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Stone Blue

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Everything posted by Stone Blue

  1. yeah.. delete all but latest. Pretty sure having multiples is not a problem, as it self-checks for newest installed version, and uses that one, IIRC... caveat, tho... I guess *some* mods DO require specific version of MM... tho I dont recall coming across any vOv
  2. @Lisias didnt want to single you out, since you are not the only one offering defferent forks/versions/recompiles of KJR Since you mentioned it tho, I guess I dont understand why yours uses a pretty much vestigial folder that Squad should have removed long ago, as well as why the need for KSPAPI Extensions, when most, if not all of the functionality of that mod was rendered obsolete way back in 1.1.0 when it was pretty much absorbed into stock KSP vOv
  3. THANK YOU, THANK YOU Finally a version thats not a convoluted mess to install or use...
  4. Please dont imply that Module Manager isnt working for KSP 1.7.0. Just because a mod hasnt been actually updated for, or "officially" stated to work with a specific KSP version, does not mean that it wont work in that version. I'm sure if there were issues with MM for 1.7.0, we would have heard a huge outcry by the first or second day after 1.7.0 released. Also, for several days now, the *LAST, most current* post on the MM thread, just happens to be Sarbian himself stating current version works fine on 1.7.0.
  5. ok.. I dont know what you meant by "...and last version." part.
  6. If I am understanding you correctly, this would be *nice*, but highly impractical. Its not just a simple matter of renaming/rearranging the folders. *EVERY* part config, *every* patch, and *every* instance of a listed folder URL in a mod, or mods supporting other mods would have to be changed. Also, source code would have to be edited for every .dll that references a hard-coded URL. and then recompiled. Thats a TON of work... Its one thing if a mod dev does their own mod, but to wholesale implement this over *every* mod would be crazy. And if you mean each version of the mod have the mod version as part of the folder naming, that would require doing it all again every mod update... totally unrealistic. And "most mods ever existing are obsolete long ago and dont work anymore" is just hugely not true.
  7. Oh, you can use any plain text editor to "write" the file in (NotePad, or Wordpad will work). Then save as, using the file extension .restockwhitelist instead of .txt File can be saved anywhere in your /GameData folder.
  8. The SpaceDock listing (linked in OP), for RT will show past versions and KSP version compatability.
  9. hmmm... I tried to reproduce the issue with v1.1.7 on KSP 1.7.0... even set my screen size to 1024x768... the connectivity manager box shows up well away from the screen border, and dragging it around, it seems to have set bounds that keep it uniformlly quite away from the screen edge... I dont know how it would appear overlapping the screen edge at all.. vOv And every thing seems to be working normally... One thing that worried me, is after getting the choose terminal font warning on the main menu... I went in to the editor to load a craft and add a kos part... clicking the kos toolbar button, when the toolbar is at the bottom of the screen, clicking the "choose Font" button, opens the other dialog, that ends up well off the bottom edge of the screen... and neither kOS Ui is draggable... but its not a problem when in flight scene, and the toolbar is on the right edge of the screen... but again, everything seemed to work normally... vOv And no Wind Tunnel mod installed for me... Sorry I couldnt be moar help EDIT: after Someone's above post (they ninja'd me), I dont have fullscreen enabled, but I do force -popupwindow... I generally run 1440x900 for the game... vOv oh, also, dont know if this would matter, but I force Dx11, and run Electrocutor's Dx Fix...
  10. @SpaceFace545 They have provided an excellent wiki with instructions on how to do exactly what you want on the Github Wiki. its a lot of reading, but its a super simple method, and will take you longer to read it, than to make your own whitelist of selected parts. here it is: https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist
  11. Hmmm... not sure that I like that... Tho i can see the other side of the coin, too... In any case, makes for a thought provoking exercise
  12. Ooohhhh... ugh, yeah, thats a lot of work... I for one didnt realise you had done such a deep revamp. (I havent used KF in quite awile, admittedly.)
  13. OOF... for some reason I got this mod mixed up with this one from LGG:
  14. Would it be a lot of work to move it from the KF folder to an "Extras" folder, next to the /GameData folder in the package?... I know lots of mods do that with optional and extra "stuff"...?? (the patches for it, i mean, *not* the TU folder itself...) and just not package TU with KF?... leave *that* to users to grab seperately, and for CKAN to have it shown as a *recommended* mod, so they are taken care of too? vOv
  15. Ahhhh... Thanx. I manually install mods, and I removed the TU folder when I removed a bunch of other mods to make for a cleaner install to troubleshoot my issue. I *did* check the OP after I did that, and the issue appeared, and didnt see TU listed as a dependency, so didnt think of it... Sorry
  16. Hmmm.. so I'm running KF on 1.7.0 on a lightly modded install. Dependencies are installed and up to date. Anyone else have all part textures *not* showing up? EDIT: ok... so there must be a missing dll somewhere. Seems I'm missing whatever dll handles "KSPTextureSwitch"... ???
  17. I wouldnt have minded subtle use of metallics in Restock, that TU exposes to KSP. I think with the talented team who put Restock together, it would only have made Restock even that much better. I have no idea if it was ever a consideration or even under discussion at any point, but I have a feeling that the final decision would have come down to the mod having an external dependency. You'll note that they wrote a custom .dll for the mod, that covers everything they needed, rather than adding dependencies on mods that may already offer the functionality they needed. Other than ModuleManager... but then, *what* mod *doesnt* need MM at this point? @Electrocutor may I suggest maybe switching your perspective a little. Instead of starting with speccing the overall structures of parts and working down to the details, maybe look at the small details of the parts first, and try converting only those to start with, and then work your way up... again, IMHO, I think subtle accents of metallic will go over much better with a wider audience. I wouldnt take any negativity to heart. As you admitted, you may not be an artist, but everyone has to start somewhere. *NO* KSP mod dev has ever had perfect early results, and *every* mod has needed refinements and tweaking. Take pride in and thanks for, at least pioneering the way with the use of PBR, if not for the actual texture changes themselves. I for one, hope you continue your texturing efforts, to refine and improve on them. It might be a good idea to continue previewing your efforts in a seperate thread. I know a lot of devs (not necessarily those of Restock), may show resistance to other people previewing efforts to improve/modify/change their mods, on said mods threads...
  18. I never understood why some people prefer mismatched, blah textures instead of moar "realistic", matched textures... But I also dont understand why some people prefer unrealistic, solid metal/chrome on everything, everywhere... I've always thought you and Shadowmage did a great thing when Textures Unlimited unlocked the ability to use PBR and expose the use of metallic specs in KSP. I think it is an awesome tool that can be used to improve the game asthetics, and to make the parts look top notch, to fit in with many of the top notch visual graphics mods that have pushed the graphics envelope of KSP. However, I think most of the revulsion people have shown to the use of it, is that it has been far over-used and abused in many cases. I think it has its place, and subtler, lower-key use of it is where it would really "shine" (pun intended), in KSP... NOT overpowering the existing aesthetic of the game. You know what they say about "...too much of a good thing..." While I love a good, black cup of espresso, I'm not keen on plain black coffee. I absolutely love a good amount of vanilla creamer in my coffe... However, at a 75-to-25 ratio of creamer to coffee... *NOT* so much But thats just IMHO vOv
  19. From this in the OP, it sounds like there are *two* Community Managers... tho idk if both are now filled? vOv " Private Division, the producers of Kerbal Space Program, are looking for a Community Manager to work with the Squad Community Manager..." @St4rdust can I ask which are you? vOv
  20. Hmmmm.... a part failure mod that fails to fail...??? Would that make it a failure, or a success? ... :shrug: lol
  21. DO NOT INCLUDE THE SQUAD FOLDER... that would be *PIRACY*
  22. Maybe keep an eye on this mod... hopefully it gets released Soon™: In the meantime, maybe this one:
  23. 1) Fixed support for Dx11 and 12... drop Dx9 support if necessary 2) Multi-monitor support... while it seems it may not work *well*, it was introduced in Unity 2017... hopefully it will perform better in Unity 2018 2019 vOv So, if no one got the hint, I would like a Unity 2018 2019 update for 1.8
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