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> [Kopernicus] johnflux opened issue #203: Solar Panels https://git.io/v7HyR
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<johnflux> Hi all
<johnflux> Solars panels don't seem to work for me now, but work again if I remove kopernicus
<Kopernicus> [Kopernicus] johnflux closed issue #203: Solar Panels https://git.io/v7HyR
<johnflux> Nevermind, it was PEBKAC
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<SigmaUK> Pebkac?
<SigmaUK> !g PEBKAC
<Qboid> SigmaUK: https://en.wikipedia.org/wiki/User_error [User error - Wikipedia] (10600 results found, took 0.59s)
<Thomas> Problem exists between keyboard and chair
<SigmaUK> Yeah I sae
<SigmaUK> Saw
<SigmaUK> Interestinf
<SigmaUK> Interesting
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<GregroxMun> o/
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<Qboid> 4d 0h 0m 0s left to event #1: Falcon 9 • SpaceX CRS 12 [at 2017-08-17 16:31:00]. Say '!kountdown 1' for details
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<TheWhiteGuardian> Good morning / evening / afternoon!
<TheWhiteGuardian> Is anyone here by chance?
<GregroxMun> yes
<TheWhiteGuardian> Good afternoon Gregrox!
<TheWhiteGuardian> I'm working on my part of the collab, but I'm making some custom PQSMods to make procedural terrain generation (rivers for example) a bit easier.
<GregroxMun> very well
<TheWhiteGuardian> Problem is, I think LibNoise changed massively, and thus the way a lot of things work on the C# coding side seem to have changed.
<TheWhiteGuardian> For example, remember how mods like VertexHeightNoise have a 'mode' value, that can be either 'Low', 'High', or 'Medium'(1.2)/'Standard'(1.3)?
<TheWhiteGuardian> It used to be called 'QualityMode', but now it's called 'NoiseQuality'.
<TheWhiteGuardian> And I believe I could parse it with the Kopernicus ModLoader through the standard 'NumericParser', that deals with numbers
<TheWhiteGuardian> Nowadays the method seems slightly more complex.
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<TheWhiteGuardian> I was hoping to find Thomas here, so that maybe he could shed some light on what has changed since 1.2
<Thomas> TheWhiteGuardian: NoiseQuality is an enum, so you should use enum parser
<TheWhiteGuardian> I currently have... let's see...
<TheWhiteGuardian> public EnumParser<KopernicusNoiseQuality> mode
<TheWhiteGuardian> Followed by the get accessor:
<TheWhiteGuardian> get { return (KopernicusNoiseQuality)(int)mod.mode; }
<TheWhiteGuardian> And set:
<TheWhiteGuardian> set { mod.mode = (NoiseQuality)(int)value.value; }
<TheWhiteGuardian> With how NoiseQuality is now a thing I looked up how it is parsed in VertexHeightNoise, and by lack of ideas entered the code to see how it would do.
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<GregroxMun> o/
<TheWhiteGuardian> o/
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<Thomas> TheWhiteGuardian: KopernicusNoiseQuality is a workaround that merges QualityMode and NoiseQuality
<Thomas> So "Medium" and "Standard" work both
<TheWhiteGuardian> Ooooh, I see
<TheWhiteGuardian> So that tackles the problem of having to update all planet packs using 'Medium'. Nifty!
<TheWhiteGuardian> The thing I don't get though
<TheWhiteGuardian> Why does it say (NoiseQuality)(int)value.value?
<TheWhiteGuardian> Why is an integer involved in parsing an enum?
<Thomas> An enum is just list of words aliased to integers
<Thomas> In our case, Medium and Standard both have the int value 1
<Thomas> So, it doesn't matter if you use Medium or Standard, you will end up with 1 in both cases
<Thomas> which translated to NoiseQuality.Standard
<Thomas> *translates
<TheWhiteGuardian> Interesting!
<TheWhiteGuardian> I have pasted the problematic PQSMod over at PasteBin if anyone wants to have a look.
<Thomas> Yeah, you should just use an enum parser there
<Thomas> Also, cache the noise object
<TheWhiteGuardian> Cache the noise object?
<Thomas> Currently you create a new Object in OnVertexBuildHeight()
<TheWhiteGuardian> You mean move initializing the noises to the OnSetup() void?
<Thomas> Yes
<TheWhiteGuardian> Alright. Gonna do that right away.
<TheWhiteGuardian> What do you mean by 'use an enum parser there' though?
<TheWhiteGuardian> I thought I used an enum parser for both enumerators?
<Thomas> Well, you could just make modMode a variable with the type NoiseMod, and use an EnumParser<PQSMod_VertexExtraNoise.NoiseMode> for parsing, instead of parsing an int and doing an if check for the type
<TheWhiteGuardian> What I'm actually doing there is allowing for the enum value to be altered through the integer from inside KSP, as Kittopia cannot edit enums yet AFAIK
<Thomas> Then do the conversion in the parser, so the user can still use the actual names?
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<TheWhiteGuardian> Conversion in the parser?
<Thomas> Either through ifs, or casting and assigning fixed numbers to the enum
<TheWhiteGuardian> So basically moving the if-statements from 'PQSMod_VertexExtraNoise : PQSMod' to 'VertexExtraNoise : ModLoader<PQSMod_VertexExtraNoise>'?
<TheWhiteGuardian> What I've currently done is move the if-statements to the set-assigner of the [ParserTarget("noiseType")]
<Thomas> Oh, you already have a noise type parser but you dont use it :D
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<TheWhiteGuardian_> I'm back.
<Thomas> This would be my proposal https://pastebin.com/ZjS2nTqM
<TheWhiteGuardian_> Please ignore the double username, EsperNet still thinks I'm logged on because I lost connection due to a new Widows problem.
<Thomas> That way you can remove the if (!isEnum) block in OnStart and still change the mode with kittopia
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<TheWhiteGuardian_> Visual Studio doesn't like the set accessor
<TheWhiteGuardian_> 'cannot convert type'
<TheWhiteGuardian_> Fixed it.
<TheWhiteGuardian_> (int)value -> Convert.ToInt32(value)
<TheWhiteGuardian_> Compiling as we speak.
<TheWhiteGuardian_> Here's another abomination of a PQSMod I created today that does ont seem to work.
<TheWhiteGuardian_> https://pastebin.com/3KU2fRSt
<TheWhiteGuardian_> Problem here is that it's my first time working with LandClasses.
<TheWhiteGuardian_> So I'm not 100% sure about what I'm doing.
<TheWhiteGuardian_> The main goal of this particuar mod is HeightColorMap merged with VertexSimplexNoiseColor, and instead of using decimal values, the start and end altitudes are in meters.
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<TheWhiteGuardian_> Speaking of that 'landclass PQSMod', PQSMod_HeightColorAbsolute, take a shot whenever it reads 'lerp'. :P
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