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Llorx
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Everything posted by Llorx
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Strange that stuck problem. There was no error file? What mod/download server was? Saving downloaded and not installed files is a bit complicated right now, just because I have to add control of downloaded files with date and such things, so when you open the app you know what mods have what files and when were downloaded, and when you check for updates the Manager have to know if have to download a newer file or use the same downloaded file. Going to add that for sure, but not right now, there are other priorities. What I want to do (And is in my local TODO list since the first release) is to add cancel download/cancel install button. Right now the only way to remove a mod from the list is installing it first, and that's not good xD This way if a download hangs for whatever reason, you can cancel it without closing the app. Thank you for the host appointment, going to add support for it And yes, I want to do that, but first I want to develop mod listing and 'intelligent' backup system. So much work and so little time xDD
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Fine, I'm glad that opening a readme now works, thank for your feedback. Yep, first thing I wanted to do is to add Curse support (and fix things), and after that the do-not-delete-mod-before-downloading (and fix things). I'm on it, the bad thing is that is weekend. I think I'm going to have it after it. PD: I think that I have the error fixed. It was in the new Desktop API to open readmes that also has a browser API.
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Done. Update published. Now it will use another methods for opening readme files, check if it works now. Also Curse.com support was added. And when you download a file, don't know what really happens so a LatestDownloadHeaders.txt file is created. When you encounter the error that don't donwloads any file send the header file to me please. I'll check it for fixing that in the future. And for resizing, yes, going to add that.
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Ok. There's a problem with Desktop edit/browse and such things on Linux. Have added a class file for it to work, hope that it fixed it. Now, 0 files error, that's because it don't downloaded the file, also don't received the http headers because the filename is in the headers. Seems a problem with the servers or connection or maybe Java and a bad socket implementation for Linux (Just like the edit and browse implementation). Going to add a checker so when a file is not downloaded tries to download it again. And the Curse problem. As you can see, you have MechJeb as a KspForum mod, so the manager will try to download checking the forum post. I don't noticed that curse had kerbal projects too so I don't implemented it. Going to do so xD After the next update, the next time that you browse from the forum to a curse link it will ask you if you want to check mod updates from there. Also you can add mods adding directly the curse link.
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Thank you! :-)
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Is there any way of knowing parts names that where deleted and added? For modifying the tree file I have installed.
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Fine, thank you! Yep, modlists are in the feature list In the future there are going to be much features that will help with buggy plugins, like saving downloaded files for reinstalling in the future, so if you download a new one and don't like it you can remove it and install the old one, and backup manager, so if you install a mod that rewrites other mods or stock files, when you uninstall it those files will be restored. Right now is a default Mod Manager with some features that I wanted to have and others don't had xD PD: Updated and added what type of mod is each one (Spaceport, KSP forums, etc...), so you can start moving your Spaceport mods to elsewhere.
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Nice, that mod is kinda cool, but I don't like big overhauls and also it surely does not add parts of mods that I'm currently using. That's why I use Ackander's Tech Tree, it adds parts of 80 different mods, and that includes all the mods that I use xD Btw, going to check it for sure. Starting without manned pods can be really fun altough I have to remove some mods. Thank you! :-)
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Yep, Curse is still not supported, going to work today on it. Also, don't heard about that header, going to add it. Thank you! Doesn't show ReadMe files on what mod? Everyone? It works here, but I'm on WIndows 7. What happens exactly? Check if a "errors.txt" is created. Yes, for reinstalling you must redownload because it deletes downloaded files as they are installed (space saving). Maybe I can add an option to save the downloaded file elsewhere for reinstalling later, and because of that the manager will include a version recovery system. And in the "Final Frontier" mod, the Manager detects GameData folders, so if inside a GameData folder there are 2 folders, it will show 1 GameData with 2 folders. The Manager can't know if each folder is from different mods because there are mods that come with different folders altough they are from the same mod, like "Triangular Truss" (I think that is written that way xD). I thought in detecting them like ModuleManager (looking for the names and excluding them), but thinking on the vast number of mods that are bundled and that in the future are going to come more mods that are going to be bundled I let it as it is, so people has to check manually if they install or not install those bundled mods (Sometimes people don't want to download and install a bundled mod just because 1 mod asks for it, and just installs the bundled one). One workaroud for this can be to create a .txt file that will have a list of bundled mods and their download locations (disabled by default), so if a user wants to disable bundled mods they can enable that option and modify the .txt to your likings adding and removing mods that you consider bundled. Also when the Manager excludes a bundled mod, it will warn you so you will know if you have to install something additionaly or not. You are adding the GitHub link the right way, it seems that the Manager won't detect it for some reason, going to check it. Thank you for the feedback. Yep, the forum post has that problem, is impossible for the Manager to know if developers only added data or updated the mod. But that rarely happens, normally when a post is edited is for adding a mod update. The Java lock is the strange thing. First *: But for reading Gamedata/modname/download.txt a file must be downloaded first, isn't it? xD I already thought in defining a standard, but most developers won't follow it. If they keep moving to Curse, an standard is not going to be required. Second *: Yep, already thoght about that too, but is difficult/requires a maintained server/requires troll control. Btw I know that searching for a bunch of mods is tedious, but that's only the first time, after that the mod will be in the list forever/until you uninstall it/until a bug happens xD. Also with Curse this is going to be less tedious. Third and final *: That's difficult too. If the forum html code is changed or the GitHub html code is changed those features are going to break. Currently I have to maintain different html codes for detecting versions/downloads, don't want to add more. Is the same as above, I know that searching for mods is tedious, but is not an everyday work. I'm still thinking in the Second * (defined URLs for the most popular mods). Maybe I can simply add a .txt file with all the modlist (The manager will read and parse it), so people can edit it properly. I know that Bukkit curseforge has an API, if KSP Curseforge has an API too I can make most of the features that you said (Only for Curse), because APIs rarely break. With that almost all your suggestions are included, because all major mods are on Curse. As you said, the only option to check if an edited post has an updated mod is that way, but this has problems too, because, for example, in mediafire you can upload a new file maintaining the URL, so a file download is required to compare checksums. The best and less buggy one is manual checking xD When LMM searches a forum thread and shows you a list of files is only for downloading, it won't save it for later use because the thread can be updated with new links, or simply, as I said before, the same link can be used but with different files. The best way is to check the same thread each time. And yes, we discussed it and I'm with you, going to change that after I add support to Curse xD
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I'm lost! Is there any API or something?
Llorx replied to Llorx's topic in KSP1 C# Plugin Development Help and Support
Yep, in my post above I told that I have it done, but had to edit it because I talked about decompiling and seems that is agains EULA xD Btw, thank you for your help. PD: Here is the .dll done: http://forum.kerbalspaceprogram.com/threads/79573-Java-8-Win-Linux-Mac-Tech-Tree-science-required-multiplier -
Yay, thank you for researching the code and posting it :-) Sorry for the messy and uncommented code :-/ Yes, that's easy, when creating a new profile just adding a checkbox asking if is a new KSP installation (disabled by default) will do the trick. And yes, I already thought in saving the configs inside the KSP installation folder, is better that way. I've already updated the code. Thank you again!
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I'm lost! Is there any API or something?
Llorx replied to Llorx's topic in KSP1 C# Plugin Development Help and Support
Experiments. Sorry xD PD: Thank you for the EULA appointment.