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Crzyrndm

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Everything posted by Crzyrndm

  1. Yea, it's probably something like that. I'm going to spend some time fiddling with it tonight so fingers crossed it'll be something easy like that (mistakes == simple almost every time...). Didn't have much debugging time the other day
  2. I'll fix that...(someone remind me why flags and EVAs are also vessels...)
  3. I wasn't aware there was any need to do so until just now, but it's easy enough to add some extra checks.
  4. I'll probably need logs, preferably with FE debug logging enabled (space centre => FE options => logging option) Do you have "replace manufacturers" enabled? (it's the default): - If yes, which mods are you expecting to show up that aren't. I'll add a sorting pass to the manufacturer category in the next round of fixes - If no, things are very broken and I'll have to work out why it's even touching the stock manufacturers...
  5. Aha, I knew it'd be something obvious like that. Also the mentions of prefabs confused me somewhat, I had assumed everything had to be in a prefab but found out this morning I can use individual components (eg. the shader from ^^). This makes things somewhat easier...
  6. Shader loading from bundle is on Github. Unity setup is simply a surface shader with shader code copied from bac9's repo and then exported using the part tools. I did something wrong though, because it looks like it should only be showing a subset of what it is -.-
  7. If you know how to deal with shaders, any insight would be greatly appreciated. Totally out of my league
  8. MJ/KER TWR issues is just not something I can fix. It's new stock functionality and it's not going to be an easy one for them to support either I'll fix the resource issues this weekend, sounds like I did something stupid
  9. Trying to make an asset bundles to load things for a couple of my plugins, I think I'm missing something blindingly obvious... I have Unity v5.2.4 I have the 1.1 Part tools working (it shows KSPAssets in the top bar) I have created a test object (lets use the B9PW shader as an example) I created a prefab This is where I get stuck. I can't work out how to add things to the prefab so that it generates the xml, and what the proper way of exporting the object to a .ksp bundle so it's associated with that xml (I notice the xml generation doesn't seem to create any other files...)?
  10. First go at a fix for the material inversion on mirrored parts issue https://github.com/Crzyrndm/B9-PWings-Fork/blob/master/GameData/B9_Aerospace_ProceduralWings/Plugins/B9_Aerospace_WingStuff.dll?raw=true Try and break it please
  11. What OS are people with the shader issue (the thing above) using? I have my suspicions that the old shader loading method is only still working correctly on windows
  12. Filter extensions => look at the manufacturer tab. By default it redoes it as parts by folder in GameData
  13. Do you have any parts that should show in those profiles? Can I get a log with logging enabled (space centre, black window button, logging option) and MM cache. Is it first and then subsequent VAB entries that are different (normally where FE lets a few extra through)?
  14. 1) The license allows for it and he has plenty of reference to the original as far as I'm concerned 2) Judging by various hints lying around, English isn't his native tongue. Many non-native speakers can come across as being somewhat blunt even after living in an english speaking country for years 3) Neither has he been outwardly hostile or disparaging. To me he's just stating facts as he sees them Finally, a harshly toned reply doesn't exactly do anything to resolve the problem. This workaround is actually something I suggested (and am using for the time being on my maintenance fork as well) when he brought up the issue. Any fix isn't going to be easy or quick (unless KSP itself changes >.>) and I see this as the better of two issues myself
  15. It's a short term workaround for a significantly more obvious visual issue with no ingame workaround, not a fix. Calm down and wait for an actual fix...
  16. ... That install is so messed up I don't really know what to say. No explicit exceptions from B9PW, but the number of mods throwing errors in that log is downright scary. You can try again with just Interstellar and its requirements, but I'm not holding much hope here
  17. Honestly the shader stuff is out of my league. I'm having enough problems just working out how to put it into an asset bundle for loading, never mind editing it -.-
  18. Clicky Clicky (To be honest I possibly may have slightly forgoten about it...)
  19. That looks like the shader isn't loading correctly which means I'm probably going to need to update how its loaded to conform with Unity 5 standards -.-
  20. This is getting repetitive. If you want help, you need to provide me with the means to do so...
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