Sigma88 changed the topic of #Kopernicus to: #Kopernicus | Release 1.2.2-5 - https://git.io/v0Gg5 | Pictures: http://git.io/vWxD6 | List of packs: http://git.io/vWjiY | GitHub: http://git.io/vWAFE | Examples: http://git.io/vWAF9 | Visual Editor: http://git.io/vWAbq | Funny Quotes: https://git.io/vwsX1 | <NathanKell> Unity >.> | <Sigma88> probably just drunk users as usual
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<SigmaPC> !tell Thomas* could you remember me if non spherical oceans are still possible? Leave me a tell on SigmaPC :) thanks!
<Qboid> SigmaPC: I'll redirect this as soon as they are around.
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<Thomas> !tell Sigma* yes
<Qboid> Thomas: I'll redirect this as soon as they are around.
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<SigmaPC> 0/
<Qboid> SigmaPC: Thomas left a message for you in #Kopernicus [26.04.2017 13:06:41]: "yes"
<SigmaPC> Noice!
<SigmaPC> I had a nice idea for a mod
<SigmaPC> I'll test it tonight when I get back in italy :)
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<TWG> Hi Olympic
<Olympic1> Hi
<TWG> Do you know how to compile PQSMods by chance?
<Olympic1> nope, sorry
<TWG> Darn. I'm hoping Thomas makes an appearance, I've been trying to make a mod.
<Olympic1> He will appear later this evening
<Thomas> !wpn TWG
* Qboid gives TWG a bipolar junction squeeze basilisk/spectrometer hybrid
<TWG> What just happened
<Thomas> Qboid gave you a bipolar junction squeeze basilisk/spectrometer hybrid
<TWG> What IS that?
<TWG> I'm so confused right now XD
<Thomas> A randomly generated thing
<Thomas> !wpn -stats
<Qboid> Thomas: Total weapons: 547. Total adjectives: 702. Total possible combinations: 590915695345.
<Thomas> Re building a pqsmod: Do you have a VisualStudio / Monodevelop project for it?
<TWG> I have VS open ATM
<TWG> Let me list the loaded references real quick...
<TWG> KopernicusParser.dll, Kopernicus.dll, Assembly-CSharp.dll, UnityEngine.dll, Kopernicus.OnDemand.dll, Kopernicus.Components.dll
<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> :/
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<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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<TWG> Center I believe
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<SigmaPC> :/
<SigmaPC> !wa pi
<Thomas> Bouncer *whistle*
<Qboid> SigmaPC: π = 3.141592653589793238462643383279502884197169399375105820974…
<SigmaPC> I can't remember the psw for the bouncer :)
<SigmaPC> I need my laptop
<SigmaPC> I'm on my phone now
<SigmaPC> Gtg
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<TWG> To check if only one of two given booleans is true, I can write 'if (boolean1 && !boolean2)' right?
<Thomas> yes
<TWG> Alright. Looking at the code of VertexHeightNoise I see I can use case to create a few different functions
<TWG> But how would that work with a double?
<TWG> Like, 'case modMode = 3;'?
<TWG> In that case it would only take that code if the modMode value is 3?
<TWG> Nevermind, got a solution (I hope)
<TWG> I found why my PQSMod was misbehaving. The range limiters did not take planet radius into account...
<TWG> It should work now. Thomas, should I send you the code when it does for possible Kopernicus integration?
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<Sigma88> here I am
<Sigma88> :D
<Sigma88> let's mess around with oceans
<Olympic1> static tsunamis :P
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<Sigma88> I have another idea
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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
<Sigma88> I keep getting an error
<Sigma88> cannot start ksp at all
<Sigma88> trying without kopernicus now
<Sigma88> maybe it's just a corrupted save
<Sigma88> ok, no it's kopernicus definitely
<Sigma88> hmmmm
<Sigma88> ok no, it's definitely me
<Sigma88> I'm rusty
<Olympic1> Sigma88: how are the ocean test going
<Sigma88> it's gorgeous
<Sigma88> I just had my first success
<Olympic1> good, successes are good
<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 :>
<Sigma88> 0/
<Sigma88> hi GregroxMun
<GregroxMun> yo
<Sigma88> s/dl=0/dl=0
<Sigma88> GregroxMun: ^
<GregroxMun> Wait a minute
<GregroxMun> those aren't mountains...
* GregroxMun goes to the other side of the spacecraft
<GregroxMun> they're waves.
<Sigma88> it's a mountain of water :D
<GregroxMun> SIGMA GET BACK HERE NOW!
<GregroxMun> :P
<GregroxMun> That's awesome.
<GregroxMun> If only there was a way to get it to move relative to the ground.
<Sigma88> I have a better idea :D
<GregroxMun> wat
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<Sigma88> waterfalls
<GregroxMun> That could work, yeah.
<GregroxMun> That would be neat.
<Sigma88> sadly I can't make MapDecals work
<GregroxMun> :/
<GregroxMun> Have you verified they work properly for terrain in 1.2.2?
<GregroxMun> I think they do last I checked.
<GregroxMun> But they were broke for a while.
<Sigma88> no I haven't checked
<Sigma88> what do you mean broken?
<GregroxMun> Don't you remember when map decal was all weird? We had to do that workaround for RevSSS Bop?
<Sigma88> actually yes I've tried to add a decal to the terrain and it worked
<Sigma88> I thought that was an issue specific of bop
<GregroxMun> Do the maps export alright with the mountain ocean?
<GregroxMun> I don't think it was Bop specific.
<Sigma88> no idea
<GregroxMun> I think RevSSS Mun was broken at the time too.
<Sigma88> I really need mapdecals
<Sigma88> >_>
<GregroxMun> You should be able to do it with heightmaps.
<Sigma88> I would need really big ones
<GregroxMun> True but most of them could be blank.
<GregroxMun> But yeah no that wouldn't be efficient at all
<Sigma88> for what I have in mind I'd rather use mapdecals
<Sigma88> but I'll have to make due with what works
<Sigma88> ok
<Sigma88> GregroxMun: it's not that mapdecals don't work
<Sigma88> it's just a pain to make them work
<Sigma88> probably the fact that my map was 5x5 didn't help :D
<Sigma88> GregroxMun: do you have a good volcano texture?
<GregroxMun> Check Alternis Kerbol Rekerjiggered on GitHun
<GregroxMun> s/Hun/Hub
<Qboid> GregroxMun meant to say: Check Alternis Kerbol Rekerjiggered on GitHub
<GregroxMun> Moho has a volcano
<GregroxMun> Well, more of an anus.
<GregroxMun> :P
<Sigma88> I found some online