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IRnifty

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Everything posted by IRnifty

  1. I didn't make sure it works. I'm not sure if any extra using's are needed or if the response is similar enough to work. I just switched the Twitch API endpoint the code is hitting to the correct one.
  2. @linuxgurugamer The code urgently needs an update to use the Twitch Helix API instead of V3, which they are actively in the process of killing. Please see the pull request I've made in GitHub. Note: I did not fact check my changes.
  3. Steven Mading, there is no such ability available. Through the Twitch web API, DTV can only see who is in the chat, not who has recently said something. I could make it work, but that'd require a bot to exist in chat, constantly keeping track of who is chatting, which would require much more effort and resources than I'm willing to put into this for such a niche mod. talung: I am aware of the changes, but only recently got my computer back from shipping (I moved countries) and didn't have the time to update. I'm working on releasing right now. As far as KIS goes, I am sorry this happens, but I cannot spend the time to make DTV compatible with KIS over such a small issue. As a workaround, it may be best to place your items in a separate container or draft the viewers prior to launch (in the Space Center scene) altogether. Updated! v2.4.6: - KSP 1.2.1 compatibility update. - Added a now required client ID to all Twitch web API requests.
  4. Updated! v2.4: - Drafts are now saved directly to each save's persistent file, allowing reverts to free drafted names. - An upgrade system was left in place which will migrate pre-existing drafts over to the new system. - Fixed drafting for specific jobs still yeilding Kerbals with random jobs. - Changed the Quick Draft hotkey to Alt+Insert.
  5. I'm actually fairly uncertain as to how well it'll run on other OS's due to its dependence on the KSP code library. Since it literally relies on the KSP definition of ConfigNode as I can't exactly recreate it myself, I don't know if other OS's will properly pick up on that dependence.
  6. Kerbal Config Editor has been updated! KCE v1.1 is now kompatible with KSP 1.1 Pre-Release. 1.1 USERS BEWARE: KSP 1.1 is still in Pre-Release status. Bugs are expected. In addition, KCE v1.1 is NOT backwards kompatible with older KSP versions. Because of this, older versions of KCE are still available in SpaceDock's "Changelog" section AND in GitHub's "Releases" section. CHANGELOG: v1.1: - KSP 1.1 PRE-RELEASE Kompatibility Update. BUGS ARE EXPECTED.
  7. Draft Twitch Viewers has been updated! DTV v2.3 is now kompatible with KSP 1.1 Pre-Release. 1.1 USERS BEWARE: KSP 1.1 is still in Pre-Release status. Bugs are expected. In addition, DTV v2.3 is NOT backwards kompatible with older KSP versions. Because of this, older versions of DTV are still available in SpaceDock's "Changelog" section AND in GitHub's "Releases" section. CHANGELOG: v2.3: - KSP 1.1 PRE-RELEASE Kompatibility Update. BUGS ARE EXPECTED. - Fixed a UI bug which mishandled window positioning on >1080p resolutions. - Due to inkompatibilities, right clicking the app icon no longer drafts. - Alt+D is the new drafting shortcut.
  8. Thanks for letting me know. I often forget to add releases to GitHub because it's not meant to be the primary download source, but thanks to MediaFire being banned, I had to. I'll update GitHub and also add in the SpaceDock.info source as well. EDIT: Apparently I got confused at some point, because the actual latest stable release is 1.0.3 as GitHub indicates, and I accidentally changed everything to say 1.0.4 when that version is not even released.
  9. I am unfamiliar with the TestFlight mod. In all honesty, this mod is fairly old and I've moved on to others. It's still up because it still functions in 1.0.5 and I'm not about denying access to even a single person because I don't want to make the effort to maintain its pages. In the event that I get vast amounts of additional time to do what I want and complete about 5 other projects, I may come back and completely redo this mod and even include it into a custom-made and developed series of mods which would vastly expand the game. But until then.... Life...
  10. Sorry I'm late to the party. The mod displays ALL game objects in any given scene at any given time, along with ALL attached components. It's basically the exact same thing as the Unity Editor's inspector, except in-game. It just so happens that the wireframe system also displays on anything with a mesh renderer/skinned mesh renderer.
  11. Should already be in CKAN. I uploaded it to KerbalStuff.com, so they should have taken care of that...
  12. The 1.1 update will indeed mess with the UI. It'll take some time for all of us mod authors to figure out how to best reimplement our UI's, more for some than others, but rest assured, I will make the attempt to update all of my mods with the new UI once I learn it.
  13. Kerbal Object Inspector v1.0: Release This software is provided "as-is" with no warranties. Presented under the GPL v3 license. Creation and/or publication of media (images, videos, etc.) while using this software is authorized. Created by: Nifty255 Copyright 2016 All rights reserved. This mod is in RELEASE. However, bugs can still happen. If you have a bug, or a suggestion, please leave it in a mature manner. DOWNLOAD: SpaceDock OR GitHub SOURCE: GitHub Get Kerbal Object Inspector on CKAN! FEATURES: Kerbal Object inspector is a plugin which allows mod developers to see exactly what's going on in the background of any game scene by listing every game object and their properties. - Easy to use interface. - Lists all game objects, mesh or not. - Organizes game objects based on the Unity hierarchy. Child objects are displayed indented under parent objects. - Displays transform and other component information for any game object. - Efficiently renders a wireframe on any game object with a mesh. - Objects that are a parent of the selected object have dimmer wireframes. CHANGELOG: v1.0: - INITIAL RELEASE
  14. Updated! v2.0: - Large code refactor to allow for third-party mod integration. - Settings reworked for consolidation and added stability. - Added error handling to the web side of the draft system. - Removed unnecessary "using"s to clean up code. - Performing any draft or drawing saves the current settings. - Made the alert window slightly larger.
  15. I did just see that! Thanks for the help! Hey, I understand you're the developer of Anomaly Surveyor. I... Kiiinda want to extend that beyond its original scope. Care to talk over PM if the forums let us?
  16. I'm looking into this now. It would replace the original 4 Kerbals and attempt to replace the rescue contracts as well. No guarantees this will be added, but I'm looking into it. See above I try to stay as far away from the chat system as possible, because any involvement in it requires a Twitch API Key from the streamer account or a bot account made for him/her. Also, KSP has a hard-coded job picking system that's based on the name, and is recalculated very often, so I couldn't permanently change it without constantly fighting tooth and nail with the game over it.
  17. That's pretty cool. Didn't know it would do that. Next up. Is it possible to trigger a code event somehow? I'm looking to play a sound and do other things whenever certain parameters are met.
  18. Hey nightingale, I have a feature request. How about a parameter type like "ConfirmDialogBox"? The primary attribute would be the name of the BEHAVIOUR node which defines the DialogBox, and when the user clicks to close the box, this parameter would be triggered as complete. When this type of parameter is hidden, multiple of this type could be used to set up a string of DialogBoxes, resulting in a conversation of sorts.
  19. Updated! v1.1.3: - Fixed bug which prevented the DTV App from appearing in the flight scene.
  20. Updated! v1.1.2: - Added version label to the bottom of the App window. v1.1.1.1: - Fixed "Kerman" toggle and custom messages not loading from file.
  21. Updated! v1.1.1: - Added toggle for adding "Kerman" to the end of Kerbal names. (I forgot to add this in 1.1, sorry!)
  22. Updated! v1.1: - Added "Do a Viewer Drawing" which picks a random viewer independent of the draft. - Viewers pulled for a drawing are stored in its own list to prevent repeat pulls. - Added "Empty Drawn User List" button which resets the list and allows repeat pulls. - Added ability to draft viewers of specific jobs. - Users can still draft viewers, accepting any job. - NOTE: Drafting for specific jobs may take longer and may fail on low-viewer channels. - NOTE: The default action for right clicking is to draft with any job. - Added fund requirement for users in career mode just like normal hiring. - NOTE: KSP 1.0.2 displays a false hire cost in the Astronaut Complex. DTV shows the correct amount.
  23. Hey all, Nifty here. I have a question about getting something to run during any scene in which game time is running. I've gathered that I'm going to need to use KSPScenario and ScenarioModule, but I'm not sure on how to detect the passage of time during the update loop. I need this in order to run part failure calculations for vessels that are unloaded (for my part failure mod Kerbal Mechanics). I just did some testing with HighLogic.CurrentGame.universalTime, but that appears not to move at all at least up to 5 decimals for whatever reason...
  24. Hyomoto and Drake1500, I get that there are issues with the current method of decoupler failures. I realize now I should have programmed them the same as everything else: With the ability to determine chance of failure before the time for critical use. Currently, they are literally a random number the instant they are used. I get that this was wrong, and should I find the time to fix that, I will. Promise. However, I've come to the conclusion that I will need to rewrite most if not all of the mod in order to add in failures while not actively steering. Don't worry, I'll make sure that this is at least somewhat balanced. But as it is right now, I'm working on a few other things and beginning the planning phase of Kerbal Mechanics 2. I really appreciate all of the feedback, and I will take it to heart when working on the next iteration. As far as KIS integration goes, I thought about that as well, and will likely make that an option, but I don't want it to be the only option because I'm sure there are those who don't want KIS in their game for whatever reason. If this proves to be too difficult, I'll have to make the decision about which direction to go.
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