02:34
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04:22
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08:33
<
Sigma88 >
I'm worried ksp 1.3 is going to be a nightmare to deal with
08:34
<
Sigma88 >
have you tried compiling kopernicus against it?
08:34
<
Thomas >
Yes, and I already fixed all compiler errors
08:34
<
Sigma88 >
anything that I should worry about?
08:35
<
Thomas >
useTheInName is deprecated, and displayName was added
08:35
<
Sigma88 >
what does displayName do?
08:35
<
Thomas >
displayName has the power to replace cbNameLater I think, but I wont remove it
08:36
<
Thomas >
Sigma88: Contains the localized version of the bodyName including gender stuff
08:36
<
Sigma88 >
so displayName is the official "cbnamelater" ?
08:37
<
Thomas >
Somehow, yes
08:37
<
Sigma88 >
does displayName do anything in english? I don't plan to make my mod compatible with other languages
08:37
<
Sigma88 >
I guess it replaces "useTheInName"
08:38
<
Sigma88 >
from what you say, I have the feeling every place where the name of the planet appears is done with displayname
08:39
<
Thomas >
Yes, displayName of "Sun" would be "The Sun"
08:39
<
Sigma88 >
so displayname is not used everywhere?
08:39
<
Sigma88 >
just in specific places?
08:39
<
Sigma88 >
like the science reports
08:40
<
Thomas >
displayName is the Celestial Body name that is used in UI displays. It includes the planets Gender tag for grammar purposes.
08:40
<
Thomas >
bodyName is the Celestial Body name. It will always be in English.
08:40
<
Thomas >
bodyDisplayName is the localized equivalent of bodyName - With Gender
08:40
<
Thomas >
from the api docs
08:40
<
Thomas >
and displayName is just a property that returns bodyDisplayName :D
08:40
<
Sigma88 >
the tracking station would not show the "the"
08:40
<
Sigma88 >
unless they changed it now
08:41
<
Sigma88 >
yes I understand how it works, it's used to modify the name where printing it
08:42
<
Sigma88 >
what I am worried about, is if that feature is used everywhere, or just in specific locations
08:42
<
Sigma88 >
because if it's used everywhere it means there's probably a way to make it output the normal name, or the genderized name
08:43
<
Sigma88 >
if it's used only in some places it means that where only the name is needed they use CB.name
08:43
<
Sigma88 >
and when they need the gender they use CB.displayName
08:43
<
Thomas >
displayName is displayed, bodyName is used when comparing things internally
08:45
<
Sigma88 >
so in the tracking station it still uses displayName
08:46
<
Sigma88 >
this means displayName can output both the untouched name and the gendered one
08:46
<
Sigma88 >
I doubt the tracking station shows "The Sun" and "The Mun" as names
08:47
<
Thomas >
I have no idea, try it :D
08:59
<
Sigma88 >
so that's the only change?
09:01
<
Thomas >
They updated libnoise
09:01
<
Sigma88 >
which is...?
09:05
<
Thomas >
libnoise provides the noise functions used by the pqsmods
09:05
<
Thomas >
perlin and so on
09:05
<
Sigma88 >
nothing I should worry about, I think
09:33
<
Sigma88 >
Thomas: did squad mess up the clock?
09:33
<
Sigma88 >
or did it always miss a space between day and time?
09:34
<
Sigma88 >
they messed it up
09:34
<
Sigma88 >
in a new game it reads "Years 1, Day1- 0h, 1m"
09:35
<
Sigma88 >
JPLRepo: should I add this to the bug tracker? ^^^
09:39
<
Sigma88 >
Thomas: thank god for kronometer :D
09:40
* Thomas
waits for 1.3.1 then :P
09:40
<
JPLRepo >
well the MET and date readouts were localized.
09:40
<
JPLRepo >
you have to realize that includes English.
09:40
<
Sigma88 >
it looks wrong tho
09:41
<
JPLRepo >
I have no idea what it said before, never paid that much attention.
09:41
<
Sigma88 >
"Years 1"
09:41
<
JPLRepo >
it should be saying Year 1, Day 1 etc
09:41
<
JPLRepo >
yeah. that's probably a lingoona bug
09:41
<
Sigma88 >
that's what I'm saying
09:41
<
JPLRepo >
see you pass the number and a variable Year/Years to lingoona
09:41
<
JPLRepo >
and based on the language and the number it pluralizes it etc. depending on the language.
09:42
<
JPLRepo >
what what?
09:42
<
JPLRepo >
Localization my friend.
09:42
<
Sigma88 >
I don't know what lingoona is
09:42
<
JPLRepo >
lingoona is the language plugin we are using.
09:42
<
Sigma88 >
so even if I report the bug on the squad tracker it will be pointless?
09:42
<
JPLRepo >
so like I say format this: Year/Years x, etc...
09:42
<
JPLRepo >
it figures it out based on the language.
09:42
<
JPLRepo >
no not pointless
09:43
<
JPLRepo >
I;m guessing the string being passed in is incorrectly formatted
09:43
<
JPLRepo >
I didn't work on that.
09:43
<
JPLRepo >
So I dunno
09:43
<
Sigma88 >
my guess?
09:43
<
Sigma88 >
year 1 is actually year 0
09:43
<
Sigma88 >
it gets bumped up by one to display
09:43
<
Sigma88 >
so you probably get the name before bumping up the number
09:43
<
Sigma88 >
0 is plural
09:44
<
Sigma88 >
so you get years 1
09:44
<
JPLRepo >
and Thomas summed it up pretty much.
09:44
<
JPLRepo >
with regard to the names.
09:44
<
JPLRepo >
and the other change I keep pushing.. cause I'd like mods to use it.
09:44
<
JPLRepo >
is my new minibiomes.
09:44
<
Sigma88 >
no idea what it is :D
09:45
<
Sigma88 >
I don't follow the forums sorry
09:45
<
JPLRepo >
you can define minibiomes to a CB
09:45
<
Sigma88 >
how would you do that?
09:45
<
JPLRepo >
they have to be attached to PQSMods meshes.
09:45
<
Sigma88 >
as pqsmods?
09:45
<
JPLRepo >
It's how the KSC ones work now.
09:45
<
Sigma88 >
like the various KSC / launchpad /
09:45
<
JPLRepo >
but you could in theory attach them to any PQSMods mesh.
09:46
<
Sigma88 >
so regarding the names
09:46
<
Sigma88 >
in english the only ones changed are the sun and the mun
09:47
<
Sigma88 >
ok thanks
09:47
<
JPLRepo >
but you have to think about people now playing in other languages
09:47
<
Sigma88 >
I will think about them
09:47
<
JPLRepo >
...and maybe there are minibiomes attached to PQSMods.... ohhh.. who knows huh?
09:47
<
Sigma88 >
I'll put a disclaimer that sais my mods are only provided in english :D
09:48
<
JPLRepo >
Up to you.
09:48
<
JPLRepo >
should work fine
09:48
<
Sigma88 >
yeah I don't really care enough to make my mods accessible to other languages
09:48
ferram4 has quit [Ping timeout: 204 seconds]
09:48
<
Sigma88 >
if there is someone who wants to do that for me I will happily include the changes
09:49
<
Sigma88 >
but since modding is my hobby, I'm not going to take on a chore like that
09:49
<
JPLRepo >
as long as you use bodyName in your code. you are cool
09:49
<
JPLRepo >
the displayName is what the user sees.
09:49
<
JPLRepo >
and you can just set it to the same as the bodyName
09:49
<
JPLRepo >
I plan to do the same.
09:49
<
JPLRepo >
the best thing is to just define language tags in a new Localization cfg file
09:50
<
JPLRepo >
and set em all to English.
09:50
<
JPLRepo >
then if someone from the community wants to ... they can give you a replacement for whichever language.
09:50
<
JPLRepo >
that's waht I am gunna do with my mods.
09:50
<
Sigma88 >
I'll take a look on what you do then
09:50
<
JPLRepo >
got a couple like just over half ready already
09:50
<
JPLRepo >
but haven't had much spare time.
09:51
<
JPLRepo >
hopefully this weekend I can get some time off to do them.
09:56
<
Sigma88 >
uhhh there are new loading screens
09:57
<
Sigma88 >
thomas: kronometer works on 1.3
09:57
<
Sigma88 >
out of the box
11:29
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11:42
<
GregroxMun >
THEY STILL HAVENT FIXED THE FAIRING DISAPPEARANCE ON SETTINGS BUG!
11:42
<
GregroxMun >
The capslocks was fine control, not anger.
11:43
<
GregroxMun >
but I was angry.
12:02
<
Kopernicus >
Kopernicus/master ae62c29 Dorian Stoll: Compile against 1.3.0 assemblies
12:03
<
Thomas >
GregroxMun: Sigma88: There's a 1.3.0 build on Jenkins
12:03
<
GregroxMun >
I'll test it when I get back from Duna.
12:20
<
GregroxMun >
Thomas: does KittopiaTech work in 1.3 or does it need updating too?
12:21
<
Thomas >
I probably needs a recompile
12:26
<
Kopernicus >
KittopiaTech/master 6affecc Dorian Stoll: Do some changes to trigger a recompile
12:50
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12:50
<
Gameslinx >
Hello everyone :D
12:51
<
Gameslinx >
I'm trying to make some custom terrain, but it always appears white ingame. Any way for me to correct this? :D
12:54
<
GregroxMun >
what kind of custom terrain?
12:54
<
GregroxMun >
Do you mean terrain textures or PQSMods?
12:54
<
Gameslinx >
Terrain textures, such as CTTP textures. I should have specified
12:55
<
GregroxMun >
I haven't got any experience with those.
12:55
<
Gameslinx >
Alright.
12:55
<
KillAshley|SEMI >
somethings wrong with either the texture files themselves or the filepath in the cfg.....double check
12:56
<
Gameslinx >
Alright. Textures files are: The texture is in .dds, DXT1. The bump map is a .dds, DXT5.
12:56
<
Gameslinx >
I'm using the same config as I used with working terrain, just replacing the file paths
12:58
<
KillAshley|SEMI >
dxt5 or dxt5_nm
12:58
<
Gameslinx >
I would get a hold of Galileo, but he seems quite private about stuff like that, so I'll put that off
12:58
<
Gameslinx >
DXT5_nm?
12:58
<
Gameslinx >
I could just google. Don't mind me :P
13:00
<
KillAshley|SEMI >
dxt5_nm is a compression for normals that incluydes an alpha channel, dxt5 is for textures with an alpha
13:01
<
Gameslinx >
I've noticed that the alpha channel of the CTTP textures varies, whereas mine is solid 50% alpha
13:01
<
Gameslinx >
I imagine that's the route of the problem. If only photoshop can actually open DXT5 .dds files... grrrr
13:01
<
KillAshley|SEMI >
i can though
13:01
<
KillAshley|SEMI >
*it
13:02
<
Gameslinx >
That's what I was thinking, however I used paint.net to save it as DXT5 which might be different to how PS handles it
13:03
<
KillAshley|SEMI >
normals should always be dxt5_nm though, not dxt5....probably causing some issues
13:03
<
Gameslinx >
Ah I see. I need a plugin for PS to actually save and load DDS files. Lovely.
13:03
<
KillAshley|SEMI >
yeah the nvidia plugin
13:04
<
Gameslinx >
Yeah. Getting that now :)
13:05
<
GregroxMun >
I dun goofd
13:08
<
KillAshley|SEMI >
smooth
13:09
<
Gameslinx >
I don't see a problem with that config ;)
13:09
<
Gameslinx >
Welp installing those nvidia tools didn't work for PS CS6
13:09
<
KillAshley|SEMI >
try reinstalling, they work
13:10
<
Gameslinx >
is there an easy way to check if it installed properly?
13:10
<
KillAshley|SEMI >
well one way is if you can open and save .dds in PS
13:10
<
KillAshley|SEMI >
thats a giveaway
13:11
<
GregroxMun >
Thomas: the Kopernicus version on Jenkins doesn't do anything.
13:11
<
GregroxMun >
Didn't even generate body logs.
13:11
<
Gameslinx >
Nope. Unable to load.
13:12
<
GregroxMun >
Output log incoming.
13:13
<
Gameslinx >
trying the 32 bit installer instead
13:14
<
GregroxMun >
Is MM 2.7.6 actually functional? It's not doing an MM cache. It should do that even without Kopernicus, right?
13:14
<
GregroxMun >
Thomas: you just bundled the wrong Module Manager with the release.
13:16
<
Gameslinx >
Whoo turned out I just needed the 32 bit version.
13:16
<
Thomas >
MM 2.7.6 doesnt work with 1.3 I think
13:16
<
Thomas >
GregroxMun: And there is no "release"
13:16
<
GregroxMun >
I misspoke
13:16
<
GregroxMun >
well, mistyped
13:17
<
Thomas >
Also, I am unsure if MFI works with 1.3
13:20
<
GregroxMun >
No works
13:21
<
Gameslinx >
It don't work :P
13:22
<
Gameslinx >
All them new languages must have altered the planets (I'm being sarcastic :P )
13:26
<
Gameslinx >
Cheers KillAshley, managed to save as DXT5_NM and loading up the game
13:38
<
Gameslinx >
Well it's still white ingame
13:41
<
Gameslinx >
Yep, it worked! Thanks :D
13:42
<
Gameslinx >
I tested it by making it orange :P
13:48
<
Gameslinx >
Anyways, best I be off. Have a good one everyone
13:57
<
Kopernicus >
Kopernicus/master 612f982 Dorian Stoll: Update Kopernicus.Parser
14:14
<
Kopernicus >
Kopernicus/master 237df4c Dorian Stoll: Fix stuff
14:26
<
Sigma88 >
thomas, so you kept the useTheInName
14:26
<
Sigma88 >
that makes it easier for me
14:55
<
Sigma88 >
jplrepo apparently the loading screens now have a GameObject between the various Texture2D
14:55
<
Sigma88 >
any idea what that is?
14:56
<
Sigma88 >
I didn't spot anything different :)
14:56
<
Sigma88 >
hmmm apparently it's named "KerbalMechanic"
15:05
<
Sigma88 >
for some reason it's a UnityEngine.GameObject
15:05
<
Sigma88 >
instead of a Texture
15:05
<
Sigma88 >
but it seems to be the exact same from before
15:48
<
GregroxMun >
I see your orange suit and raise you an orange face.
15:48
<
Sigma88 >
make DTS-1 great again
15:49
<
Sigma88 >
jokes aside
15:49
<
GregroxMun >
So there's new loading screen images, that's nice.
15:49
<
Sigma88 >
only 3 that need recoloring
15:49
<
GregroxMun >
One of them must be the cinematic screenshot with Jeb and Val fistbumping.
15:49
<
Sigma88 >
one is that
15:49
<
GregroxMun >
I saw it on the subreddit and was confused because there was no new cinematic.
15:49
<
Sigma88 >
one is jeb on the rocked
15:50
<
Sigma88 >
one is a rocket launching seen from a distance
15:50
<
Sigma88 >
(with no green kerbals)
15:50
<
Sigma88 >
and one is the 3 just "landed" on a mk2 capsule
15:50
<
GregroxMun >
I think they should bring back the texture with all three Kerbals standing behind the Earth screenshot. It's a classic image.
15:52
<
GregroxMun >
If every KSC building is destroyed without the funds to repair any, and you have no spaceships landed near the KSC, it becomes impossible to play the game anymore.
15:53
<
GregroxMun >
with that save, anyway.
15:53
<
GregroxMun >
bc you would not be able to launch new missions, accept any contract advance money, or finish existing missions through the tracking station.
15:54
<
Thomas >
And thats the reason why you dont play career
16:15
Sigma88 is now known as SigmaTrain
16:15
<
SigmaTrain >
Weekend officially started!
16:36
<
SigmaTrain >
!c "abcd".Substring(0,"abcd".Length-1)
16:39
<
GregroxMun >
Oh god please don't let this be a real bug.
16:39
<
GregroxMun >
I may have found something with stuts
16:39
<
GregroxMun >
struts
16:40
<
GregroxMun >
Struts just not doing anything.
16:42
<
GregroxMun >
ok nevermind, it's just that the struts are weak
16:43
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17:03
<
SigmaTrain >
Thomas, how do I add a Texture2D to a List<GameObject>?
17:11
<
SigmaTrain >
!c 1=2
17:11
<
Qboid >
(1,2): error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer
17:12
<
SigmaTrain >
Whoops
17:14
<
GregroxMun >
There's a project I've always wanted to do with KSP.
17:14
<
GregroxMun >
Lock some people in a room.
17:14
<
GregroxMun >
No windows.
17:15
<
GregroxMun >
But what you do have is KSP, locked into IVA mode, and a comm link to mission control.
17:15
<
GregroxMun >
The goal is to, in real time, land and return from the Mun.
17:19
<
GregroxMun >
But all you have is the vessel itself. You don't have any telemetry. It's up to mission control to get your trajectories right.
17:20
<
GregroxMun >
Well you do have telemetry.
17:20
<
GregroxMun >
But it's being sent to mission control.
17:40
<
KillAshley|SEMI >
i remember watching a video of 2 guys doing just that
17:40
<
GregroxMun >
I know I wouldn't be the first.
17:41
<
KillAshley|SEMI >
they died alot
17:41
<
GregroxMun >
Oh yeah that's another thing:
17:41
<
GregroxMun >
If you die, you get icewater poured on you.
17:41
<
GregroxMun >
Need to fear death, you know?
18:56
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20:01
SigmaTrain is now known as Sigma88
20:09
egg|zzz|egg is now known as egg|observing|egg
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egg|observing|egg is now known as egg
22:14
<
Sigma88 >
Thomas: does the dev version of kopernicus work?
22:43
<
Sigma88 >
they changed kerbin
22:43
<
Sigma88 >
that's... something
22:43
<
Sigma88 >
I wonder why+
22:51
<
Sigma88 >
the deserty bit is almost touching the other africa like peninsula
22:51
<
Sigma88 >
I don't think it always was like that
22:52
<
Sigma88 >
it was like that
22:52
<
Sigma88 >
I just didn't remember
23:51
egg is now known as egg|df|egg