Jump to content

BlackNecro

Members
  • Posts

    82
  • Joined

  • Last visited

Everything posted by BlackNecro

  1. So I've returned to KSP modding after quite some time and as it turns out CKAN got more cluttered than ever. Wrote a small very hacky kerbal plugin to declutter my mod list and thought maybe someone else got the same problem and could make use of it. Usage Just download the dll somewhere, add it as CKAN plugin and you'll be able to hide mods from all filters by right clicking them and chosing hide. There's also a new filter in the filter list that will list all hidden mods. Download Source Enjoy your clutter free CKAN list
  2. To get this straight out of the box I won't update the current PartCatalog codebase, would be just madness to try and merge it in the new stock editor. But after playing with 0.90 a bit I'll need some solution for this stock mess and was pretty much the same reason I started PartCatalog. I can't promise anything especially not fast but I will probably work on this issue and if it ends up as something remotely usable I'll make sure to let you know. Guess I'll spend the evening digging through the new stock editor stuff and see whether I can shape it into something useful.
  3. Yea not only that, custom filtering by modules and the like as well, so quite the big feature intersection. I do wonder whether the PartCatalog was inspiration behind that and if it indeed was whether they'd ever acknowledge that. One way or another, lets see what the new version brings, but I guess that means PartCatalog is EoL then.
  4. Well it's not dead dead, the core groundwork is done so far, all that's missing now is building a proper standard library and general polishing, both ui and some features. Depending on the course flight computer takes I might or might not continue working on this myself. Edit: regarding Lua ksp projects there was one that tried turning kos in a language independent framework and there was a Lua implementation in development. Jebnix if I recall right
  5. Well first of all I have some ideas how the whole system could work with references to parts of your vessel, which could in turn allow for dynamic mod independant control of certain part features (Selene has allows for this in order to control individual engines if needed, trigger pretty allow anything else you can do with both context menu and action groups. Then there's always room for improvement with the general UI, both on the visuals and user experience sides. Also got some ideas for further Nodes, and general improvement for the nodes, like dynamic in/out lists, both to clean up nodes like the exec sequencer and would also allow for formula nodes for which you could introduce IOs with set datatype and just use some basic formula to avoid the usual math node clustering. Got quite a few ideas there, but I think that would be easier to coordinate via Steam or whatever
  6. My my so when you go into hiding for a few months all out of sudden you start missing out on the nicer mods. Looks really lovely already, I'd love to contribute my time to this one, especially since it pretty much gives my half finished Selene (KSP Lua interpreter) a run for it's money. If that's something that would appreciated give me a shout over at Steam, so maybe we can coordinate on that.
  7. Just had time to test it very quickly as I'm pretty busy with university right now, but the newly released RC8 should fix support for 0.25. Please keep me posted on any troubles that arise with 0.25 and RC8.
  8. Nice compact little widget, if you want to make sure it works with other mods that work with the partlist you should use the ExcludeFilters provided by the EditorPartList, instead of messing with the PartList directly. private bool MyFilterFunction(AvailablePart part) { return someCustomPartIsVisibleFunction(part) } EditorPartListFilter PartFilter = new EditorPartListFilter("MyPartFilter", MyFilterFunction); EditorPartList.Instance.ExcludeFilters.AddFilter(PartFilter);
  9. Yea you probably confuse that one, nothing in here sending usage or any other data anywhere. The KSPLua folder contains my own plugin that allows me to use lua (a scripting language) for defining those categories for future game versions, mods and the like in an expandable way without having to update the main plugin in any way. The next big release (After I finally got Version 3 stable, found a few nasty bugs still so that might a take a bit) will include an optional online repository that allows you to download compability scripts and icons for mods from inside KSP.
  10. First problem sounds very strange, even though there's no crash log there should still be the normal output log that gets written while ksp is running, might provide some insight if you could upload the last dozen or so lines. Second problem should be fixable using the maximum tags per page option in the settings menu, you can set a maximum number of tags per sub group there if you have more it starts separating them by initials
  11. No not at all, that one error came up a few times already and happens all the time. NLua can't be directly loaded as a KSP addon but is then loaded as the PartCatalog references it.
  12. That seems very unlikely as the change of RC7 was merely changing a few values to properly fit the GUI. The 64 bit version of KSP seems very unstable in general as it seems to randomly crash when allocating resources. The button with the magnifying glass should fulfill just that purpose.
  13. Another fixed version just for you, grab it from the front page. GUI is now adapted for 0.24.2, also should fix those lua5.2 not found errors (was an old assembly version in there)
  14. Sorry for the delay guys, kinda busy at the moment. I just finished packing up RC6 which should fix most of the troubles you guys had with lua scripts making it impossible to use the catalog with certain mods as well as fixing visibility for experimental parts. Due to new lua library structure this release requires a clean installation so make sure to delete your partcatalog folder before installing it. Hopefully this is the last RC for 3.0 and as soon as 3.0 is stable I will focus on two other mod projects as well (for a total of four then), so new feature releases will probably be slower than before. So grab RC6 from the first post and keep me posted on your experiences.
  15. Nothing to worry here, it's an intermediate library that's being loaded by the PartCatalog directly (and can't be loaded by KSP itself) that handles the lua script backend. Otherwise - I updated the OP with a fresh release that supports 0.24 More sophisticated updates coming soonish. Stay tuned for: -Splitting the propulsion category into engines and storage -An online mod repository that dynamically detects your installed mods and installs proper categorization scripts and icons.
  16. My fault, guess that's what gets you if write down this stuff from memory on your phone. I meant the partstring.lua
  17. Could both of you please compress and upload the PartList.lua file inside the plugindata/partcatalog directory and send it to me for examination?
  18. Well I clearly can't reproduce this, they all load up nicely. Which version of the catalog are you using, also which platform are you using? I'd love to see a the KSP output log of your clean test install up to the point of the catalog being loaded in the editor.
  19. I've been testing on Linux64 for the last hour or so and I seem to be able to reproduce the bug. (Some random intermediary result was kinda helpful). There seems to be some Unity bug in way textures are loaded, as soon as the texture quality is on full setting it either results in instant crashes or fails to load the icons properly. Quick way of checking whether you're having the same bug would be dropping your texture resolution to half and trying again then. I'll have a look whether I can circumvent this bug by loading my icons in a different way, will keep you updated.
  20. No problem to fix there. The AssemblyLoader is just the plugin loader built into KSP, it scans the installed assemblies, if they contain a class with the KSPAddon attribute, those classes get stored to be launched in the appropriate scene (Editor, flight etc). If they contain a reference to a forbidden namespace, they won't be launched. If your class contains a reference to another assembly which then uses a forbidden namespace it will still load the class which then proceeds to load the required assemblies which might include forbidden namespaces. On the behalf of Selene, yep it's still in active development. The current indev seems stable enough for testing and was thus merged to testing. Almost all of the core lua API is done by now, over the course of the summer I will finish a library of modules that will allow you to quickly get started using Selene as autopilot engine.
  21. While this is obviously bad design decision relying on field type prefabs being non null (I had similiar problems with the EditorPartList, R&D classes etc - just wait for them to become initialized), I included a change that delays loading by a set amount of seconds (by default 1) if that still causes problems, no further clue on my part. Will update the front page with new downloads and the like in a few.
  22. Not a part count problem, but rather a bug with KSPAPIExtensions (probably not expecting the part list to be empty which it is both when filtering too much or when the catalog is initializing the filterset).
  23. You made sure you did a clean install? Double checked the release version on a vanilla game and it works flawless. If that still makes some problems hit me up on the kspmodders irc channel to get this solved quickly.
  24. Sorry for being a bit inactive lately guys; University and the like are taking their toll. I have uploaded a new Release Candidate (I'm not pushing for a final v2 release until I have enough time to write some proper documentation, properly host the project on curse or whatever etc.) You can get RC3 here. Changes in this version: Fixed shift shortcut for selecting parttags greater than 10 with keyboard. Right clicking on the search icon now clears the current search. Added a paging option for categories to counter too long lists as a result of many mods, to enable it have a look at the settings page - max subtags per tag slider
  25. Just finished polishing RC2 Grab it here Changes since RC1: -Fixed GUI transparency for sure -Part list scrolling works without ctrl key again and for added bonus it locks the camera aswell! -Fixed tag visibility (SPH/VAB) -Fixed mouse over delays not persisting (also the mouse over now opens up when you click one of the top level tags) -Fixed empty tag glitches -Small mod category is back -More eye friendly color scheme -Hopefully fixed file paths for case sensitive file systems
×
×
  • Create New...