ahd1601 Posted January 30, 2014 Share Posted January 30, 2014 Pretty much. I might take a look at it to see what the issues between 0.21 and 0.22-0.23 are to figure out if I can get it working without too much trouble. It might just need a recompile for 0.23, or it might need a complete rewrite. I'll figure out what can be and what needs to be done after that quick test.I recompiled it, didn't work. Needs a total rewrite. Link to comment Share on other sites More sharing options...
OrbitusII Posted January 30, 2014 Share Posted January 30, 2014 I recompiled it, didn't work. Needs a total rewrite.That's unfortunate, I'll take a look at it and see what needs to be rewritten for it to work. Link to comment Share on other sites More sharing options...
ahd1601 Posted January 31, 2014 Share Posted January 31, 2014 (edited) That's unfortunate, I'll take a look at it and see what needs to be rewritten for it to work.I know Snjo tried to update it. Try and hit him up to see how that's going.EDIT: Just tested it, Snjo's update works in .23! Here it is: http://www./download/j6...TownPlugin.zipEDIT 2: Selecting a launch site does not work for some reason. Just spams errors and flings parts out at insane speeds. But it places static objects properly in the world, so you just have to fly there from ksc Edited January 31, 2014 by ahd1601 Link to comment Share on other sites More sharing options...
Snjo Posted January 31, 2014 Share Posted January 31, 2014 Raz's original code is here: https://github.com/HubsElectricalThe recompiled version just removed the launch selection buttons from the SPH/VAB, and fixed some reference errors after the KSP dll updates.For launch site selection I now use the Firespitter Water Launch module (still only in the pre-release), that lets you save and load spawn point anywhere on Kerbin. (source) (FS pre-release)It could theoretically be rolled into KerbTown, and would be almost as good as the original system, but it's a lot of GUI work. The way I read the original system it seemed it should still have worked, and the fact that it didn't indicated to me that something in KSP changed in such a way that it would need a redesign. But it was hard to find all the code, and I never tried to alter it. Link to comment Share on other sites More sharing options...
skykooler Posted January 31, 2014 Share Posted January 31, 2014 The links to the .23 version are broken. Could someone upload it? Link to comment Share on other sites More sharing options...
Cooly568 Posted January 31, 2014 Share Posted January 31, 2014 I personally imported several buildings into my 0.23 modding installation, placement worked, but spawn points didn't.That actually doesn't mean too much to me, I always have Hyperedit, so the mod works perfect for me... excluding launch sites, but I don't care about that to be honest. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 20, 2014 Share Posted March 20, 2014 I'm now working on a fix for the broken launch-site feature... It seems to be something related to the new launch site management of stock KSP.But i'm a bit confused about the license, is source-code-editing and redistribution disallowed because the OP stated "all right reserved"? Link to comment Share on other sites More sharing options...
Snjo Posted March 20, 2014 Share Posted March 20, 2014 I'm now working on a fix for the broken launch-site feature... It seems to be something related to the new launch site management of stock KSP.But i'm a bit confused about the license, is source-code-editing and redistribution disallowed because the OP stated "all right reserved"?Pretty much. I worked on a the Kerbtown extension part of the code with Raz, so that one you can do whatever you want with, but he never released his rights to the main code as far as I know. The most I ever did to that was recompile it with the launch button disabled. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 20, 2014 Share Posted March 20, 2014 (edited) Pretty much. I worked on a the Kerbtown extension part of the code with Raz, so that one you can do whatever you want with, but he never released his rights to the main code as far as I know. The most I ever did to that was recompile it with the launch button disabled.Does that mean I can redistribute the modified version with his license + credit to my own portion or not? as you also disabled the launch button which is inside the main code part right?and TBH I don't care about my credit that much, i mostly hope that we can use that feature again.EDIT: and i found that your source-code link on mediafire is invalid... Edited March 20, 2014 by HoneyFox Link to comment Share on other sites More sharing options...
Snjo Posted March 20, 2014 Share Posted March 20, 2014 The source code is here: https://github.com/HubsElectrical(I never use mediafire, so that must have been someone else's link)As for the license, it is listed as This work is licensed under the Creative Commons Attribution-NoDerivs 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nd/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.https://creativecommons.org/licenses/by-nd/3.0/ :NoDerivatives  If you remix, transform, or build upon the material, you may not distribute the modified material.I will send Ryan a mail and see if he will alter the license. No one has spoken to him in ages though, so no promises.For better or worse, KSP modding, at least on this forum, requires a license to be given. This avoids rip offs, but also means a popular mod is dead in the water if a modder goes dark. The only legal thing you can do then is either to modify for personal use, create a new mod that can reuse the same format for statics, or get the license changed by the author. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 20, 2014 Share Posted March 20, 2014 The source code is here: https://github.com/HubsElectrical(I never use mediafire, so that must have been someone else's link)As for the license, it is listed as https://creativecommons.org/licenses/by-nd/3.0/ :NoDerivatives  If you remix, transform, or build upon the material, you may not distribute the modified material.I will send Ryan a mail and see if he will alter the license. No one has spoken to him in ages though, so no promises.For better or worse, KSP modding, at least on this forum, requires a license to be given. This avoids rip offs, but also means a popular mod is dead in the water if a modder goes dark. The only legal thing you can do then is either to modify for personal use, create a new mod that can reuse the same format for statics, or get the license changed by the author.Alright, at least i should first test my modification and make it run on my own game, after that perhaps i can send pull-request to him. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 20, 2014 Share Posted March 20, 2014 The recompiled version just removed the launch selection buttons from the SPH/VAB, and fixed some reference errors after the KSP dll updates.I'm referring this, and is wondering what changes need to be done to fix these reference errors. Link to comment Share on other sites More sharing options...
Snjo Posted March 20, 2014 Share Posted March 20, 2014 It just meant replacing the reference dlls in Visual Studio, so it was using updated KSP code when compiling.There were issues with some things freaking out when referencing thing like surface speed and possibly other stuff. I didn't see those errors in KT myself, but knew they were there from other compiled dlls (firespitter etc), and therefore issues might arise under certain conditions with dlls compiled with old references. Link to comment Share on other sites More sharing options...
Snjo Posted March 20, 2014 Share Posted March 20, 2014 Got a response from Ryan Hey.I figured that would be a good idea. Our current project is another 4 months until our next milestone. Not enough time to dedicate to what I want to. :<Good luck! License is now MIT.LICENSE--The MIT License (MIT)Copyright © 2014 Ryan IreckiPermission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the "Software"), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included in allcopies or substantial portions of the Software.THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THESOFTWARE. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 20, 2014 Share Posted March 20, 2014 good news, but I guess FireSpitter will sleep a bit now. If you need any help snjo, I'm here. Link to comment Share on other sites More sharing options...
comham Posted March 20, 2014 Share Posted March 20, 2014 I feel excited knowing that kerbtown might get worked on again now, possibly by more than one person! Link to comment Share on other sites More sharing options...
HoneyFox Posted March 20, 2014 Share Posted March 20, 2014 (edited) Great! I will do some further test and later release a build which fixes the launch pad issue.Oh and the requirement for the pad model will be slightly different then. And as always, a screenshot to show the current progress Edited March 20, 2014 by HoneyFox Link to comment Share on other sites More sharing options...
MaverickSawyer Posted March 20, 2014 Share Posted March 20, 2014 Nice! I can't wait to bring back the ICBM Silo. I loved that thing. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 23, 2014 Share Posted March 23, 2014 Got a response from Ryan Well it would be better if Ryan can take some time to change license info either on github or in the OP of this thread. Link to comment Share on other sites More sharing options...
Snjo Posted March 23, 2014 Share Posted March 23, 2014 Well it would be better if Ryan can take some time to change license info either on github or in the OP of this thread. He did update the readme on github with the new license. Link to comment Share on other sites More sharing options...
HoneyFox Posted March 24, 2014 Share Posted March 24, 2014 He did update the readme on github with the new license.Checked it, thanks. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 24, 2014 Share Posted March 24, 2014 @snjo: it may be time to create a new thread with it, with updated links, don't you think so ?Have you a link for the betatester content ? (dead in 1st page) Link to comment Share on other sites More sharing options...
Themorris Posted March 26, 2014 Share Posted March 26, 2014 So, as Honeyfox has contacted me, i'm back in business. Now that I have plenty of time, since i passed my finals a week ago, i'm starting to work on a new silo right now.greetings,Themorris Link to comment Share on other sites More sharing options...
HoneyFox Posted March 26, 2014 Share Posted March 26, 2014 (edited) Alright, the fixed version is now released. Hope that there's no big issues inside. https://www.dropbox.com/s/pfssc2u341zp58a/KerbTown%20%28fixed%20for%20v0.23%29.zipSource-code is on GitHub. And it follows Ryan's MIT license.USAGEBasically it's same as the old KerbTown.One tiny change is about the "Mark as launch site" operation:When you have created a static object from the asset library, you click the Mark as Launch Site button, a small dialog will appear and there're now two boxes for you to enter. The first one is the launch site name, the second is the hierarchy "path" of the spawn point transform. So authors of a launch-site model needs to provide that "path" to users as well.A launch site model will have its own root transform and childNodes (childNodes might have their childNodes as well), if the spawn transform is the root transform itself, use "./" as the path; if it's a child transform of the root and it's named "spawnPoint", use "spawnPoint" as the path; for a "grandchild" node, the path might be something like "launchPad/spawnPoint". Hope that you can get the point. Edited March 26, 2014 by HoneyFox Link to comment Share on other sites More sharing options...
Greys Posted March 26, 2014 Share Posted March 26, 2014 is there any reason you can't have a key in the cfg file specify the transform, or iterate over the gameobjects and use the first one with a given name like "spawnPoint" so it's automatic? Link to comment Share on other sites More sharing options...
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