Sigma88 changed the topic of #Kopernicus to: #Kopernicus | Release 1.3.0-4 - 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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<Kopernicus> [Stellarator] MartinX3 opened pull request #11: Merge pull request #1 from Kopernicus/master (master...master) https://git.io/v7r7h
<Kopernicus> [Stellarator] MartinX3 closed pull request #11: Merge pull request #1 from Kopernicus/master (master...master) https://git.io/v7r7h
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<pkmniako> Hello!
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<Syczek> hi
<pkmniako> You got it!
<pkmniako> Now good luck trying to get these guys to talk
<Syczek> i have a little problem with galactic neighborhood mod and i was routed here to try ask about him
<Syczek> Its problem with Kerbin and only with him http://imgur.com/a/Ky8lY#Gfvqqz9 as screenshot shows kerbin sun side is wrong i once fixed that issue myself but completly forgot how i done that anyone could assist me??
<KillAshley|SEMI> usually an issue with normal maps, however idk what the issue could be seeing as it's GN
<KillAshley|SEMI> SigmaES: ping!
<Thomas> Well, GN alone doesnt change Kerbin so he must have another mod installed
<Qboid> Thomas: VITAS left a message for you in #spacedock [05.08.2017 21:56:02]: " split sdb.js into multiple files"
<Thomas> Syczek: Can you make a screenshot of your GameData directory?
<Syczek> well i will
<Syczek> But i am sure that culprit is galactic neighborhood because i done clear install with only galactic neighborhood and sve
<Syczek> Here is screenshot took in full hd resolution so whole directory is on one picture http://imgur.com/a/akXBC
<Syczek> i have enabled with stars option so stars are visible so i have galaxy without any planet packs
<SigmaES> Under what definition is that a "clean" install? -.-
<SigmaES> Syczek: GN implements drastic changes so most mod will probably malfunction when GN is installed
<Syczek> that is my full pack
<SigmaES> My suggestion is to try again with only mods that are explicitly described as being compatible with GN
<SigmaES> Either on GN thread, or on that mod's thread
<Syczek> well i using only packs that mentioned on site of GN with exception of Extrasolar
<SigmaES> Also publish on the forum a screenshot of the issue, I'm not sure what is happening to you
<SigmaES> Extrasolar is not compatible with gn
<Syczek> http://imgur.com/a/Ky8lY#Gfvqqz9 here is the problem that i having
<Syczek> how so ?? i see that extrasolar doesnt interfere with gn star systems
<SigmaES> Yup, that issue is not GN's fault
<SigmaES> Something else is causing it
<Syczek> so what did i messed up??
<SigmaES> No idea
<SigmaES> I'm on vacation now
<SigmaES> If you want you can try this link
<SigmaES> !link logs
<Qboid> http://forum.kerbalspaceprogram.com/index.php?/topic/140580-121-kopernicus-release-1-november-3/&page=27#comment-2793409
<SigmaES> When I come back from holiday I can take a look at the files
<SigmaES> But as i said, extrasolar is not compatible with GN and nor is SVE as far as I know
<SigmaES> Nor EVE or Scatterer
<SigmaES> Back to my holidays, see you!
<Thomas> So I counted 12 mods that might change Kerbins normalmap
<Thomas> my tip is: remove all mods and add the planet related ones back, one by one
<Syczek> i will check something out
<Syczek> i think i finally get idea what i may mess up
<Syczek> running extrasolar and gn no issues
<Syczek> i guess sve will be a problematic one
<Syczek> is there a possible solution to make them play nicely??
<Syczek> I confirmed that for 100% sve made that mess
<Syczek> is there a way to fix this??
<Thomas> Syczek: Ask the author of SVE
<Syczek> okay that will be all thanks for helping me out with pinpointing source of issue.Have a nice day
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<SigmaES> "I'm sure it's GN" ... *posts game data folder screenshot with 200 mods*
<Thomas> Next time we should answer: "I'm sure it's your savegame"
<Thomas> Or "I'm sure it's the squad folder"
<SigmaES> There shold be a tableflip command for qboid
<Thomas> Norgg used to have a tablebot
<SigmaES> !tf
<SigmaES> (ノ°Д°)ノ︵ ┻━┻
<SigmaES> Or even better, !ft instead of !tf
<Thomas> !csharp -persistent Func<String, String> tableflip = new Func<String, String>((s) => s.ToLower() != "restore" ? "(╯°□°)╯︵ ┻━┻" : "┬─┬ ノ( ゜-゜ノ)");
<Thomas> !alias -create:tableflip -structure:^(.*)$ !csharp tableflip("{0}")
<Qboid> Thomas: Aliased "!csharp tableflip("{0}")" to "!tableflip"
<Thomas> !tableflip
<Qboid> (╯°□°)╯︵ ┻━┻
<Thomas> !tableflip blubb
<Qboid> (╯°□°)╯︵ ┻━┻
<Thomas> !tableflip restore
<Qboid> ┬─┬ ノ( ゜-゜ノ)
<Thomas> SigmaES: :D
<Thomas> !help
<Qboid> Thomas: I sent you a private message with information about all my commands!
<Thomas> !help sqrt
<Qboid> sqrt: No description available.
<Qboid> example: !sqrt
<Thomas> !sqrt 4
<Qboid> 2
<Thomas> Why on earth is that a command
<Thomas> !alias -remove:sqrt
<Qboid> Thomas: Removed the alias "sqrt"
<SigmaES> Lol
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<MartinX3> Hello
<Thomas> Hi
<MartinX3> I want to help with the stellarator project and my first question ist, why there is so many reflection in use? :)
<Thomas> Kopernicus config parser uses reflection to translate a config into a C# object. In Stellarator, a reimplementation of the KSP terrain system is used to generate static maps, and because the field names are the same I decided to pull the parser into stellarator
<Thomas> That makes it possible to write the prefabs almost like a Kopernicus config
<MartinX3> Wow, thanks for the info. with config, you mean the JSON like cfg files?
<Thomas> Yes
<Thomas> They are called "ConfigNode"
<Thomas> (don't ask me why the KSP devs decided to make their own config :D)
<MartinX3> wow, wouldn't it be better to use a json parser instead of reflections, they make the support and development a little bit hard D: \n I am a Java Programmer, too and there I use Jackson to convert Pojo to Json and Json to Pojo on the fly D:
<MartinX3> And I better don't ask you. maybe there are some benefits making its own config :D
<Thomas> A json parser uses reflection too ;)
<Thomas> (and I already tried to use json for stellarator in the early beginnings, and at some point it was so messy that I switched to ConfigNode)
<MartinX3> yes, it does it to read the field names, but writing an own parser like inventing the cycle again. :D with messy, what doe you mean? :)
<MartinX3> I tried to clean the code a little bit (C#7-Level), but I made the mistake to make some classes, constructors and propertys private, which wasn't used anywhere, except by the reflections i saw later... xD
<Qboid> [#7] title: Changes to compile for KSP 0.90 | Seems to work ok with the Hodor config.... | https://github.com/Kopernicus/Kopernicus/issues/7
<Thomas> Excessive typecasting, and hacky dictionary accessing
<Thomas> Yeah, changing anything in ModLoader/ and Parser/ is bad
<Thomas> because those directories are bascially just copied out of Kopernicus
<Thomas> (and I should update them at some point)
<MartinX3> Yeahr, ReSharper told me, that there are many not used things. it is hard to keep the code clean if the used things are shown as unused, too. D: ///// thx for the issue link
<Thomas> Issue link?
<MartinX3> "<Qboid> [#7] title: Changes to compile for KSP 0.90 | Seems to work ok with the Hodor config.... | https://github.com/Kopernicus/Kopernicus/issues/7"
<Qboid> [#7] title: Changes to compile for KSP 0.90 | Seems to work ok with the Hodor config.... | https://github.com/Kopernicus/Kopernicus/issues/7
<Qboid> [#7] title: Changes to compile for KSP 0.90 | Seems to work ok with the Hodor config.... | https://github.com/Kopernicus/Kopernicus/issues/7
<Thomas> if you mean the thing posted by Qboid, ignore that
<Thomas> if you post #<id> it searches the github issue with id <id>
<Thomas> #10
<Qboid> [#10] title: Added configuration for tidal locking and initial rotation | Hi,... | https://github.com/Kopernicus/Kopernicus/issues/10
<Thomas> You said C#7, and it treated that as a reference to an issue
<Qboid> [#7] title: Changes to compile for KSP 0.90 | Seems to work ok with the Hodor config.... | https://github.com/Kopernicus/Kopernicus/issues/7
<MartinX3> oh thx, i was a little be confused because the issue has nothing to do with the problematic
<Thomas> :D
<MartinX3> Bad bot, don't flame the new one D:
<Qboid> :(
<MartinX3> wtf
<MartinX3> how to avoid the problem with finding the unused code in a project full of reflections?
<MartinX3> Sorry bot, I like you D:
<MartinX3> you're helpfull, finding the answer for everything #42
<Qboid> [#42] title: Prep for 0.0.7 - merged development | | https://github.com/Kopernicus/Kopernicus/issues/42
<Thomas> You don't search for unused code in ModLoader/ and Parser/
<Thomas> because it is likely that I will overwrite your changes anyway
<Thomas> And the other dirs dont use reflection
<MartinX3> oh, yes. is it a remote branch folder in github, or do you push the changes by hand??
<Thomas> By hand. But I could make it a submodule
<MartinX3> I like automated things, if they work :P
<Thomas> But on the other hand: The config node reimplementation I use has different APIs and I dont feel like rewriting it, so I'm probably going to do it by hand :P
<Thomas> (Stellarator is a fun project xD)
<MartinX3> omfg :D
<MartinX3> but if someone maintain a project with reflection, is there a trick to search for unused code or do you need to run your brain at 120%?
<Thomas> There is no trick
<MartinX3> The brain at 120% isn't healthy
<Thomas> But as soon as you understood how the parser works it is pretty straightforward
<MartinX3> I believe that and thanks for the advise to don't touch the modloader and the parser
<MartinX3> What does the modloader in the project?
<Thomas> Well, in Kopernicus, ModLoader is used to translate Configs into PQSMods (components that modify the terrain of the planet). In Stellarator I use the classes for almost the same purpose: ModLoader loads the data from a prefab into the fake terrain system, which can now be used to generate maps that are identical to the ones ksp would produce
<Thomas> Since Kopernicus planets need a static color and normalmap for their low quality mesh
<Thomas> and those maps can't be generated on the fly (as opposed to the high quality terrain)
<MartinX3> looks like hard work for developers
<Thomas> Kopernicus is 50% "translating configs into C# datatypes" and 50% "trolling KSP so it does what we want"
<MartinX3> Sounds like a call for including kopernicus and galactic neightbours and stellarator in KSP
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<MartinX3> and i wanted to help finishing the database issue on github :) (after cleaning the code, except the modloader/parser)
<Thomas> Sure. I am sure that the code in Generator.cs is messy as heck too
<MartinX3> a little bit :P and i want to implement a better way handling args in programm.cs
<MartinX3> running through the arg list for every parameter looks like a little overkill
<Thomas> I appreciate your help :)
<Thomas> Stellarator is one of those projects (or project ideas) that are cool but never took off because I lack motivation or skill
<MartinX3> thanks :D I like it to help :) but someday i have no time, because of my fulltime job as programmer and i study economic and informatics as well :D
<MartinX3> and stellarator is the one project i want, because it is better to use it, than using a planet pack, which could get incompatible to ksp and is always the same
<MartinX3> (ksp should optimize their memory management it is easy for me to fill up my 16 GB ram...)
<Thomas> Well, Kopernicus still has OnDemand texture loading
<Thomas> But since there is stable 64 bit noone uses it anymore because everyone thinks they have endless ram
<Thomas> (or maybe other reasons, I dont know)
<MartinX3> and ksp loads the full shit of everything into the ram, when it loads the mainmenu at programm startup :D
<MartinX3> endless ram maybe, but not endless speed. it makes things slow
<MartinX3> the development of space engineers is faster. and they make many performence patches and fight active for the performence and memory management. and the development is more transparent D:
<Thomas> The main difference is: SpaceEngineers is not Squad
<MartinX3> you mean "Take-Two Interactive" :P
<MartinX3> that they got buyed by them 5 days after patch 1.3 looks like they want fast more money and stop the development :(
<MartinX3> I hope not
<Thomas> They buyed the IP of KSP
<Thomas> not Squad
<MartinX3> that sounds worse
<MartinX3> It would be better if SpaceX buys it and use it as space simulation and planning programm for their project to colonise the whole solar system
<UmbralRaptor> ...
<UmbralRaptor> Just give egg and ferram4 grants for their work.
<egg> UmbralRaptor: hah!
<MartinX3> If you make KSP open source, I would support you
<MartinX3> And if you change nodeconfig to JSON
<egg> may I merely burn it all to the ground
<egg> (also protobufjftw, not JSON)
<egg> s/j/ /
<Qboid> egg meant to say: (also protobuf ftw, not JSON)
<egg> principia uses protobuf for all its serialization
<UmbralRaptor> Principia and FAR *are* under open source lincenses.
<MartinX3> you are a regex god
<egg> that was a fairly trivial substitute though
<MartinX3> why does git reject my own push?
<MartinX3> that's madness
<MartinX3> fixed (removed project and pulled it again)
<MartinX3> In Utility.cs (project root) the method "public static void ApplyData(Bitmap bmp, Color[] colors)" which can be removed?
<Thomas> Yes
<MartinX3> and other methods like darker. okay. i will refactor the hell out of every file except modloader and parser in my free time, muahahahaha
<Thomas> Darker is used
<Thomas> It is exposed in the prefab configs
<MartinX3> ah, sorry, i mean Dark, which makes color darker. Utility.cs
<MartinX3> /// <summary>
<MartinX3> /// Makes a color darker
<MartinX3> /// </summary>
<MartinX3> public static Color Dark(Color c)
<MartinX3> {
<MartinX3> if (c.r > 0.5 || c.g > 0.5 || c.b > 0.5)
<MartinX3> c = c * new Color(0.5f, 0.5f, 0.5f);
<MartinX3> return c;
<MartinX3> }
<Thomas> I know what you meant and my answer stays the same ;)
<MartinX3> weird, i don't find the using of this method D:
<MartinX3> ahh. regex. vertexplanet.cfg
<MartinX3> evil evil, i learn
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