Papa_Joe Posted September 12, 2016 Share Posted September 12, 2016 12 minutes ago, linuxgurugamer said: I think you meant to look at OnGUI, not OnWindow (putting this here for reference for other people) You are indeed correct. OnWIndow is called from within OnGUI, but the implementation is not in OnWindow in any case. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 12, 2016 Author Share Posted September 12, 2016 (edited) 7 minutes ago, Papa_Joe said: You are indeed correct. OnWIndow is called from within OnGUI, but the implementation is not in OnWindow in any case. And just so you know, I'm in the middle of releasing the next version with the fix. Thanks Version 0.0.4 is up on Github and Spacedock Edited September 12, 2016 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Kerbart Posted September 13, 2016 Share Posted September 13, 2016 Amazing. Just what the doctor ordered. As this is something I see activated not too frequently (useful as it is, don't get me wrong, but it's "set it and forget it"), could perhaps adding a short instruction "alt+click to block part" be added to the window that pops up when you click the janitor button in the VAB/SPH? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2016 Author Share Posted September 13, 2016 23 minutes ago, Kerbart said: Amazing. Just what the doctor ordered. As this is something I see activated not too frequently (useful as it is, don't get me wrong, but it's "set it and forget it"), could perhaps adding a short instruction "alt+click to block part" be added to the window that pops up when you click the janitor button in the VAB/SPH? Good idea, I'll see what I can do 21 hours ago, nightingale said: Be careful with the way you've implemented the perma-prune - deleting/renaming files will play havok with CKAN users (unless CKAN has changed, but last I checked it would freak out when uninstalling/updating a mod when all files it expected to be there weren't there). You may be better off writing a LoadingSystem mod that executes after GameDatabase (or better yet, after ModuleManager) and before PartDatabase. That being said - cool idea! I was able to get some code which worked with the LoadingSystem, but realized that it won't do anything beyond what the soft block is already doing. The problem is that in addition to renaming the config files when I do a PermaPrune, I also rename all the assets used by that part (as long as it isn't being used by any other part). The idea being to both prevent it from loading, saving time and memory. If I do it in the LoadingSystem, it will already have loaded the configs, and quite possibly will also load all the assets just because they are there (images, mostly). The code is safe enough, and deals properly with files if it tries to rename a file and there is a copy already there. CKAN also deals well with missing files, and ignores any files which aren't in the mod list. One thing I still need to do is to have it deal properly with a mod after it's been updated. Right now, you won't see the updated parts, but they will be loaded anyway because of the update. I need to add a module which will go through the list of renamed parts, and check to see if any have new copies there, if so, it will rename them automatically. This, I will probably put into the loading system, and make it the first so that the parts won't get loaded. Quote Link to comment Share on other sites More sharing options...
nightingale Posted September 13, 2016 Share Posted September 13, 2016 15 minutes ago, linuxgurugamer said: I was able to get some code which worked with the LoadingSystem, but realized that it won't do anything beyond what the soft block is already doing. The problem is that in addition to renaming the config files when I do a PermaPrune, I also rename all the assets used by that part (as long as it isn't being used by any other part). The idea being to both prevent it from loading, saving time and memory. If I do it in the LoadingSystem, it will already have loaded the configs, and quite possibly will also load all the assets just because they are there (images, mostly). Right that's why you have your LoadingSystem execute between GameDatabase and PartLoader, and then you remove the stuff you don't want included anymore from GameDatabase. PartLoader uses GameDatabase to decide what to load. Texture are trickier because they are loaded in GameDatabase, but your best bet may just be to free them after they've been loaded. Regardless of how you're doing it, you want to be super careful with textures - as a texture may be shared between multiple parts. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) 1 hour ago, nightingale said: Right that's why you have your LoadingSystem execute between GameDatabase and PartLoader, and then you remove the stuff you don't want included anymore from GameDatabase. PartLoader uses GameDatabase to decide what to load. Texture are trickier because they are loaded in GameDatabase, but your best bet may just be to free them after they've been loaded. Regardless of how you're doing it, you want to be super careful with textures - as a texture may be shared between multiple parts. The way I do it right now, is that I search all loaded parts for any which use a texture in a pruned part. If it is used anywhere else, it doesn't get renamed. I understand what you are saying, but the whole idea behind the PermaPrune is to avoid loading the stuff at all. With that caveat, I do not recommend using PermaPrune unless someone has a memory issue. I just released 0.0.5, which adds the needed code to rename any updated parts that can show up from a mod or Steam update Edited September 13, 2016 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 13, 2016 Share Posted September 13, 2016 (edited) Just thought I would mention, for texture sharing testing purposes, Probes Plus might be a good one to try... @akron is a master at optimizing and sharing textures.. That whole mod only uses, like 5 or 6, main textures... Plus, he has texture switching included, with 4 or 5 different textures... So yeah, maybe a good one to test, to make sure the Closet handles texture sharing correctly...?? Edited September 13, 2016 by Stone Blue Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2016 Author Share Posted September 13, 2016 4 minutes ago, Stone Blue said: Just thought I would mention, for texture sharing testing purposes, Probes Plus might be a good one to try... @akron is a master at optimizing and sharing textures.. That whole mod only uses, like 5 or 6, main textures... Plus, he has texture switching included, with 4 or 5 different textures... So yeah, maybe a good one to test, to make sure the Closet handles texture sharing correctly...?? Thanks, I'll do some more testing this evening with that Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 14, 2016 Author Share Posted September 14, 2016 13 hours ago, linuxgurugamer said: 13 hours ago, Stone Blue said: Just thought I would mention, for texture sharing testing purposes, Probes Plus might be a good one to try... @akron is a master at optimizing and sharing textures.. That whole mod only uses, like 5 or 6, main textures... Plus, he has texture switching included, with 4 or 5 different textures... So yeah, maybe a good one to test, to make sure the Closet handles texture sharing correctly...?? Thanks, I'll do some more testing this evening with that Works nicely! Gave me an idea for something though, I need to think about it. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted September 14, 2016 Share Posted September 14, 2016 Freaking awesome! Great job, LGG. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 15, 2016 Author Share Posted September 15, 2016 There is a version for 1.2 up on gitHub Quote Link to comment Share on other sites More sharing options...
3ngin33r Posted September 15, 2016 Share Posted September 15, 2016 Just to be clear, permaprune reduces ram usage and load times the same way autopruner does right? Because I have over 100 mods, most of them part packs(1.1 yaaaay) and my game uses over 6 gb of ram (no problem here) and takes the better part of an hour to title screen. Removing like 500 (without exaggeration) completely redundant fuel tanks would be a pain in the ass with any other method. Quote Link to comment Share on other sites More sharing options...
Torih Posted September 15, 2016 Share Posted September 15, 2016 Yeah its like autopruner, main difference being you do it in game via the VAB instead of a command prompt. Quote Link to comment Share on other sites More sharing options...
3ngin33r Posted September 15, 2016 Share Posted September 15, 2016 52 minutes ago, Torih said: Yeah its like autopruner, main difference being you do it in game via the VAB instead of a command prompt. Cool, thanks. Quote Link to comment Share on other sites More sharing options...
Jovus Posted September 29, 2016 Share Posted September 29, 2016 It seems you've specifically bound this to the alt key. Is there a way you could instead bind it to KSP's definied mod keys? Not all of us use alt, and for some of us, alt is reserved by our window managers in such a way that alt doesn't work with KSP. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2016 Author Share Posted October 9, 2016 On 9/29/2016 at 4:54 AM, Jovus said: It seems you've specifically bound this to the alt key. Is there a way you could instead bind it to KSP's definied mod keys? Not all of us use alt, and for some of us, alt is reserved by our window managers in such a way that alt doesn't work with KSP. You are correct. I'm fixing it, should have a new version up in a hour or so. sorry it took so long to respond, I've been busy with RL and two other mods I'm writing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2016 Author Share Posted October 9, 2016 New release to fix the ALT key hard code: https://github.com/linuxgurugamer/JanitorsCloset/releases/tag/0.0.6 Should now work properly on Linux and OSX Quote Link to comment Share on other sites More sharing options...
Jovus Posted October 9, 2016 Share Posted October 9, 2016 54 minutes ago, linuxgurugamer said: You are correct. I'm fixing it, should have a new version up in a hour or so. sorry it took so long to respond, I've been busy with RL and two other mods I'm writing In my book, you never need to apologize for not updating a mod. You've done a huge service to the community (especially the RO/RSS community) just by releasing this thing in the first place. Quote Link to comment Share on other sites More sharing options...
Yoshidude Posted October 16, 2016 Share Posted October 16, 2016 (edited) Is it possible for me to bind the "open janitor closet" key to another key without rebinding my modifier key? Edited October 16, 2016 by Yoshidude Quote Link to comment Share on other sites More sharing options...
LeLeon Posted October 16, 2016 Share Posted October 16, 2016 (edited) What happens with files i permaprune or block and a update through ckan is incoming? Will these parts be there again or does this mod check and log the files i set to permaprune/ blocked and do the same with the new incoming? Edited October 17, 2016 by LeLeon Quote Link to comment Share on other sites More sharing options...
Vrana Posted October 17, 2016 Share Posted October 17, 2016 This is a really good idea. Together with Filter extensions this mod might make my part lists manageable again without me clearing literally hundreds of parts by hand. Thank you! Quote Link to comment Share on other sites More sharing options...
Probus Posted October 17, 2016 Share Posted October 17, 2016 Wow! Just found this. Thanks @linuxgurugamer! Yet another awesome mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 (edited) On 10/16/2016 at 4:51 PM, LeLeon said: What happens with files i permaprune or block and a update through ckan is incoming? Will these parts be there again or does this mod check and log the files i set to permaprune/ blocked and do the same with the new incoming? It tries to be smart and do the same with the new incoming Edited October 18, 2016 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Torih Posted October 18, 2016 Share Posted October 18, 2016 Hi. appears that the permaprune option is bugged again. softblock is fine but when trying perm the window opens where to used to rename, but its blank. Checked the files and they have not been modified. https://www.dropbox.com/s/daj60p8z9e4lasx/output_log_Prune.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 3 hours ago, Torih said: Hi. appears that the permaprune option is bugged again. softblock is fine but when trying perm the window opens where to used to rename, but its blank. Checked the files and they have not been modified. https://www.dropbox.com/s/daj60p8z9e4lasx/output_log_Prune.txt?dl=0 I see the problem, but it's going to be a while until I can fix it. Something changed in the internals and I need to figure out what. Quote Link to comment Share on other sites More sharing options...
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