<Thomas>
In the top bar of vs, click on the Tab "Build", and then on the first entry (built this project or something like that)
<TWG>
Build Solution
<Thomas>
Yes
<TWG>
And now there's a bunch of files in Visual Studio/Projects/X/X/bin/Debug
<Thomas>
yes
<Thomas>
You need the dll with the name of your project
<Thomas>
copy that into game data
<TWG>
Just did. The current filepath is GameData/Evolution/evolution_PQSMods.dll
<TWG>
Problem is, Kopernicus ignores it
<TWG>
I don't see it anywhere in the logfiles of loaded planets, much like my attempts at using MeshScatter
<TWG>
No in-game effect either
<Thomas>
I guess ksp tries to load it before it can load kopernicus
<TWG>
Assuming my code is alright
<TWG>
I'll send you what I have here
<Thomas>
add this to AssemblyInfo.cs: [assembly: KSPAssemblyDependency("Kopernicus", 0, 0)]
<Thomas>
TWG: Your code compiles
<TWG>
AssemblyInfo.cs?
<TWG>
In Projects/X/X/Properties?
<Thomas>
Yes
<TWG>
Done. I restarted VS
<TWG>
Just cleaned the last build and let it rebuild the dll
<TWG>
I'll let KSP run
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<TWG>
Hello Gregrox!
<TWG>
Thomas, can Kopernicus currently read and apply PQSCity?
<Thomas>
yes
<Thomas>
apply it correctly? hah
<TWG>
IT WORKS
<TWG>
Or at least Kopernicus sees it
<TWG>
My first PQSMonstrocity works!
<TWG>
(And no explosions so far)
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<TWG>
Kittopia also seems to pick it up
<TWG>
I now feel like Frankenstein
<Thomas>
Now you know how I always feel when I touch ksp
<TWG>
The effects of the mod are not visible thus far so maybe some further experimentation is required, but wow
<TWG>
For an absolute C# beginner like me...
<TWG>
But what's going wrong with PQSCity?
<TWG>
I saw it needs a MU file?
<Olympic1>
.mu is your 3d model converted by parttools so that ksp can reads
<TWG>
The model for parts in KSP. I didn't knnow it also applied to anomalies
<TWG>
But can I apply code to a mu?
<Thomas>
.mu is just a method of serializing a game object
<Thomas>
no
<TWG>
Like an audio source?
<Thomas>
Wait, this could work
<TWG>
My mod is doing something
<TWG>
Now I'm happy
<Olympic1>
good
<TWG>
Although it isn't working perfectly. I suppose I should have another look at the codes, possibly mess with it in a spreadsheet with example altitudes
<TWG>
Perhaps I should handle the booleans smarter, using case instead of if.
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<SigmaPC>
0/
<Olympic1>
o/
<SigmaPC>
Back in italy
<TWG>
o/
<TWG>
alright, I'll start messing with PQSMods until I get the desired results. Thanks a lot, Thomas!
<TWG>
Something I'll be trying is creating a sound-based PQSMod.
<SigmaPC>
Sound based?
<TWG>
Adding an audio source to a planet. Basically you can load an audio clip.
<TWG>
Would be nice for atmospheric planets
<TWG>
But mostly I'm trying to replicate the SSTV hill on Duna
<Thomas>
grab old ksp version -> decompile it -> steal code :P
<TWG>
I have no idea how to decomplie...
<TWG>
Not sure if I'd want to know
<Thomas>
No
<TWG>
I'll find an answer... eventually
<TWG>
Anyhow, Thomas, any ideas as to what could be wrong with MeshScatter?
<GregroxLaptop>
What is going on
<TWG>
It's behaving like my PQSMod did, like it's loaded before Kopernicus
<Thomas>
No, since I have never seen any logfiles from someone who experienced the problems with mesh scatterer, and since noone posts serious bug reports anymore I mostly ignore the forums theese days and rant on irc :P :D
<Thomas>
TWG: It cant be loaded before kopernicus, it *is* kopernicus
<TWG>
Then you must have missed my post
<TWG>
I said if I could provide anything, just let me know
<Thomas>
Please provide logs
<Thomas>
:]
<TWG>
What logs precisely? That's the question I have
<Thomas>
All logs
<TWG>
Because I doubt you're referring to logs -> Kopernicus
<Thomas>
output logs + kopernicus logs
<Thomas>
Click on sigmas nyan cat
<TWG>
Alright, I'll read the ModLoader code and write a MeshScatter entry in a way that it should work, then send you all I can find.
<TWG>
But now I'm leaving, because pizza
<TWG>
(Now I feel like photoshopping an image of pizza onto a planet...)
<TWG>
Anyhow, thanks again, and see you all later!
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<Sigma>
:/
Sigma is now known as SigmaPC
<SigmaPC>
So thomas, I can apply to an ocean all kinds of pqsmods. Right?
<GregroxLaptop>
is that a thing?
<SigmaPC>
Yes
<GregroxLaptop>
like you could put a heightmap on an ocean?
<SigmaPC>
Yup
<SigmaPC>
When you wrote that post I took it as a personal challenge
<SigmaPC>
I'm going to make as much crap I can from that list ?
<GregroxLaptop>
:D
<GregroxLaptop>
You better send GregSux everywhere when you do.
<Thomas>
SigmaPC: Yes
<SigmaPC>
? of course
<SigmaPC>
Thomas, nice
<Thomas>
And I am now reentering the fight against the PQS
* Thomas
gives SigmaPC a voxel
<SigmaPC>
Voxels again?
<SigmaPC>
Why do you hate yourself? :)
<SigmaPC>
Another question, can a planet have more than one ocean?
<GregroxLaptop>
For that matter, more than one PQS?
<Thomas>
GregroxLaptop: Yes, an ocean is a pqs
<Thomas>
and it could also have multiple PQS
<Thomas>
but Kopernicus cant do that
<GregroxLaptop>
oh damn you got me excited.
<SigmaPC>
Technically surface and ocean are 2 PQS, no?
<Thomas>
yes
<SigmaPC>
So multiple pqs :)
<GregroxLaptop>
could you have two terrains though?
<SigmaPC>
I think you could, but not with kopernicus
<SigmaPC>
Not right now at least
<GregroxLaptop>
Because if you could do it then you could have a really hacky way of making a planet with two fundamentally different terrain styles.
<Thomas>
your cpu will love you
<Thomas>
:P
<SigmaPC>
You can already do that with kopernicus
<SigmaPC>
(2styles on the same planet)
<GregroxLaptop>
how do you suggest?
<Thomas>
actually, I am wondering if two pqs with colliders would collide with each other
<TwistedMinds>
I'm not knowledgeable enough with kopernicus to understand everything you guys are talking about (i'll get there), but to me, it seeems you're trying to invoke a kraken of biblical proportion
<GregroxLaptop>
I think maybe.
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<GregroxLaptop>
Remind me, is SOI distance from the surface or the center of the body?
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<Sigma88>
is kopernicus 1.2.2-5 compatible with KSP 1.2.2.1622 ?
<Sigma88>
anyone knows?
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<TwistedMinds>
Should be, I'm currently running it (1.2.2-5 is the last release) on current KSP and I have not seen any error in ksp.log
<TwistedMinds>
I have one small visual issue with my installation though, and it might be related (I already tested with the 3 last kopernicus release and they all had the same glitch, so it's not caused by that particular version)
<TwistedMinds>
Not sure what else I could look at, but the ksp.log is clean, spawning on earth (rss) looks good and i don't see anything weird happening to the solar system when warping time
<Olympic1>
looking at it the only big thing that changed since the last RSS build is that rings use a new shader with new settings
<Olympic1>
but its not a breaking change
<TwistedMinds>
WOW
<TwistedMinds>
I've been looking at config and every 1.2 compat. version of RSS and kopernicus to fix my pitch black shadow issue
<TwistedMinds>
and it's miraculously fixed when running the dev. build of kopernicus. I am so happy
<TwistedMinds>
I knew it !
<TwistedMinds>
So yeah Sigma88, I don't know where it comes from, and not everyone seems to have this issue, but 1.2.2-5 *might* have some issue with the current ksp build
<Olympic1>
nice, weird that it not have the looks of the normal water
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<Sigma88>
I guess it does, but it's too distant to notice
<Olympic1>
ah
<Sigma88>
now let's try to make a waterfall
<Olympic1>
ooh
<Sigma88>
remember the coords of the spacecenter?
<Sigma88>
by any chance?
<TwistedMinds>
ok now that my shadows are fixed, next issue. That may be normal though but if someone can point me in the right direction... using base RSS (12.0), is it normal that the sky is pure black from sunset to 0h33min then the skybox pops up instantly? It's not annoying but it caught my eyes because of my previous shadow issue, now i wonder if it's intended
<TwistedMinds>
sorry for the wall of text :>
<Olympic1>
Sigma88: I think it is 0°5'49"S, 74°36'1"W
<Olympic1>
but not sure
<Sigma88>
thanks
<Sigma88>
I just needed a rough approximation
<Sigma88>
TwistedMinds: it's probably the normal maps
<Sigma88>
ah no sorry
<Sigma88>
that has nothing to do with the skybox
<Sigma88>
sorry
<TwistedMinds>
Np :) It isn't that bad anyway and its playable at least. It's probably something config. related or angle of the planet/completely normal. I'll keep an eye on it to make sure nothing else is weird.
<TwistedMinds>
Anyway, time to launch a rocket now that I can play at nighttime. Thank you StollD & LGhassen & Sigma.
<TwistedMinds>
Seems to be normal, warping through a year the time the stars/skybox appears changes slightly. A bit weird to me to see the sun goes down at midnight and go up around 11h am but maybe florida is weird he he
<TwistedMinds>
game uses GMT, right?
<Sigma88>
you should probably ask in #ro
<Sigma88>
I have no idea about rss
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<GregroxMun>
o/
<TwistedMinds>
Hah np, GMT seems about right when I look at the sunset/sunrise of florida. That's probably it :>