<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
<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
<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>
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
NathanKell is now known as NathanKell|AFK
<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