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Llorx

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Everything posted by Llorx

  1. Well, I want to make a little mod to complement a little app I've made. The mod simply will load all experiments, calculate total science points that can be researched and output it in some way (log, window, file...). This is getting really difficult for me because I can't find anything on how KSP manages this data and any API or something to access this data :-/ Is there any something where I can look at to make this? Thank you!
  2. Yep, already thought about it and was about starting to work at it, but noticed how problematic science files are to parse because of modulemanager.dll syntax so I thought in adding a way of loading modulemanager.dll to this app and parse all *science*.cfg files inside GameData. Also I can try to create a small KSP plugin that will output total science points to a file or window or something. Thank you! :-)
  3. Well, that's it. It will load your tree.cfg file, multiply its requirements by the number you want and will output a new tree.cfg with the new requirements, so you can play a harder/softer game. Why I've done this? Well, simply because I noticed how fast I'm growing. Only researched Kerbin and the Mun and got tons of science to spend. I've checked how many science I can earn and it has shown about 4 million and a half of science points (all mods included), and my tech tree (Ackander's one) only needs 24.000 points... I can research all the Tech Tree only with Kerbin and the Mun xD Well, this app works this way: You need Java 8 installed The are 3 commands: java -jar TreeModifier.jar -count[-c] TREEFILE java -jar TreeModifier.jar -multiply[-m] MULTIPLIER TREEFILE java -jar TreeModifier.jar -linear[-l] MULTIPLIER1:MULTIPLIER2:MULTIPLIERn TREEFILE The -count command will count the number os science points: java -jar TreeModifier.jar -count tree.cfg Total science points: 24190 The -multiply command will multiply all nodes by the number specified (This will output a converted_tree.cfg file): java -jar TreeModifier.jar -multiply 2.7 tree.cfg Total science points: 24190 New total science points: 65305 The -linear command will multiply the lowest nodes (wihout counting nodes equal to 0) to the first value specified, the largest to the last value specified and intermediary nodes to values between the first and the last depending on their science points (This will output a converted_tree.cfg file): java -jar TreeModifier.jar -linear 2:5 tree.cfg Total science points: 24190 New total science points: 69240 -linear explanation: For example, we have a tree.cfg file with a node with the lowest value 1 and the highest value 100. If you use the command -linear 1:2, the lowest value (1) will be multiplied by 1, the largest (100) will be multiplied by 2 and, for example, a node with value 50 will be multiplied by 1.5 or a node with value 25 will be multiplied by 1.25. With -linear you can add multiple values separated by a colon [:]. For example, if you use the command -linear 2:10:12 and have nodes between 1 and 200, the nodes between 1 and 100 will be multiplied by numbers between 2 and 10, and the nodes between 100 and 200 will be multiplied by numbers between 10 and 12, this way you can make something like a 'science requirement curve'. You can add as many values as you want (-linear 2:5:6:10:11, for example). Now also will ouput an html file with some chart info, to compare (Example of a -l 5:20:22:22:30 command, as you can see, there is a small curve in the beginnings): Total science points: 24190 New total science points: 424783 Download (Source included): https://www./?addls7oz6701sft License: http://creativecommons.org/licenses/by-nc-nd/4.0/ This license is not final (Just ask if you want something). The .zip includes a .dll made by me that will show all the science points that you can earn. Put TotalScience.dll inside the GameData folder and go to the Space Center to load it. If you make a considerably difficult Tech Tree I recommend these plugins to help a bit on what to research: Research Development Overview ScienceAlert
  4. Perfect, working on it. The strange thing is that some people can run it and others don't, altough we have the same version. Not hard, but currently I've taken a little break. Surely I will have it after this weekend. EDIT: Error fixed, no more lib folder extraction needed
  5. I'm working on it. Can you, please, download the new version, copy it to a new folder (so you don't lose the config files) and try to run it via double-click? Then check the errors.txt file and send it to me, please.
  6. - Yes, seems misleading. Going to change it to "Close" and if you don't install any GameData before clicking "Close" it will warn you. I've made this way just in case it finds multiple GameDatas, like in KW Rocketry. Also wanted to add a "Uninstall this GameData" under each "Install this GameData" just in case you installed them in the wrong order or installed a GameData that you don't wanted to. - That's pretty good. To the featurelist-cave! xD Thank you for your suggestions! PD: Going to check why you can't run it without extracting the lib folder.
  7. Hahaha, don't worry, when the day arrives I will free the licenses so surely someone is going to continue it xD Or maybe KSP starts using Steam Workshop (That would be great). The problem is that currently both apps install mods and keeps track of them (each one in its own way), so is difficult for one app to know what changes has made the other app to the GameData/saves folder. And this is going to be more difficult as we further develop our apps (more features). The only thing we can do is to pact a default method of installing mods, saving/keeping track of data and such things and that's really difficult because we cannot wait to the other one to reply each time we want to modify those methods because of a new feature. So the only thing we can do is to wait how the projects grow to a final state and see what we can do xD Oh, a new official platform! That's great news! Don't knowed about that I'm going back to work after the next weekend, maybe I'll do little things meanwhile, like adding Curse. Thanx :-P Thank you for your words :-) And yes, my english is a bit... errrmm... well, you can see it lol. If you encounter some grammar errors or know a better way of writting something please tell it to me, I'll change it, especially long sentences xD
  8. Yes saw it. The bad thing is that is impossible for the two Managers to work together :-/ And I'm not used to work with people, I prefer to program alone because there are chances that the project can be stopped or slowed down because of that (see KSPMM Reloaded), is like business, the more people, the more problems xD Let's see how grow both projects, maybe we can do something together in the future when we have a final release, or he can merge my project with his project if I stop supporting it or viceversa. And yes, I've just taken a break, but when I continue programming I will read all the posts again (included the other thread too) and gather all the features that I forgot
  9. Ok, I see the problem. Going to search a fix. I will post it here when I fix it. Thank you! EDIT: Can't find what is happening because the library is there and everyone that tries the app can load it. Have you tried reinstalling java? If you don't mind, I can make some test builds and send them to you to see what is happening. Also, if you have Winrar, open the .jar file and extract the lib folder. Then try to run the .bat file again. If it goes fine then we advanced a bit in finding what problem you have xD
  10. That's the weirdest thing I saw with this xD I sent you a file via PM. Download it, put it in the same folder as the Manager and run it. Is a bat that will catch all erros in the command prompt. Let's see what happens.
  11. Ohhh yes, forgot that! :-/ I have to workaround it in some way then.
  12. Normally mediafire links come from a forum post, so you don't have to add the mediafire link, you have to add the forum link and it will detect the mediafire link for download. The Manager already has a mediafire autodownloaded (if there's no captcha, obviously xD). To download a mod you don't have to add a link to the zip file, you have to add a link to the forum post where you extracted it, because most of the times when someone updates a mod he changes the mediafire link and post it in the same forum post, this way the Manager will always look the same post for updated links. If you add the zip link directly to the Manager, it won't notice any future update because the file is going to be always the same. Btw, thank you for checking the code and thinking on how to imporove it, really The platforms that do not provide any data info are Jenkins/Hudson, and SpacePort gives barely that info (Only month and year, no day nor hour, that's why I use a mix of month/year/filename for it), and I can't tell if there are going supported platforms in the future that give that info. Also is probable that in the future I change the internal version to some type of hash code, perfect for checking versions of files (File checksum), so dates are not going to be used anymore for version checking. The version checker don't compare dates, it simply compares that the online version string (That some times are dates) is the same that the stored version string, just comparing as a string of characters. I want to add a "Properties" option to each mod when you right click them, and will show some secondary info. I can add the internal version there that in most cases is some type of date. Also in the future when I reorganize the main window as it gets more functions I can add a third (configurable) column with the version detected. Yep, the "Enable/Disable" function is a good idea. Kinda complicated but I'm going to implement it. And the "sets" of mods, I already have something for that. I'm going to add profiles, and each profile will have its own modlist, so when you change profile the entire GameData folder along with save folder will be recovered/moved from/to a backup folder. No problem hahaha xD
  13. Yes, when there's an update you will notice it fore sure xD (Black bold "[New version]" text with an icon next to it, so you can right click and download it or visit the mod link). And also the date will change to the date that the Manager noticed the update, so if you see a mod date that is you current time then there's a new update just found.
  14. The latest date is the date of when you installed/updated/checked the mod and had a new version, is not the date of when the mod was updated by the creator. I've made it this way because not all platforms have that info, so I used a local date. Before the update the Manager don't had any info of when was the mod installed, so used the date of when you updated the Manager. From now it will show the date that you installed the mod (After I fix it, forgot to save the date when you install a new mod, that's why you see that weird data xD).
  15. Do you have Windows Aero disabled? some seconds after adding a mod minimize and maximize the Mod Manager to check if is a graphic glitch with Java and Windows Aero. Also, check if a error.txt file appears when you add a mod and nothing happens. EDIT: Ok, search for the error file. Is not the graphic glitch because it should ask something when you add a mod using the forum link.
  16. Oh, not bad. My bad I don't knowed about that before starting the project :-/ Well, this is not a super-duper project, but I'm going to have it in mind for my next one. Or maybe if I rewrite all this code again. Thank you!
  17. I Quote it here Yeah, now the fact is that it uninstalls the mod before downloading it (I know, a big big fail xDD). I thought about changing it some days ago just in case something bad happens while downloading/extracting the mod is not unistalled. Also I can add to the "something bad happens" when the user cancels the download, I hope the cat is fine lol. Also I will add the "change link", is not a bad idea. And about formatting, is just how the mod controls versions and that depends on the platform. Not all sites use dates, Jenkins uses 'random' string hashes and for spaceport I'm using a combination of dates and filenames. I can keep version internal and change that column to a "lastest updated" date. EDIT: Just noticed the rest of the post, don't know what happened to my mind xDD Sorting by column clicking. Ok, not bad. Adding it. And I can add a colum/icon/color/something to mark mods that the last time were downloaded by selecting a link manually. Surely the next time are downloaded manually too. Thank you again!
  18. What's Mono? Do you talk about this: http://mono-project.com/Java? I never programmed in Mono. Also I have almost 2k lines of code in Java so I'm not going to change that at this point xD Btw, I'm fine with developing this in Java.
  19. Guys, because I'm going to launch it after this weekend I've already created a post in the main Tools forum. Here it is: http://forum.kerbalspaceprogram.com/threads/78861 Don't know if I can close this.
  20. Hi folks! :-) Well, that's it. I like programming and noticed that the current mod managers does not fit my needings, so decided to do my custom mod manager. For the manager to work in all the OS that KSP supports I have done it in Java 8 (Not Java 7), is not a language I'm used to so surely is not well optimized, but hey, it does what it have to do. I repeat: Java 8 (Not Java 7) Get JRE 8 here: http://www.oracle.com/technetwork/java/javase/downloads/index.html I would like to know what features do you want this Manager to have. Keep in mind that I'm simply asking, later I will think if I add it or not. Download first release: http://www./download/x9ljz1dslvcfq08/LlorxKspModManager.zip Source code: https://github.com/Llorx/ksp-mod-manager License: http://creativecommons.org/licenses/by-nc-nd/4.0/ This license is not final (Just ask if you want something). To send me your translation follow this link, search the line "/* START EDITING HERE */" copy it in a text file and start translating. Just edit the strings between quotes and send it to me when you finish. Obviously tell me what language is xD "Currently working" on: - Save Readmes after installing so can be read later [Wurmi contribution]. Languages - English. - Spanish. - German [Wurmi contribution]. Currently developed Features list: - Multiplatform. - Autodownload/install mods. - Keep control of new mods updates. - Uninstall mods. - Option to only keep track of a mod version without installing it, so you will be warned when there's an update. - Option to redownload/reinstall mods. User-friendly features - Autodetect clipboard when adding a mod [harvell64 contribution]. - Right button menu [Korb Biakustra contribution]. - Autodetect GameDatas to install in downloaded mods. - Lets you select what to install and what not. - Keep track of overwritten files, so you can check if you delete them or not after unistalling. - Detect README files for you to read while installing. - Filter unnecessary content under GameData when installing (sources, readmes, licenses...) [Justin Kerbice contribution] (Configurable). - Autoadd ModuleManager mod and do not let any other mod install ModuleManager, so you will have always the updated version without duplicates (Fully configurable). - Autoupdate itself. - Possibility to change the download link of a mod without uninstalling/installing it [Korb Biakustra contribution]. Version checker currently supports: - Spaceport.com - KSP forums (Checking Last edit) [Korb Biakustra contribution] - BitBucket.org - GitHub.com [Franklin contribution] - Jenkins/Hudson [Franklin contribution] - Curse/Curseforge [Korb Biakustra contribution] Upcoming features: - Intelligent backup of overwritten files, so originals can be recovered when unistalling a mod. Will track if multiple mods overwrite the same file (That's why I call it intelligent xD). [Optimized by Korb Biakustra] - Possibility to install mods directly by adding the zip file. It will be impossible to keep track of updates because of obvious reasons. - Creating a custom server so mod developers can tell if a mod was updated and where to get the update, just in case they don't use Sapceport. Aso maybe I will ask developers to format forum posts in a special way instead of creating a custom server. - Detect config files and don't delete them when updating a mod. A workaround will be to ask what files to keep when updating. - Metamods: Import Modlists that will download and install in order. With possibility to publish it to Pastebin for easy share. [NathanKell contribution] - Backup savegames/GameData/binary files just in case a mod breaks them/have different games with different mods [toril & Queril contribution]. - Download and install multiple files from the same forum post (NathanKell's Modlist like). - Detect and install saved rockets/planes. - Option to export/import list (Mainly to workaround breaking updates). - Multilanguage (With your help xD). - Modlist sorting. - Some other features that people post in this Thread but I don't remember xD Difficult but posible future features: - Add scripting to Metamods, so installs will be automatic too. [NathanKell contribution] Probable (not primordial) features - Remove all part files that are not used ingame for performance gain [TheCardinal contribution]. Maybe add some type of backup just in case something goes wrong. - Autodetect KSP install folder [Queril contribution] (Configurable). Not developed because I don't know how to do that under Linux/Mac with Java. By the way it only asks in the first run, so is not primordial right now. YouTube video Watch here for fullscreen: http://youtu.be/Tl7O7pSwr3o I repeat: I would like to know what features do you want this Manager to have. Keep in mind that I'm simply asking, later I will think if I add it or not. Private alpha testers - Korb Biakustra - BrutalRIP - harvell64 Help in coding - weissel - ola Many thanx to you and thank you for your time!
  21. Don't get it. As far as I understand, if you cancel the installation of a mod that means that you don't want it, so is fine that is removed, isn't it? xD Tell me a reason of why you don't select any link and I will try to think a feature for that. No problem :-)
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