Thomas changed the topic of #Kopernicus to: #Kopernicus | Release 1.2.2-6 - https://git.io/v0Gg5 | Pictures: https://git.io/vHqLy | 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/vHqt8 | <Kopernicus> Kopernicus/master 91e89a4 thomas-jenkins: Kopernicus 1.2.2-6 - "404 - Title not found"
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<GregroxMun> o/
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<Kopernicus> [Kopernicus] Quarior commented on issue #179: For me, Kopernicus don't load configuration file if configurations are in folder without Plugins and Shaders. I test KopernicusExample for see the problem but doesn't work. I put Kopernicus and KopernicusExample to GameData folder. I restart the game but nothing.... https://git.io/vHr9W
<GregroxMun> o/
<Kopernicus> [Kopernicus] Quarior commented on issue #179: For me, Kopernicus don't load configuration file if configurations are in folder without Plugins and Shaders. I test KopernicusExample for see the problem but doesn't work. I put Kopernicus and KopernicusExample to GameData folder. I restart the game but nothing.... https://git.io/vHr9W
<Kopernicus> [Kopernicus] StollD commented on issue #179: > [LOG 17:07:44.675] Load(Assembly): /ModuleManager.2.6.5... https://git.io/vHrHE
<Kopernicus> [Kopernicus] Quarior commented on issue #179: Yes but if I use the ModuleManager.2.8.0, the game crash if I use. Here the output_log.txt :... https://git.io/vHrQh
<Kopernicus> [Kopernicus] Quarior commented on issue #179: Yes but if I use the ModuleManager.2.8.0, the game crash. Here the output_log.txt :... https://git.io/vHrQh
<Kopernicus> [Kopernicus] Quarior commented on issue #179: Yes but if I use the ModuleManager.2.8.0, the game crash. Here the output_log.txt :... https://git.io/vHrQh
<Kopernicus> [Kopernicus] Quarior commented on issue #179: Yes but if I use the ModuleManager.2.8.0, the game crash. Here the output_log.txt :... https://git.io/vHrQh
<Kopernicus> [Kopernicus] StollD commented on issue #179: You are running out of memory because you run the 32-bit executable. Use KSP_64.exe https://git.io/vHr5V
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<GregroxMun> o/
<Kopernicus> [Kopernicus] Quarior commented on issue #179: Thanks, is work. https://git.io/vHrFa
<SigmaAway> 0/
<SigmaAway> Thomas: is there a way, using the config-parser, to get multiple keys of the same type?
<Thomas> Do you mean same name?
<SigmaAway> yes
<Thomas> No, but I can add one
<SigmaAway> something that generates an array (or List)
<SigmaAway> would be perfect
<SigmaAway> also, there's a way to fix the coronas in kopernicus
<SigmaAway> I notice that you delete the originals
<SigmaAway> and create new ones
<SigmaAway> if you edit the fields in the originals, they won't z-stack through the star
<SigmaAway> at least that's what I did and it worked
<Thomas> But then you have a mess when people want to add or remove coronas
<SigmaAway> that's why I would suggest having an alternative way to change the coronas
<SigmaAway> just a texture loader in ScaledVersion
<Thomas> Meh
<Thomas> We should figure out how to set the values correctly
<Thomas> when creating them
<SigmaAway> that's fair
<Thomas> (or rather I should do that)
<SigmaAway> yeah, it's probably out of my league
<SigmaAway> gtg
<SigmaAway> I'll connect again from the train :D
<Kopernicus> [Kopernicus] Quarior opened issue #181: Problem if I move "the Sun" (Kerbol) around a another object (star) https://git.io/vHoJ0
<Thomas> SigmaAway: Actually, it is possible. You can set the getAll option in the parser target to "," and store the value in a string collection parser
<Thomas> Hacky, but it works
<SigmaAway> Thomas gotcha
<SigmaAway> I did see the getall
<Thomas> But I will add something better
<SigmaAway> But I didn't realize it was working like that
<SigmaAway> Would it also be possible to specify the name of the node for the collection parser whatever it is called?
<SigmaAway> The one used to load biomes
<SigmaAway> If you know what I mean
<Thomas> Well, the getAll works inside of the current node
<Thomas> So you would need an extra parser class
<Thomas> Like BiomeBulkParser
<Thomas> That contains your StringCollectionParser
<SigmaAway> ParserTargetCollection
<Thomas> Now I dont understand what you want
<Thomas> :D
<SigmaAway> Right now if I create Biomes/Banana
<SigmaAway> Kopernicus will load Banana as a biome
<SigmaAway> Biome* (capital B)
<SigmaAway> I think adding an optional input string "name ="
<SigmaAway> And then you get all nodes by nane
<SigmaAway> Name
<SigmaAway> Should be pretty easy fix as far as I can tell
<SigmaAway> You can make it optional so it won't break other plugins
<Thomas> I still dont understand what you want to get out of this
<Thomas> Wait, maybe I am overthinking
<Thomas> Let me look at kopernicus
<SigmaAway> Look at the biomes loader
<SigmaAway> [ParserTargetCollection("Biomes", nameSignificance = NameSignificance.None)]
<SigmaAway> This will load all the Nodes in "Biomes" and process them as biomes regardless if the node is "Biome {}" or "Banana {}" or "xBiome {}"
<SigmaAway> (The last one is a common technique used to exclude a node from being considered, without editing out the whole node)
<Thomas> Ahh, I get what you mean
<SigmaAway> As I said, it's pretty simple
<SigmaAway> I suppose
<SigmaAway> The concept is simple at least :)
* Thomas already changed his concept for loading multiple values three times :D
<Thomas> / Nothing to do, so DONT return!
<Thomas> return;
<Thomas> This code is confusing
<Thomas> I blame teknoman
<SigmaAway> Hahaha
<SigmaAway> Btw you might be confused because I asked 2 things
<SigmaAway> First I asked to be able to load values by nane
<SigmaAway> Name
<SigmaAway> And then Nodes by nane
<SigmaAway> Name
<SigmaAway> Damn
<SigmaAway> So that might have caused some confusion
<Thomas> Yeah, you totally confused me, because I was already working on parser. But I got a solution now
<Thomas> SigmaAway: Ok
<Thomas> [ParserTargetCollection("Test", nameSignificance = NameSignificance.None)]
<Thomas> public List<String> test;
<Thomas> This will get all values from the node "Test" and add them to the list
<Thomas> If you set name significance to "Key" and set the key field in the attribute, only the values with the matching key will get added
<Thomas> same applies for node collections
<SigmaAway> <3
<SigmaAway> I'll try when I get home
<SigmaAway> Apparently they abandoned me at the station :(
<teabot> Statean.
<Thomas> SigmaAway: Also, if you set the fieldName of the ParserTargetCollection to "self" instead of "Test" or so, it will fetch its values from the current node
<Thomas> And not from one named "Test"
<Thomas> And you should be able to load dictionaries now
<Thomas> [ParserTargetCollection("Test", nameSignificance = NameSignificance.None)]
<Thomas> public Dictionary<String, NumericParser<int>> test; for example
<SigmaAway> I'm not sure I get the self thing
<Thomas> Well, if you use this
<Thomas> [ParserTargetCollection("Test", nameSignificance = NameSignificance.None)]
<Thomas> public List<String> test;
<Thomas> The parser will load it like this: SomeNode\Test\Node1, SomeNode\Test\Node2 etc.
<Thomas> But
<Thomas> [ParserTargetCollection("self", nameSignificance = NameSignificance.None)]
<Thomas> public List<String> test;
<Thomas> will tell the parser to load it like this
<Thomas> SomeNode\Node1, SomeNode\Node2 etc.
<GregroxMun> SigmaAway, are you still Away?
<SigmaAway> Yes
<SigmaAway> I'm waiting someone comes picking me up at the station
* Thomas mails sigma a train
<SigmaAway> I got off the train
<SigmaAway> I need to get home now :)
* Thomas mails sigma a bicycle
<SigmaAway> So, "self" will load all nodes included in the parsed node?
<Thomas> Yes
<SigmaAway> Ah ok
<GregroxMun> http://imgur.com/a/ukccz Alternis Kerbol Rekerjiggered clouds.
<SigmaAway> Greg what mod is that?
<SigmaAway> The volumetric clouds
<Thomas> EVE?
<GregroxMun> EVE
<GregroxMun> EVE has had volumetrics for years
<GregroxMun> not true volumetric clouds
<GregroxMun> particles
<GregroxMun> but not a flat sphere as in the very earliest versions.
* Thomas continues to steal shaders from Kopernicus Expansion
<GregroxMun> What all are you stealing from KopX?
<Thomas> Comet Tails for the moment
<Thomas> maybe also the procedural gas planets
<Thomas> And maaaaybe modular noise
<Thomas> But I will keep it in seperated modlets
<GregroxMun> I don't like the idea of encouraging that kind of lazy gas giant building. :P
<GregroxMun> But it could be good for UL's Jool I guess, make it actually procedural.
<GregroxMun> I have to work up the courage to tackle Scatterer, but that won't be before scatterer for 1.3 comes out.
<SigmaAway> Eve clouds look much better than what I remembered
<SigmaAway> Also, GOD please no procedural giants
<SigmaAway> PLEASE
<SigmaAway> :)
<Thomas> And I already have my response when people ask about creatures
<GregroxMun> How did aliens work/what did they do?
<Thomas> They were dumb and silly and I never bothered to touch them
<Thomas> But they were basically giant black discs floating around
<Thomas> Based on the pictures I saw
<Thomas> I am sure KillAshley|SEMI can deliver a high-quality rant about them
<SigmaAway> Typical of astralians rant about aliens :')
<GregroxMun> is that a stereotype?
<GregroxMun> Never heard of that
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<Sigma88> 0/
<Sigma88> finally
<GregroxMun> o/
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<GregroxMun> Pet peeve. If you do this, your mod probably sucks. Using some random google image result as the main picture for your mod instead of a screenshot.
<GregroxMun> It shows that you don't know how to make a mod that looks good enough in its own right to show.
<GregroxMun> some exceptions exist of course, like GN's Spore galaxy.
<GregroxMun> Fun planet idea:
<GregroxMun> "Dichotomy"
<GregroxMun> One side looks similar to Kerbin, the other one looks like Duna.
<GregroxMun> actually maybe a better name would be Juxtaposition
<GregroxMun> Idk
<GregroxMun> not literally the same terrain, but same shapes and colors and such
<GregroxMun> Maybe the other side is the Mun, and it's raised above the atmosphere so it's like space.
<Sigma88> GregroxMun: sone kerbin
<Sigma88> done
<GregroxMun> neato
<Sigma88> I've kept the textures separate
<Sigma88> so you can edit them if you want
<Sigma88> or just paste them one over the other
<GregroxMun> can you send me a final map?
<GregroxMun> Oh it is there now
<GregroxMun> looks good, thank you
<Sigma88> I've been generous with the tundra
<Sigma88> :D
<Sigma88> I'm not sure I can do all planets
<Sigma88> it's more tiring than I remember :D
<GregroxMun> And I have some really rather bad news
<Sigma88> like?
<GregroxMun> I don't know how
<GregroxMun> but that's the wrong map.
<Sigma88> -.-
<Sigma88> what?
<GregroxMun> ok so here's what I'm going to do.
<Sigma88> LOL greg ffs
<GregroxMun> I am so sorry
<GregroxMun> I think what I'll have to do
<GregroxMun> is I'll just use the map that you used
<GregroxMun> even though it's not quite what I wanted.
<Sigma88> show me the correct one
<Sigma88> I can tweak it maybe
<GregroxMun> it's in the biomes folder
<Sigma88> I still have the layers opened
<Sigma88> do you have a colormap as well?
<GregroxMun> yes
<GregroxMun> there
<Sigma88> there
<Sigma88> fixed
<GregroxMun> Well that was fast
<GregroxMun> thank you
<Sigma88> I've sent you the pspimage file
<Sigma88> if you ever want modifications send me that file
<Sigma88> so I can get the separate layers
<Sigma88> and if you could take them out of dropbox that would be the best :D
<GregroxMun> ok
<Sigma88> thanks :D
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<GregroxMun> Sigma88, remember the Delta-V map creator you were working on?
<Sigma88> yeah
<Sigma88> abandoned it
<Sigma88> too much work
<GregroxMun> Do you know what the formula for calculating delta-v for a hohmann transfer is?
<Sigma88> no
<GregroxMun> blast