OtherBarry Posted July 22, 2014 Share Posted July 22, 2014 PLEASE update this.StretchySRB should work with 0.24. You can use that until this is updated. Link to comment Share on other sites More sharing options...
Zerodaspace Posted July 22, 2014 Share Posted July 22, 2014 Any ETA when it will be updated? Link to comment Share on other sites More sharing options...
BOMBASTER Posted July 22, 2014 Share Posted July 22, 2014 Don't working with new Procedural Fairings !! Link to comment Share on other sites More sharing options...
TeeGee Posted July 22, 2014 Share Posted July 22, 2014 Hahaha! Since I'm using engine ignitor, I have to use ullage rockets to ignite my engines during ascent AND when I'm in space... I can't ignite anything. At least, until this mod gets updated and I can assign custom tanks to be pressurized. Link to comment Share on other sites More sharing options...
NathanKell Posted July 22, 2014 Share Posted July 22, 2014 Yeah, I'm very sorry. There's only so much I can do in a day though.RSS v7 is about to be released. I can now focus on getting RF and this working. Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted July 22, 2014 Share Posted July 22, 2014 Cool, thanks. c: Link to comment Share on other sites More sharing options...
Zerodaspace Posted July 22, 2014 Share Posted July 22, 2014 Any ETA on release? this is one of those essential mods for me Link to comment Share on other sites More sharing options...
Woopert Posted July 23, 2014 Share Posted July 23, 2014 Any ETA on release? this is one of those essential mods for me swamp_ig said he'll be away for a few months, but if you check the GitHub page it looks like NathanKell has been doing some revisions to the code. Link to comment Share on other sites More sharing options...
Taki117 Posted July 23, 2014 Share Posted July 23, 2014 swamp_ig said he'll be away for a few months, but if you check the GitHub page it looks like NathanKell has been doing some revisions to the code.If I am not mistaken Nathenkell is taking over while swamp_ig is away. Link to comment Share on other sites More sharing options...
ABZB Posted July 23, 2014 Share Posted July 23, 2014 I compiled the current Github code for myself using the updated kspapi extension.dll and the relevant x64 dlls - working as per usual, as far as I can tell. The textures look a little differeny - a little glossy I think, but I suspect this is in fact due to me now running in 64-bits Link to comment Share on other sites More sharing options...
OtherBarry Posted July 23, 2014 Share Posted July 23, 2014 The textures look a little different - a little glossy I think, but I suspect this is in fact due to me now running in 64-bitsNope. You can thank e-dog (Procedural Fairings dev) for that. He added and updated several textures, as well as adding shininess and bump maps to a few. Link to comment Share on other sites More sharing options...
swamp_ig Posted July 23, 2014 Author Share Posted July 23, 2014 I can see there's great demand! I've just got internet back after moving house, and I now have my first set of exams in three weeks time.Can't really do anything until after that, but I will endeavour to spend some time coding and fixing bugs after that. Link to comment Share on other sites More sharing options...
Dkmdlb Posted July 23, 2014 Share Posted July 23, 2014 Our lives are in your hands, man. Link to comment Share on other sites More sharing options...
SebFierce Posted July 23, 2014 Share Posted July 23, 2014 I compiled the current Github code for myself using the updated kspapi extension.dll and the relevant x64 dlls - working as per usual, as far as I can tell. The textures look a little differeny - a little glossy I think, but I suspect this is in fact due to me now running in 64-bitsHow does that work? Link to comment Share on other sites More sharing options...
Walsht9 Posted July 23, 2014 Share Posted July 23, 2014 I compiled the current Github code for myself using the updated kspapi extension.dll and the relevant x64 dlls - working as per usual, as far as I can tell. The textures look a little differeny - a little glossy I think, but I suspect this is in fact due to me now running in 64-bitsPlease teach us your ways! Link to comment Share on other sites More sharing options...
Galane Posted July 23, 2014 Share Posted July 23, 2014 Could someone recompile the final version of Stretchy SRB for .24? I've tested it in .24 x32 and it works, but KSP tosses up an "incompatible" warning. Link to comment Share on other sites More sharing options...
NathanKell Posted July 23, 2014 Share Posted July 23, 2014 Galane: I responded on your other thread. It doesn't work like that.swamp_ig: great news! And yes, there is indeed demand Good luck on the exams! Link to comment Share on other sites More sharing options...
ABZB Posted July 23, 2014 Share Posted July 23, 2014 I:1) Installed xamarin studio [google for download site, free]2) Downloaded the updated KSPAPIExtension DLL [http://forum.kerbalspaceprogram.com/threads/81496-0-24-KSPAPIExtensions-V1-6-0-Utilities-for-shared-mod-use]3) Download the github .zip file [on the appropiate page, click on the download as zip in the bottom right-hand corner]4) extract everything, etc.[5 and 6 are not neccessary, but are easier than browsing to the files in Xamarin Studio's dialog]5) copy and past the KSPAPIExtension DLL into the /source folder in the proceduralparts folder6) In the Kerbal Space Program folder: a) If you are compiling for 32 bit: open KSP_Data If you are compiling for 64 bit: open KSP_x64_Data7) Open the folder named Managed8) copy and paste the filesAssembly-CSharp.dllandAssembly-CSharp-firstpassandUnityEngine.dllto the same place as in 5)9) If you are compiling this in windows, in the source folder, open the properties folder. rename AssemblyInfo.in to AssemblyInfo.cs10) Open ProceduralParts.csproj with Xamarin Studio11) If you don't see a file tree on the left, choose a different view option (from the view menu) if you just installed it, the default should display the tree.12) click the tree open until you open the file folder icon with the name: References13) There should be five:Assembly-CSharpAssembly-CSharp-firstpassKSPAPIExtensionssystemUnityEnginesome will have a little yellow warning symbol.14) right click on each one of them EXCEPT for system, and select: Delete15) Right-Click on or to the right of the Folder: Reference16) Select: Edit References17) Select the .Net Assembly tab18) Select the 3 dll files you placed in the /source file19) Click add (right below that file browser window)20) click ok21) Open : AssemblyInfo.cs it is in the folder: properties22) On one of the last lines, 32 or so:[assembly: AssemblyVersion("@VERSION@")]this returned an error for me (I am not fluent in C#, not sure what/why, after googling. I suspect maybe a platform thing? I am on windows 8]I changed this to:[assembly: AssemblyVersion("0.24.0")]This is something to do with the mod version number, i think.23) save!24) click the little arrow-play button on the upper left to compile. select appropriate release type...25) compiled!I wrote this from memory, I figured this out mainly by futzing around with it for a bit. I may have mistated/forgotten etc. steps.Good Luck! Link to comment Share on other sites More sharing options...
ABZB Posted July 23, 2014 Share Posted July 23, 2014 How does that work? So far, I have had no problems! Link to comment Share on other sites More sharing options...
NathanKell Posted July 23, 2014 Share Posted July 23, 2014 And by "had no problems" do you mean "it appears to work ok" or do you mean "I actually checked the log and verified it wasn't dumping errors"? Because "it appears to work" is insufficient, and is why I haven't just posted a recompile. Also, KAE still has issues (taniwha's fixed a couple more, I need to make another release). Link to comment Share on other sites More sharing options...
ABZB Posted July 23, 2014 Share Posted July 23, 2014 The former - I just started my first job this week, and I have not had as much time I'll check soonish - although I assume that you are asking rhetorically Link to comment Share on other sites More sharing options...
NathanKell Posted July 23, 2014 Share Posted July 23, 2014 You assume correctly. Although if you can figure out how to *fix* said exceptions, that'd be awesome. Link to comment Share on other sites More sharing options...
odricar Posted July 24, 2014 Share Posted July 24, 2014 Am I breaking any rules if I courteously ask ABZB for his recompiled dll? I been trying to follow his guide but alas I'm sadly not doing something right. If it is in fact not allowed then please disregard and I'll keep trying. Thank you guys for the hard work you make this game better for all of us. Link to comment Share on other sites More sharing options...
mike9606 Posted July 24, 2014 Share Posted July 24, 2014 Am I breaking any rules if I courteously ask ABZB for his recompiled dll? I been trying to follow his guide but alas I'm sadly not doing something right. If it is in fact not allowed then please disregard and I'll keep trying. Thank you guys for the hard work you make this game better for all of us.I don't know if it is against the rules. It depends on the license. I think the reason the guide doesn't work is because xamarin studio is a mac thing, not a windows thing. Link to comment Share on other sites More sharing options...
ABZB Posted July 24, 2014 Share Posted July 24, 2014 I don't know if it is against the rules. It depends on the license. I think the reason the guide doesn't work is because xamarin studio is a mac thing, not a windows thing.Really? I did that on my Windows 8 computer (my Mac died a few years ago in highly odd circumstances (I only got it b/c of college program thing))... Link to comment Share on other sites More sharing options...
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