<blowfish> anyone know of an obvious reason why part upgrades wouldn't be applying? I've got the PARTUPGRADE node and the UPGRADES { UPGRADE {} } node in the relevant PartModule. I can see and unlock the upgrade in the tech tree, and it correctly shows the part it will apply to. But in the editor the relevant parameters don't change and the upgrade doesn't show in "show upgraded stats"
<blowfish> other upgrades are applying
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<blowfish> PSA: ModuleManager is broken on the prerelease. Do not use
<blowfish> fixed some compile errors related to PopupDialog.SpawnPopupDialog, but it looks like the patch loader isn't running
<blowfish> oh, got it to work I think
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<xShadowx> with ILRepack, is there a way to have code....unpack? A refs B, ilrepack merges B into A, C refs/extends B, A loads C, C wants B but nope cant find - so....unpack and make an assemblresolver?
* xShadowx wants to avoid packaging B with C
<blowfish> well, got basic MM functionality working, but reloading the database is broken
<blowfish> !tell Sarbian Tried to fix MM for 1.2.9, got it partially working. I doubt it'll take you long to figure out what needs to be updated, but let me know if you want to hear my findings
<Qboid> blowfish: I'll redirect this as soon as they are around.
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<egg|zzz|egg> @%^$^ potatoroids
<egg|zzz|egg> taniwha: so apparently under some circumstances I can end up with two asteroids distinct bearing the same name, and having the same part (a potatoroid with flight ID 917709473)
<egg|zzz|egg> taniwha: do you happen to know where the code that spawns these things lives?
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<egg|zzz|egg> Thomas: yeah, I found SpawnAsteroid
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<blowfish> morning
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<riocrokite> hey blowfish just wanted to say - nice rd-180 model
<blowfish> Shadowmage really did the hard work on finishing and texturing it
<blowfish> but thanks!
<riocrokite> even for modelling, trying to understand all that plumbing and small stuff is quite difficult
<riocrokite> 'with modelling
<blowfish> yeah, had to cross-reference a bunch of sources and best-guess some stuff
<blowfish> plumbing should be pretty accurate though, I made sure of that
<Sarbian> ah crap, I need to actually code something :-
<Qboid> Sarbian: blowfish left a message for you in #kspmodding [20.03.2017 06:22:27]: "Tried to fix MM for 1.2.9, got it partially working. I doubt it'll take you long to figure out what needs to be updated, but let me know if you want to hear my findings"
<Sarbian> let me guess, pre is already out ?
<Thomas> Yes
* Sarbian lets out a deep sigh
* Thomas seconds it
<Sarbian> ok, I guess I ll have to fix this mess instead of hunting robotic dinosaurs
<Thomas> robotic dinosaurs would be less of a mess than this
<Sarbian> that much ?
<Sarbian> I did not have much time too look at the changes
* Thomas stares at #autoLOC_234052_Assets\\Scripts\\Part_Scripts\\PartModules\\PartModule.cs in his decompiler
<Sarbian> ah, yeah. I saw that mess
<Thomas> Havent looked at other stuff, I mean, it is localization and almost nothing else
<riocrokite> guys - a hardware question, is it worth getting high speed ram for ryzen wrt ksp?
<riocrokite> shouldn't matter that much from what I analyzed
<Thomas> Nice, celestial body now has a "displayName" field
<Thomas> That might be handy
<Thomas> displayNameGender?
<Thomas> Lol
<Sarbian> blowfish: do you have a diff of your change around ?
<blowfish> have them sitting on my computer at home, I can commit tonight
<blowfish> I remember the major things off the top of my head though
<Sarbian> those # for in parts cfg for loc really worry me
<Sarbian> err. those # for loc in parts cfg really worry me
<blowfish> A new LoadingSystem (FontLoader) has been added at the beginning, which means MM's index needs to be bumped
<blowfish> the first implementation of PopupDialog.SpawnPopupDialog is now gone, you need to create a MultiOptionDialog explicitly (and now MultiOptionDialog needs a new parameter, name, not exactly sure how it's used)
<Sarbian> wtf. why remove that ? it will break many mods for no reason
<blowfish> database reloads were broken because for some reason GameDatabase is trying to mess with the loading screen's progress bar which doesn't exist in other scenes
<Sarbian> ffs
<blowfish> yeah, that last part is something Squad might need to address
<Sarbian> (╯°□°)╯︵ ┻━┻
<Sarbian> (╯°□°)╯ ┻━┻
* stratochief is sticking with 1.2.2 forever, I think. I'm tired of chasing a moving target, sometimes being moved by not so wise people
<Sarbian> ^^^^
<Sarbian> I am annoyed enough that the engine was not upgraded (even if it makes sense given the elapsed time)
<stratochief> need a sequel, controlled by moders! Sarbal Space Program? :P
<Sarbian> I don't have the money to pay the lawyer I d need if I did that
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<riocrokite> let's just stick to one version for a longer time, say 1 or 2 years unless major ksp update is worth it ;)
<stratochief> riocrokite: agreed. the pre-release mentality of frequent game/mod breaking updates isn't a sound one, at this stage in KSP's lifecycle. I understand they are trying to drive continued sales, but it is time for maintainance mode and addons, not moving around all the things under the hood for little reason
<Thomas> Oh ffs, every time you load a config node, it checks all values for localization strings
<riocrokite> in this case squad focusing solely on DLCs (whatever they are) and leaving core game unchanged would benefit modding world :P
<Sarbian> great, it was already soooo fast
<Thomas> Yeah, now it runs TryGetValue on the list of all translations once per value
<Sarbian> riocrokite: nope, we need Unity 5.5
* riocrokite checks quickly what's new in unity 5.5...
<Sarbian> or 5.6
<Thomas> We need the unity that will have the mono upgrade
<Thomas> :P
<Sarbian> that too, but it is not in a geneal release yet
<Sarbian> but it is available as a beta however
<riocrokite> well that looks nice however the biggest problem is no motivation from devs perspective to do that
<riocrokite> it seems that quality-behind-the-scenes upgrades ended abruptly with community devs leaving squad
<Thomas> riocrokite: Of course
<riocrokite> at least the drive was enough to bring us to unity 5 ;)
* xShadowx is staying 1.2.2 as well
<Thomas> Decompile 1.2.2 and fix it with patchfiles :P
<riocrokite> shadowmage fixed wheels for 1.2.2 so i'm completely happy with that version
<xShadowx> i get that ksp is ment for all, but this far along, years, of updates doing nothing for "me" (ie copy what modders have done) and worse breaking things costing me what i can play with, just seems s pointless
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<blowfish> The way they do localization might be somewhat incompatible with MM patching, since localization is processed by the game database which runs before MM
<blowfish> i.e. nothing in an MM patch will ever be able to be localized
<blowfish> well, actually that's not quite true
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<blowfish> if you're just replacing a string with another string, or adding a string, it should be fine
<blowfish> things like variable replacement won't work though
* Sarbian opens logs of user complaining about MJ not working
* Sarbian see build 1725
* Sarbian gets to the nuclear launch operation room
* Thomas steals the launch codes while trump is twittering
* xShadowx follows sarbian wanting to push the big red button
<Sarbian> blowfish: the problem is that the loc code seem to add a bunch of tag and that may fuck up MM big time
<Sarbian> not to mention the pointless memory alloc Thomas noticed in that code...
<blowfish> if anything that means something to MM ends up being matched, yeah
<xShadowx> know whatd be hilarious? MM perma breaking
<xShadowx> ksp wouldnt survive XD
<Sarbian> Someone would take over MM
<Sarbian> and somehow fix it
<Thomas> Or claim that they fixed it without fixing it
<xShadowx> i mean broke beyond fixing
<stratochief|away> Sarbian: you mean find-a-fix it, then support requests would flood your face
<stratochief|away> *kinda
<stratochief|away> Sarbian should start charging for MM, dollar a pop
* xShadowx would pay it
<stratochief|away> I'd buy 5 :P
<riocrokite> it's a choice - would you rather spend your free time on one version and enjoy the game / dev something new exciting for it or be in the loop of updating your stuff and fighting with new ksp versions
<Thomas> nr 1
<stratochief|away> riocrokite: that has been RO for the past 6 months...
<xShadowx> 6 months?;p
<riocrokite> :)
<Thomas> On some days also nr 3 - forget about ksp completely and do something else :P
<stratochief|away> well, us clearly failing at it for 6 months
<riocrokite> yeah Thomas, but then I always (somehow) get back to ksp :P
<xShadowx> im an idiot who rebuilds an install every update currently 722 mods, i havent accually PLAYED 1.2 beyond personal testing every system
<xShadowx> got everything pretty, and ding update XD
<Thomas> Havent played ksp in years too
<xShadowx> closest i got to playin was watchin NK play cuz TV sucks anymore :P
<JPLRepo> riocrokite: thanks for your vote of confidence.
<JPLRepo> problems can be raised on the tracker. that's why there is a pre-rlease
<riocrokite> sorry JPLRepo it wasn't meant for you nor RoverDude, merely at the general mgmt
<riocrokite> you're both doing great jobs
<JPLRepo> You are making generalisations without knowing much about the facts.
<riocrokite> and others working at the source
<riocrokite> well just my feelings at the moment, on the other hand going into DLCs is a good decision imho
<riocrokite> will give squad new source of $$$ so the active game dev can continue into the future
<xShadowx> i dont blame anyone who works on code, beyond code quality - but you/rover dont have free reign to do as you please and add whatever correct? squad mgmt says what to add, you guys add? thus i blame squad for not adding things that i as a mod user, do not already have / would find useful :P
<JPLRepo> I cannot comment on that
<xShadowx> p.s. i love your mods :P
<riocrokite> same feelings here
<Sarbian> Yeah, i don't blame you JPLRepo
<xShadowx> DLC free?:|
<Sarbian> you know they can't answer that
<JPLRepo> Yeah. There's things I can't talk about obviously. Ask easy questions...
<xShadowx> not really asking 'they' just in general incase some comment was released
<JPLRepo> like how does this work now.
<xShadowx> JPLRepo: is there anything you can tell us about what the 'missions' system is and how it differs from 'contracts'?:| or too soon
<JPLRepo> Yeah I could tell you lots. but I can't.
<JPLRepo> So too soon.
<JPLRepo> other than - it's not a contract.
<xShadowx> JPLRepo: i say this from being both sides of the fence - NDAs suck :( lol
<blowfish> Sarbian: do you remember if pressing Alt+F11 would close the MM menu after opening it? I could swear it used to but looking at the code I don't see how that would work
* xShadowx realizes he never tried closing it, always closed ksp after
<blowfish> on a positive note for this release, engine emissive anims are now easier than ever to create thanks to a small fix by JPLRepo
<blowfish> now all you have to set up in Unity is the emissive shader and emissive texture, rest can be done in the part config
<riocrokite> \o/
<JPLRepo> yes I added the interface.
<JPLRepo> which was needed to fix the ablator animations
<JPLRepo> and has that welcome side effect
<blowfish> oh, didn't realize anything in KSP actually depended on it
<JPLRepo> Thanks for the vote on the mods. Unfortunately I am not finding the time I would like for them. and now I got some modders wanting to copy parts of my mods to other mods...
<xShadowx> o.O
<xShadowx> dont let squad steal you from your mods!
<JPLRepo> Trying not to
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<stratochief> my understanding/best guess was that the new 'missions' will be coded/managed somewhat like the tutorial/scenerios system is
<JPLRepo> xShadowx: are you planning on releasing that LS mod? I know you've been working on it for a while.
<xShadowx> JPLRepo: o.O planning to yes, you know how life of a modder goes, add something, not happy yet, tweak it, add somethin else, not shiny enough, nope nope gotta polish this so i dont get flamed, haha :(
<JPLRepo> ha.
<JPLRepo> anyway. KabinKraziness probably isn't going to get a look in. But I did have plans to add it to another mod with someone else. But that isn't looking likely either. So go right ahead.
<xShadowx> aw should find time to keep it going, loved it <3
<egg|zzz|egg> sarbut sarbian
<xShadowx> JPLRepo: the one part i been procrastinating at, is trying to make a background system for it - since solars only make power when vessel loaded and kerbals can use power (currently in catchup style), kerbals tend to die when loading a vessel you havent visited in forever ;p
<JPLRepo> ah. that's on my todo list.
<JPLRepo> need it for a lot of things.
<xShadowx> think someone said vesselmodule can (optionally) run on unloaded ships?
<JPLRepo> 1.2.0 made it a lot easier to do
<JPLRepo> moves that one up the list. because really need it
<xShadowx> so from there could access vessel resources, add/remove, see vessel position relative to planets to calc solars etc?
<xShadowx> could solve my wants then ;p
<riocrokite> xShadowx: what about some sort of system where unloaded vessels solar panel generation is averaged from it's distance from the sun and it's orbit (how many % of the orbit is in planet shade)
<riocrokite> you just wrote that lol
<xShadowx> riocrokite: i have no idea how to take its orbit path and calc % of path in shade :D
<riocrokite> yah easy to suggest an idea, the problem is with execution :P
<xShadowx> ^
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<JPLRepo> You can access the resources etc easily now that was changed in 1.2.0
<xShadowx> ^.^
<xShadowx> your work?
* xShadowx gives JPLRepo a cookie
<JPLRepo> No that was NK's work
<xShadowx> also, why 1.2.9? where did .3-.8 go :)
* xShadowx sighs and starts updating mod to 1.2.9
<riocrokite> marketing reasons :P
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<JPLRepo> 1.2.9 is the pre-release version number. full release will be 1.3
<stratochief> is JPLRepo still here, answering easy questions? JPLRepo, have you played with RSS or RO/RP-0 before?
<xShadowx> ah nice use for 1.2.8 instead of cramming prerelease into overlapping 1.3.0 ;3
<xShadowx> s/.8/.9
<Qboid> xShadowx meant to say: ah nice use for 1.2.9 instead of cramming prerelease into overlapping 1.3.0 ;3
<JPLRepo> stratochief: lots
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