttons according to user preferences - auto-hide Also, it's bigger, which may or may not be a good thing. When I tested, it could only support displaying a fixed number of buttons at the same time. If you added more, it would begin to scroll by using the mouse wheel. Edit: Not to mention API documentation. I haven't seen any for the App Launcher so far. I'll look into it. As always, your output_log.txt would be of tremendous help to see if there are any exceptions. I think that would completely defeat the purpose of my plugin, which is to offer flexibility to the user. I was able to create a new game just fine. But I'll look into it and see if I can find something.
  3. Precise Node 0.13 is now available for download. Note: If the download page is linking an older version for you, press F5 in your browser.
  4. Toolbar Plugin 1.7.4 is now available for download. Note: If the download page is linking an older version for you, press F5 in your browser.
  5. Toolbar Plugin 1.7.4 is now available for download. Note: If the download page is linking an older version for you, press F5 in your browser.
  6. I don't think the App Launcher has support for folders, but things might have changed at the last minute.
  7. You should save that in PNG format. JPEG always has some compression and artifacts, reducing quality.
  8. Whatever it is, I love the teaser. Nice camera work and post processing.
  9. This thread is rather pointless - how would anyone outside of QA and experimentals know which mods are going to break? Just wait and see. Then again wait some more and download the updated mods.
  10. They are, in some sense, but personally I don't really see what use they are if they are unreadable like that. So that would look like they needed to add something to limit repetition in an area where there's no need to read the text in the first place, because it doesn't make sense.
  11. I'd suspect the contracts texts are placeholder at best, but I don't know Squad's plans for those.
  12. https://crowdin.net/ is a nice platform where lots of people can work together to localize text in many languages. Of course that would need some work to be done by Squad first to produce the strings.
  13. Agreed. Press P. At least that's what the OP says, I don't use it myself actually Not going to happen.
  14. I'm sorry for you, but there is nothing I can do about that.
  15. Not quite. The "once" parameter of KSPAddon tells KSP whether to instantiate it every time that scene starts, or only for the first time. It will always destroy it when the scene ends. But you can use Unity's "GameObject.DontDestroyOnLoad(this);" in your constructor to prevent destruction. Then you also set your static class variable to "this", and use that from that point on.
  16. If I had any plans to no longer maintain the Toolbar Plugin after the release of 0.24, I'd have said so quite a while ago. Yes, I do, because I'm a member of the experimentals team. But I can't go into details prior to release of 0.24.
  17. I'm not sure what the fuss is about. The Toolbar Plugin is agnostic to third-party plugins. Either it works with all of them, or it doesn't. There is no middle ground. I'd say the OP needs an update.
  18. I wonder if he'll live long enough to experience "soon."
  19. Jeez. He wrote "I'll have to check out KSP," not "I'm going to check out KSP on (date)." Perhaps he'll not do it at all. Is that really worth making a new thread about?
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