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CKAN (The Comprehensive Kerbal Archive Network) - v1.33.2 Laplace - KSP 2 support!


DasSkelett

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8 minutes ago, Lisias said:
<...>

You left out the most interesting part:

install:
  - find: HotAirBalloon
    install_to: GameData

This tells us that the mod's folder in the ZIP and in GameData is named "HotAirBalloon". This is what would be used in Module Manager clauses like :NEEDS[HotAirBalloon] if other mods needed to reference this mod. It's traditional for CKAN identifiers to match Module Manager identifiers when possible.

Edited by HebaruSan
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3 hours ago, Lisias said:

Yes, I have.

No, you haven’t. It is easy to change a mod’s identifier before it is added to CKAN.  Even now, it would not be prohibitive to change it back seeing as the mod’s existence on CKAN is only a few days old and there are no relationships to worry about and a small install base.

3 hours ago, Lisias said:

So you are implying that the author's standpoint is meaningless and can be ignored?

Of course not. But authors also don’t get the last word on everything. We try to act in the best interests of authors and ckan users - and that often means doing things for the good of long term maintenance of the CKAN ecosystem. I laid out my rationale for making that change.  I haven’t heard a good reason why it shouldn’t have been done other than the author wasn’t asked ahead of time.

Edited by JonnyOThan
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So it appears that the CKAN team made a minor back-end change to a mod for the good of the mod itself and the CKAN environment.   This change was an arbirtrary change, that can easily be reveresed if requested/needed.  I have that correct, yes? 

Ok then, it seems this issue should be taken to a PM chain so you guys can work out the details that the public really doesn't need, or want, to know about.  Perhaps some sort of documentation from the team to help avoid this type of situation in the future might help too.   And let's remember, it's usually best to start with a PM to ask a question before posting it publicly in the forums with the appearance of implication of malfeasance.  That often won't lead to clear answers and just draws in rabble rousers to stir the pot. 

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8 hours ago, JonnyOThan said:

I’m still not really clear on what you think the impact of this change is. If I had asked, what would you say?  And are you ok with this adjustment being applied to your other mods in the future?

The reason I posted here originally was so that any member of the CKAN team could see and reply to my question.

What prompted me to ask the question was a change from 1 commit, as can be seen in the screenshot.

"Removed authors name from identifier in case of eventual adoption"

Sure I am not a programmer, you understand technical aspects of the running of your repository that I do not, but the statement is clearly written.

The issue is something that is a problem in the modern world as whole. The culture of "opt out if you happen to find out what was done without consultation" instead of "be given a choice to opt in".

Whether I want a mod of mine to be adopted at a future date is my choice. I see plenty of old mods made in earlier versions of KSP and seemingly abandoned that I would love to get in and fix up to work in the latest version (Such as "Grounded", which I would like to fix the wheels on.) but I don't assume I can, just because I want to.

Maybe giving authors the choice upon creation of a mod on Spacedock to opt in (even if it is just a statement they write in the info) is the way to go. Knowing what the author wants rather than assuming and changing things would actually save you work.

So to answer your questions:

"I’m still not really clear on what you think the impact of this change is. If I had asked, what would you say?" : No thank you.

"And are you ok with this adjustment being applied to your other mods in the future?" : No. Please leave anything to do with author identification as it was generated by Spacedock.

If you would like to discuss this further, please feel free to send me a personal message.

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11 hours ago, Gargamel said:

This change was an arbirtrary change, that can easily be reveresed if requested/needed.

Yes, it was arbitrary, but no, it's not easily reversed as explained below:

Quote
15 hours ago, JonnyOThan said:

Here’s the thing: it is difficult (but not impossible) to change a mod’s identifier. 

 

 

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1 hour ago, Lisias said:

it's not easily reversed as explained below:

It’s easy to reverse right now.  It’s not easy to reverse in a few years when there are more interconnected relationships and more users that may have installed the mod - which is when any hypothetical identifier change after an adoption would be taking place.

Also, there was a bit of info referenced by HebaruSan: the ckan spec says that the identifier *should* match the installed folder name.  There are a lot of benefits to this.  I wasn’t aware of that when I made the change, but it happened to luckily also bring the metadata in alignment with this recommendation.  However it is just a recommendation.  

Edited by JonnyOThan
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2 hours ago, Lisias said:

Yes, it was arbitrary

No, the change was not arbitrary.  There are two good reasons why it should be done.  They've been laid out in this thread.  You really don't need to continue this discussion since we're talking with ColdJ in PMs.

Edited by JonnyOThan
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I have been having trouble adding a preexisting instance to CKAN via the "manage new instances" option. The file explorer window that CKAN pops up when I click "add new instance to CKAN" only shows the folders that all the files are in, but none of the actual files in the KSP folder I want to add. When I go back to file explorer on it's own, all the files (the build text file, the game executable, etc.) are still there but they won't show up in CKAN's window. The dropdown window in the bottom right of the CKAN file explorer window that usually lets you filter for file types only shows "game program file," without any other options, but I'm not sure if that has anything to do with it.

 

For reference, this is what I'm seeing from CKAN's window. Only the folder show up, but none of the actual files.

rTmSaI.png

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On 7/27/2024 at 10:20 AM, adsuri said:

I have been having trouble adding a preexisting instance to CKAN via the "manage new instances" option. The file explorer window that CKAN pops up when I click "add new instance to CKAN" only shows the folders that all the files are in, but none of the actual files in the KSP folder I want to add. When I go back to file explorer on it's own, all the files (the build text file, the game executable, etc.) are still there but they won't show up in CKAN's window. The dropdown window in the bottom right of the CKAN file explorer window that usually lets you filter for file types only shows "game program file," without any other options, but I'm not sure if that has anything to do with it.

 

For reference, this is what I'm seeing from CKAN's window. Only the folder show up, but none of the actual files.

rTmSaI.png

Don’t install KSP in onedrive .  It also looks like you might have renamed the executable to ksp_x64_opm. Don’t do that either.

Edited by JonnyOThan
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Apologies to CKAN.

I realised my very first release of ColdJ's Military Planes Soviet, was missing the craft folder and files. I have rectified quickly with version 1.0.1 but the automated service will have the original, which may cause problems for you.

https://spacedock.info/mod/3684/ColdJ's Military Planes Soviet#changelog

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  • 4 weeks later...
  • 2 weeks later...

Hey Hebaru, i've noticed an error with CKAN. I've tried installing Quackpack, OPM, OPx and MPE but when i finish loading the game gets stuck on the final loading screen. I've checked the KSP.log note and at the end it throws up the following errors:

[LOG 14:35:14.840] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying QuackPack/textures/pluginData/CindOcean.dds and QuackPack/textures/pluginData/CindNormal.dds
[LOG 14:35:14.840] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying MPE/MPE_Textures/PluginData/Edas_color.dds and MPE/MPE_Textures/PluginData/Edas_normal.dds
[LOG 14:35:14.840] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPX-JoolPlus/Textures/PluginData/Euribanne_color.dds and OPX-JoolPlus/Textures/PluginData/Euribanne_normal.dds
[LOG 14:35:14.841] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPX-JoolPlus/Textures/PluginData/Eurbon_color.dds and OPX-JoolPlus/Textures/PluginData/Eurbon_normal.dds
[LOG 14:35:14.841] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying MPE/MPE_Textures/PluginData/Crokslev_color.dds and MPE/MPE_Textures/PluginData/Crokslev_normal.dds
[LOG 14:35:14.842] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPX-UrlumPlus/Textures/PluginData/Pab_Color.png and OPX-UrlumPlus/Textures/PluginData/Pab_Normal.png
[LOG 14:35:14.842] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPX-UrlumPlus/Textures/PluginData/Pymm_Color.png and OPX-UrlumPlus/Textures/PluginData/Pymm_Normal.png
[LOG 14:35:14.842] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPM/OPM_Textures/PluginData/Plock_color.dds and OPM/OPM_Textures/PluginData/Plock_normal.dds
[LOG 14:35:14.842] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPM/OPM_Textures/PluginData/Karen_color.dds and OPM/OPM_Textures/PluginData/Karen_normal.dds

Here's my list of mods installed via CKAN.

RgsBeVG.png

If you know how this is happening or if there's any fixes, please let me know! (Parallax absent because i uninstalled it prior to taking the image)

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20 minutes ago, Iapetus7342 said:

Hey Hebaru, i've noticed an error with CKAN.

While that is what this thread is for, it's not what you've noticed. You've noticed a problem in-game, with no apparent involvement of CKAN. The place to go for help with that is here:

https://forum.kerbalspaceprogram.com/forum/70-ksp1-technical-support-pc-modded-installs/

Good luck!

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Just going to say- some stuff from Kerbol Origins is messed up- Sarvin’s lighting is wrong- and in fact has no normal map, or even a directory suggesting it had one.

Edited by Mr. Kerbin
The point was about what jonnyothan and lisias are talking about
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3 minutes ago, Mr. Kerbin said:

Just going to say- some stuff from Kerbol Origins is messed up- Sarvin’s lighting is wrong- and in fact has no normal map, or even a directory suggesting it had one.

Hi, that mod's support thread is here:

 

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Some content that took the thread off-topic (general discussion of opinions about the merits of CKAN rather than discussion about CKAN itself) has been moved to a thread of its own here:

 

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Hi!

I just noticed that TweakScale 2.4.8.5 was frozen due "bad downloads". Why?

https://github.com/KSP-CKAN/CKAN-meta/commit/311b881c565bb81c491ef60d87149bf7e7c21412

https://github.com/KSP-CKAN/CKAN-meta/commit/be401b1c2d078188c6ba858c3c29d1f540b32e38

The SpaceDock download is fine, it is working perfectly yesterday, see:

2024-0918_CKAN-froze-ts.png

and I downloaded it from there right now with success...

What we can do to fix this problem?

=== == = POST EDIT = == ===

Since the freezing happened only on 2.4.8.5, releasing a new one will fix the problem?

 

 

Edited by Lisias
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5 hours ago, Lisias said:

just noticed that TweakScale 2.4.8.5 was frozen due "bad downloads". Why?

I’m not sure, but I just noticed that tweakscale wasn’t included in your PR that removed dual hosting for the rest of your mods.

Were you doing something weird like replacing release artifacts? That’s a *really* bad practice and might have triggered this, but just a guess.

Note that frozen *netkans* can still be downloaded via ckan, it just means the infrastructure will stop trying to update new versions.  I’m pretty sure a frozen .ckan file in the ckan-meta repro is effectively removing it, since only .ckan files get used. But I’m less familiar with all the details here…I’ll try and figure this out.

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On 9/18/2024 at 10:18 PM, JonnyOThan said:

I’m not sure, but I just noticed that tweakscale wasn’t included in your PR that removed dual hosting for the rest of your mods.

Yeah, I just realized that. Tried a fix here: https://github.com/KSP-CKAN/NetKAN/pull/10218

Oh! Already merged! Thanks a lot!

 

On 9/18/2024 at 10:18 PM, JonnyOThan said:

Were you doing something weird like replacing release artifacts? That’s a *really* bad practice and might have triggered this, but just a guess.

Humm... That's a possibility. I'm toying with automation, and rehearsed some new deployments trying to cope with the CKAN rules I learnt this week. I will check it.

Thanks for the tip.

 

On 9/18/2024 at 10:18 PM, JonnyOThan said:

Note that frozen *netkans* can still be downloaded via ckan, it just means the infrastructure will stop trying to update new versions.  I’m pretty sure a frozen .ckan file in the ckan-meta repro is effectively removing it, since only .ckan files get used. But I’m less familiar with all the details here…I’ll try and figure this out.

Acknowledged. 2.4.8.4 is still available, by the way, only 2.4.8.5 is frozen. This will help me a lot to figure out what in hell it happened/I did/Murphy...

=== == = POST EDIT = == ===

And, yeah... It was exactly that (see above). My (in development) scripts deployed a new copy of TS 2.4.8.5 with an extra file to identify the source of the download. :blush:

Double guessing the need for that automation right now. I don't do releases every week, doing it manually is hardly a problem for me...

Edited by Lisias
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  • 2 weeks later...

The CKAN client v1.35.0 "Oberth" is released!

This is a very big release with lots of changes ranging from trivial to huge, most notably:

  • Releases are now signed to appease Windows Defender (many thanks to @techman83 for arranging this!)
  • Performance improvements for downloading and installing mods
  • Built-in option to launch the game via Steam to access the Steam overlay and time logging
  • Progress bars now better reflect the actual progress for install, uninstall, and upgrade
  • Many updates for ConsoleUI (the default on Mac) bringing it closer to feature parity with GUI (download count column, play game option, prompt to delete non-empty folders, install modpacks from .ckan files, check for conflicting recommendations)
  • A dev build option is available for more courageous/impatient users
  • Clone smaller instances with symlinks/junctions
  • Better onboarding for game version compatibility
  • Fixes for many commonly reported bugs
  • The core DLL is now on nuget: https://www.nuget.org/packages/CKAN/1.35.0

And much more!

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