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"
egg|nomz|egg is now known as egg|zzz|egg
GregroxMun has joined #Kopernicus
GregroxMun has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client]
Rokker has quit [Quit: Connection closed for inactivity]
Rokker has joined #Kopernicus
GregroxMun has joined #Kopernicus
<GregroxMun> o/
<Thomas> \o
<GregroxMun> \o/
<GregroxMun> ./o
<Thomas> You can now select a custom seed in Planetary Diversity https://i.imgur.com/WYufRZv.png
<GregroxMun> oh that's fancy as heck
<Thomas> I might release a first version today
<GregroxMun> I kind of want to make procedural versions of the stock planets similar to UL but actually representing the stock system instead of being the alternative system that UL does.
<GregroxMun> have you considered letting the mod change orbits?
<GregroxMun> it should at least change mean anomaly at epoch
<Thomas> Yes, that's something I want to do
pkmniako has joined #Kopernicus
<pkmniako> Hello!
<GregroxMun> o/
<GregroxMun> Thomas, I'm going to try PD with UL
<pkmniako> I'm officialy a noob at Planet Making lol
<GregroxMun> sure, yeah, what's up
<pkmniako> Surface looks pixelated with a custom heightmap
<GregroxMun> yes
<GregroxMun> you need to reduce heightmap resolution or add more noise to coverup the blockiness
<pkmniako> Resolution Recommendation?
<pkmniako> It's a 0.25 Kerbin Radii Planet
<GregroxMun> What really matters is the resolution relative to the min/max levelk
<GregroxMun> I'm assuming you haven't changed those
<GregroxMun> what's the template planet?
<pkmniako> Laythe
<pkmniako> I can give you the cfg
<GregroxMun> For 0.25 kerbin radii i recommend 2048x1024 should be fine with minLevel = 2 and maxLevel = 8
<GregroxMun> min/max level goes in the PQS{} node, but not the Mods node
<pkmniako> Yeah I know about minLevel and maxLevel
<GregroxMun> oh ok
<GregroxMun> it's not exactly beginner level info as far as I know
<pkmniako> I was using a 8196x4098 map
<GregroxMun> yeah thats too much
<GregroxMun> note that if you have small details (that you're ok with being a bit pixelated?) you could put those on a second heightmap (or a map decal) and the larger features get made on a smaller, smoother heightmap.
<pkmniako> Noted
pkmniako_ has joined #Kopernicus
<Kopernicus> [Kopernicus] StollD pushed 1 new commit to master: https://git.io/v53Qz
<Kopernicus> Kopernicus/master 640b777 Dorian Stoll: Add contractWeight option...
<pkmniako_> Is there any good example of a planet .cfg with a heightmap that is done nicely?
<pkmniako_> Also, don't mind the other pkmniako
<Qboid> Starting build #112 for job Kopernicus-Dev (previous build: SUCCESS)
<GregroxMun> Thomas do you have any idea what these bits from the 1.3.1 pre changelog relating to celestialBody have to do with planet modding? "CelestialBody GetRelSurfacePosition now calling correct methods." and "Restored CelestialBody.theName methods (marked as deprecated)." I assume they're relating to planet modding on account of the CelestialBody. I mean
<GregroxMun> it might just be irelevant but I'm just curious.
<Qboid> Project Kopernicus-Dev build #112: SUCCESS in 49 sec: https://jenkins.tmsp.io/job/Kopernicus-Dev/112/
<Qboid> Dorian Stoll: Add contractWeight option
<Thomas> GregroxMun: Well, the first one is just for getting postions on a planet
<Thomas> GregroxMun: The second one is what i have done in Kopernicus 1.3.0-1
<GregroxMun> pkmniako_ check Mun's kittopia export https://github.com/Kopernicus/kittopia-dumps/blob/master/Configs/Mun.cfg
<GregroxMun> the config won't work out of the box
<Thomas> i.e. making a wrapper from the old useTheInName to the new display name
pkmniako has quit [Ping timeout: 180 seconds]
<GregroxMun> or look at the bodies in New Horizons
<GregroxMun> a lot of those are heightmap heavy
<pkmniako_> Thanks for the advices
<Thomas> Hmm
<Thomas> I should integrate PD with Kopernicus OnDemand
<GregroxMun> Thomas, can you make "leave blank" mean "default" instead of "random seed"?
<Thomas> "leave blank for default seed"?
<GregroxMun> basically if it's blank the mod should just go to the stock system without generating any textures or changing pqsmods.
<Thomas> I can't disable the mod per savegame, because then I would need a database with the stock values of the things I change
<Thomas> Because I would have to reset them, when you switch from a savegame where it is enabled to a savegame where it is disabled
<Thomas> https://forum.kerbalspaceprogram.com/index.php?/topic/164178-starmods-optionalatmosphere/ o.O
<GregroxMun> i am convinced they just pick a random mod
<GregroxMun> https://forum.kerbalspaceprogram.com/index.php?/topic/164178-starmods-optionalatmosphere/&do=findComment&comment=3158469 gameslinx is completely right here
<Thomas> I am reading the OP
<Thomas> I want to slap that guy with a dictionary
<Thomas> Also, he made an IRC chat, a discord server, 2 wikis, one website, a github repository, a spacedock entry, a curse entry and a dropbox download for a mod that is basically a 20kb config file
<GregroxMun> i am confus
<GregroxMun> wait no im not
<GregroxMun> I was him once
<GregroxMun> Jumbo32
<GregroxMun> I was crazy about that shit
<GregroxMun> it was just 6.4x with different numbers and a few tweaks
<GregroxMun> but I advertised the mod to the annoyance of many community members,
<Qboid> [#2] title: RSS is not compatible with the OptionalAtmosphere mod | API PLZ | https://github.com/SamBelanger/OptionalAtmosphere/issues/2
<GregroxMun> Sigma88, if I do AFTER:[SigmaDimensions] that will make all changes to planets refer to their rescaled version, right?
pkmniako_ has quit [Ping timeout: 180 seconds]
<Thomas> UL + PD looks nice
<GregroxMun> screenshots?
<GregroxMun> I never got around to it myself
<GregroxMun> oh nice
<GregroxMun> problem with kerbin is that you never know if the space center will be on land or water
<GregroxMun> i mean it's probably about 50 50
<GregroxMun> but ideally you want it near the shore and not embedded in a mountain
<Thomas> Well, it will be always kind of useable, because the flatten area around it doesnt move
<GregroxMun> yeah I know that
<GregroxMun> but especially for gravity turns you don't want several kilometers of cliff to climb up
<GregroxMun> I don't expect you to write a feature to fix it or anything
<GregroxMun> but just something to keep in mind
<GregroxMun> You could add a heightmap to UL Kerbin that forces the terrain at the equator down so you're always on an island instead of a mountain
<Thomas> Or I write a tweak that enables the snap to surface feature in the space center
<GregroxMun> i guess that would work
<GregroxMun> but then imagine if you find yourself on a mountain
<GregroxMun> unrealistic and you've got a delta-v advantage
<Kopernicus> [Kopernicus] StollD opened issue #209: Switch from LGPL to MIT https://git.io/v53An
<Kopernicus> [Kopernicus] StollD commented on issue #206: Looks like I didn't see this. Looks good, thank you! https://git.io/v53Al
<Kopernicus> [Kopernicus] StollD pushed 3 new commits to master: https://git.io/v53A8
<Kopernicus> Kopernicus/master 5fe0521 Dorian Stoll: Merge pull request #206 from HebaruSan/ring-shader-cleanup...
<Kopernicus> Kopernicus/master 60fc4e6 Paul Hebble: Add properties for shadow square shadows...
<Kopernicus> Kopernicus/master 63f75be Paul Hebble: Ring shader improvements...
<Qboid> Starting build #113 for job Kopernicus-Dev (previous build: SUCCESS)
<Qboid> Project Kopernicus-Dev build #113: FAILURE in 47 sec: https://jenkins.tmsp.io/job/Kopernicus-Dev/113/
<Qboid> * pjhebble: Ring shader improvements
<Qboid> * pjhebble: Add properties for shadow square shadows
<Kopernicus> Kopernicus/master 761c1f6 Dorian Stoll: That one was tricky...
<Kopernicus> [Kopernicus] StollD pushed 1 new commit to master: https://git.io/v53AV
<Qboid> Starting build #114 for job Kopernicus-Dev (previous build: FAILURE -- last SUCCESS #112 2 hr 22 min ago)
<Qboid> Yippee, build fixed!
<Qboid> Project Kopernicus-Dev build #114: FIXED in 38 sec: https://jenkins.tmsp.io/job/Kopernicus-Dev/114/
<Qboid> Dorian Stoll: That one was tricky
<Kopernicus> [Kopernicus] dbent commented on issue #209: I agree. ? https://git.io/v53xf
GregroxMun has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client]
<Kopernicus> [Kopernicus] BryceSchroeder commented on issue #209: I respectfully disagree.
<Sigma88> !tell Gregrox* no, you need to use SigDim2, unless you mean PQS changes, in which case you can't find them in the cfg since I've moved them to plugin
<Qboid> Sigma88: I'll redirect this as soon as they are around.
<Sigma88> thomas, regarding licensing chages I have no objections
<Thomas> yeah, but one person already said no, so the whole question is void :P
<Thomas> but thanks
<Sigma88> to be honest his objections sounded valid
<Sigma88> but I'm not sure if he was exagerating
<Thomas> They are valid, but I doubt they have much relevance for the ksp community
<Thomas> Lol https://forum.kerbalspaceprogram.com/index.php?/topic/164178-starmods-optionalatmosphere/&do=findComment&comment=3158559
<Thomas> He is even correcting the typing of his mod name in quotes
<Sigma88> yes
<Sigma88> did you manage to understand what he is saying?
<Thomas> not really
<Sigma88> I'd like to know the reasoning behind which mod is chosen
<Thomas> !roll
<Qboid> Thomas: 5
<Thomas> ^
<Sigma88> idk
<Sigma88> seems kinda silly
<Sigma88> you have people that develop free stuff for you
<Sigma88> that can increase the replayability of the game
<Sigma88> (let's face it, replayability of ksp sucks without mods)
<Sigma88> which ultimately results in more copies of the game sold
<Sigma88> why would you put the spotlight on the crappy mods?
<Sigma88> the only thing I can say, thank god both SQUAD and CKAN are completely ignoring all my mods :D
<Thomas> They never featured Kopernicus until they messed up and deleted my account xD
<Sigma88> I wouldn't have the patience to deal with all the dumb reports
<Sigma88> !c double x
<Sigma88> !c x = 5
<Sigma88> !c x
<Qboid> 5
<Sigma88> !c double.TryParse("y", out x)
<Qboid> false
<Sigma88> !c x
<Qboid> 0
<Sigma88> !c double.TryParse(null, out x)
<Qboid> false
<Sigma88> !c Array.ConvertAll("1,2,3,4,5".Split(','), int.Parse);
<Qboid> { 1, 2, 3, 4, 5 }
<Sigma88> !c Array.ConvertAll("1,,,4,5".Split(','), int.Parse);
<Qboid> System.FormatException: Input string was not in a correct format. at System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) [0x0005e] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Number.ParseInt32 (System.String s, System.Globalization.NumberSt
<Qboid> yles style, System.Globalization.NumberFormatInfo info) [0x00014] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Int32.Parse (System.String s) [0x00007] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at System.Array.ConvertAll[TInput,TOutput] (TInput[] array, System.Converter`2[TInput,TOutput] converter) [0x00032] in <dbb16e0bacdc4a0f87478e401bc29b6c>:0 at <InteractiveExpressionClass>.Host (S
<Qboid> ystem.Object& $retval) [0x00016] in <945dc5d490ea444d83cfefa767a5ba4b>:0 at Mono.CSharp.Evaluator.Evaluate (System.String input, System.Object& result, System.Boolean& result_set) [0x0003e] in <a81adb37139f4f2ea6ce1da80d3be432>:0 at QIRC.CSharp.CSharp.Evaluate (ChatSharp.IrcClient client, System.String input, System.String user, System.String source, System.Boolean admin, System.Boolean quit
<Sigma88> I hate scatterer
<Sigma88> thomas, could you suggest me a quick way to do this via cfg?
<Sigma88> I want to generalize it to work for all possible stars
<Thomas> Not without either a wildcard-node-editing thingy in MM or static node names in scatterer
<Sigma88> I meant via plugin
<Sigma88> sorry
<Sigma88> does NumericCollectionParser<double> use space or comma as separator?
<Thomas> space
<Sigma88> can I change it to comma?
<Sigma88> or do I need to use Replace?
<Thomas> You would have to write your own collection parser
<Sigma88> flareSettings.SetFromString(star.GetValue("flareSettings")?.Replace(",", " "));
<Sigma88> wouldn't this work?
<Thomas> That would work
<Thomas> !c "a b".Split(' ')
<Qboid> { a, , b }
<Thomas> Sigma88: But only if the config doesnt use "a, b"
<Thomas> It would have to use "a,b"
<Sigma88> I thought parsers automatically accounted for multiple separators
<Sigma88> there are a lot of mods that have a lot of spaces in between numbers to have them all in a table
<Sigma88> RSS does that iirc
<Thomas> That can be done, but apparently NumericCollectionParser doesnt do it
<Thomas> or .net 3.5 / stoneage mono does it differently
<Thomas> dunno
<Sigma88> >_>
<Sigma88> what's the quickest way to trim excess whitespaces?
<Sigma88> tabs included
<Sigma88> !c string.Join(",", new[] {"a","b","c"})
<Qboid> a,b,c
<UmbralRaptor> %s/\t\t/\t/g
<UmbralRaptor> ?
<Sigma88> idk
<Sigma88> I am getting an error compiling my code
<Sigma88> it is unable to convert double[] to string[]
<UmbralRaptor> o_O
<Sigma88> !c string.Join(",", new double[] {1d,2d,3d})
<Qboid> 1,2,3
<Sigma88> what using does qboid have?
<Sigma88> for the !c thinghy
<Sigma88> that same code doesn't work on my VS
<Sigma88> (new double[] {1d,2d,3d}).ToString()
<Sigma88> >_>
<Sigma88> !c string.Join(",",(new double[] {1d,2d,3d}).Select(p => p.ToString()).ToArray())
<Qboid> 1,2,3
<UmbralRaptor> Poke Thomas?
<Thomas> Sigma88: Qboid uses a newer .NET version than KSP
<Sigma88> ah
<Sigma88> well
<Sigma88> the code above seems to work
<Sigma88> wait, the scatterer assembly name is "MBWindow" ????
<Sigma88> wtf
<Thomas> Sounds like blackrack
<Sigma88> actually, if I run through all assemblies with a plugin, it prints "scatterer" as the name
<Sigma88> thomas if I input "null" into a collectionparsers would it return null?
<Sigma88> or throw an error?
<Thomas> You mean in SetFromString?
<Sigma88> yes
<Thomas> It would throw I think
<Thomas> Yes, it would throw
NathanKell|AFK is now known as NathanKell
NathanKell is now known as NathanKell|AFK
NathanKell|AFK is now known as NathanKell|AWAY
NathanKell|AWAY is now known as NathanKell
<Kopernicus> [Kopernicus] HebaruSan commented on issue #206: Cool!... https://git.io/v5sUp
<Kopernicus> [Kopernicus] StollD commented on issue #206: Sure, feel free to update them. I will probably just forget it when I make the next release.
<Kopernicus> [Kopernicus] StollD commented on issue #206: Sure, feel free to update them. I will probably just forget it when I make the next release. https://git.io/v5sTq
<Kopernicus> [Kopernicus] HebaruSan commented on issue #209: Just in case this is still a live question after Bryce's response, I consent to having my (minor) contributions published under LGPL, MIT, GPL, or public domain. https://git.io/v5sI8
<Sigma88> !tell Gregrox* ever seen this? https://forum.kerbalspaceprogram.com/index.php?/topic/160140-0/
<Qboid> Sigma88: I'll redirect this as soon as they are around.
NathanKell is now known as NathanKell|AFK
<Kopernicus> [Kopernicus] HebaruSan opened pull request #210: Update shaders with changes from #206 (master...ring-shader-cleanup) https://git.io/v5stO
<Kopernicus> [Kopernicus] HebaruSan commented on issue #206: Sounds good, I submitted them in:... https://git.io/v5sta
GregroxMun has joined #Kopernicus
<GregroxMun> \o
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [27.08.2017 16:11:37]: "no, you need to use SigDim2, unless you mean PQS changes, in which case you can't find them in the cfg since I've moved them to plugin"
<Qboid> GregroxMun: Sigma88 left a message for you in #Kopernicus [27.08.2017 19:46:14]: "ever seen this? https://forum.kerbalspaceprogram.com/index.php?/topic/160140-0/"
<GregroxMun> GOD DAMMIT
<GregroxMun> another good planet?
<Sigma88> not good enough
<Sigma88> but it's nice
<GregroxMun> oh lol there's specular terrain
<Sigma88> ?
<Sigma88> specular?
<GregroxMun> shiny
<GregroxMun> as in specColor
<GregroxMun> no alpha map
<Sigma88> ah
MartinX3 has joined #Kopernicus
<Sigma88> are you sure?
<GregroxMun> it looks shiny in the video
<Sigma88> yeah
<Sigma88> it's true
<Sigma88> probably it was before kittopia could export alpha maps
<Thomas> Lets see if the people like it https://forum.kerbalspaceprogram.com/index.php?/topic/164870-130-planetary-diversity-release-1-aug-27/
<Sigma88> Per-savegame configuration is neither planned nor easily realizeable.
<Sigma88> it shouldn't be that hard
<Thomas> I already explained it to Gregrox
<Thomas> I would need a complete database with the original values of the stuff that might get changed
<Thomas> Because in a savegame where PD is disabled, it needs to restore the original state
<Sigma88> wait
<Sigma88> I'm not following
<Thomas> Well
<Sigma88> but regarding this issue
<Thomas> If you would be able to configure the PD tweaks per savegame
<Sigma88> yes
<Thomas> You would be able to say "no, leave this like it is in stock, but only for savegame xy"
<Thomas> Now, if the user loads savegame yz, where all tweaks are enabled
<Thomas> The PQS gets changed
<Thomas> When he leaves this save, the PQS stays that way
<Sigma88> ok
<Sigma88> ah ok
<Thomas> Means, if he now loads xy, the mod he disabled would keep the configuration from yz
<Thomas> That means I would have to reset the PQS to stock every time the main menu is loaded
<Sigma88> yeah I get it now
<Thomas> cool
<Sigma88> so I guess, rebuilding the system would be too taxing?
<Thomas> Yes
<Thomas> Because due to PD's modularity I have no idea what could get changed
<Thomas> So I basically would have to kill the system and recreate it from the prefab
<Thomas> Which would be planet factory ^ 10
<Sigma88> and this should not have issues with SD right?
<Thomas> It shouldn't
MartinX3 has quit [Ping timeout: 204 seconds]
<Kopernicus> [Kopernicus] StollD closed pull request #210: Update shaders with changes from #206 (master...ring-shader-cleanup) https://git.io/v5stO
<Qboid> Starting build #115 for job Kopernicus-Dev (previous build: FIXED)
<Qboid> Project Kopernicus-Dev build #115: SUCCESS in 39 sec: https://jenkins.tmsp.io/job/Kopernicus-Dev/115/
<Qboid> pjhebble: Update shaders with changes from #206
<Sigma88> GregroxMun: there's a scene in TNG with an old guy on a moving chair
<Sigma88> reminded me of davros
<Sigma88> :D
<GregroxMun> lol
<UmbralRaptor> It's weird seeing Riker without a beard.
<GregroxMun> ikr
<Sigma88> it's weird seeing picard without a wheelchair
<Sigma88> :D
<Sigma88> and yes, riker is weird as well
<Sigma88> did he grow the beard for the show?
<UmbralRaptor> Not sure about for the show, but he had one for most of the later seasons.
<Sigma88> yeah I think everybody would picture him with the beard
<Sigma88> he was also on voyager, that must be why I remembered him
<UmbralRaptor> Wait, Voyager?
<UmbralRaptor> I know he was (sort of) on DS9.
<Sigma88> well, kind of
<Sigma88> it was a Q episode
<Sigma88> not sure if it was the actual riker or just a Q trick
<Sigma88> newton was there as well
<Sigma88> iirc
<UmbralRaptor> Hah
<Sigma88> and the guy from woodstock I think
<Sigma88> let me check
<GregroxMun> I remember that one
<GregroxMun> it's meant to be actual riker
<GregroxMun> but Q wipes his memory
<Sigma88> so it was actual newton?
<GregroxMun> presumably
<GregroxMun> he can do time travel shenanigans in the episode
<GregroxMun> they go to the beginning of the universe
<Sigma88> is that the same episode where he puts voyager in a fruit?
<GregroxMun> it was on top of a christmas ornament
<GregroxMun> not a fruit
<Sigma88> no i clearly remember a fruit
<GregroxMun> I am fairly certain you're mistaken, but I'm not prepared to fight over it
<Sigma88> hmmmm
<Sigma88> I googled "voyager fruit"
<Sigma88> ah now I get what you mean by christmas ornament
<Sigma88> yes it could have been
<Sigma88> I thought you meant on top of the christmas tree
<GregroxMun> to be fair, spherical christmas tree ornaments are meant to represent the tree's "fruits"
<Sigma88> it's weird, I have this image of voyager embedded inside some kind of purple elongated fruit
<Sigma88> I'm a bit surprised by the lack of screentime worf gets
<UmbralRaptor> He'll get more ultimately.
<Sigma88> the weird thing is that he's always there
<Sigma88> he is a bridge official
<Sigma88> but except for a couple of sex jokes he didn't do much
<Sigma88> :)
TonyC has quit [Ping timeout: 195 seconds]