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<Virindi>
ferram4: thanks for the fixes :)
<ferram4>
Well, hopefully nothing more breaks.
<Virindi>
heh, I'm pretty good at breaking things :(
<Virindi>
FAR is about the best addon for any game in my opinion though.
<Virindi>
ferram4: oh, you should note the change to the stringbuilder file like you said about the license before
<Virindi>
since I didn't change that
<ferram4>
It has been done.
<Virindi>
:)
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<Virindi>
bah I can't get the stupid camera to follow this component
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<xShadowx>
reflection - say i have class A with int myint, and class B with a point int* mypntr, if i get the fieldinfo to myint how do i turn that into the accual field, so i can just do stuff like mypntr = 5 :)
* xShadowx
likes pointers
<Thomas>
xShadowx: *mypntr = 5, iirc
<xShadowx>
o.O
<Thomas>
Hint: I have no idea how pointers in C# work
<xShadowx>
no i want a step before that, setting the pointer to point to the field that the fieldinfo is for, not accually change the value yet heh
<xShadowx>
heh :)
<Thomas>
I know how to do this in go...
<Thomas>
But no idea if its the same in C#
<xShadowx>
i been messin with em a bit, kinda fun
<Thomas>
Nice its the same as in go
<Thomas>
int* mypntr = &myint;
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<xShadowx>
except reflection, i dont /accually/ have myint, just its fieldinfo
<Thomas>
You can probably get an IntPtr from FieldInfo
<Thomas>
Which you can convert to an unsafe pointer
<Thomas>
I once saw a piece of code where someone used reflection and pointers to replace method bodies at runtime
<Thomas>
Sadly, it only worked on .NET Framework
<xShadowx>
trying to turn dynamic classes into something slightly more predefined, since i cant make B to dynamically extend <T> at runtime, im making B be pinters, manually add types from B to extend <T>, set pointers in B to be what i made
<xShadowx>
the whole no-partial-classes-cross-assembly-so-add-duct-tape thing :P
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<Thomas>
Write all methods as delegate variables
<xShadowx>
methods arent so much what i need, just fields to tack on more data to an object
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<Virindi>
fieldinfo.GetValue
<Virindi>
:)
* xShadowx
thinks Virindi is missing a few things
* xShadowx
gives Virindi a cookie and pat on the head
<Virindi>
yes I was just doing a driveby don't-even-read-the-discussion comment heh
<xShadowx>
drive-bys are dangerous
<Virindi>
what is this, you guys have actual technical discussions here? ridiculous
<xShadowx>
yep
<xShadowx>
this is the accual modding channel, not the troll channel
<Virindi>
holy cow.
<xShadowx>
im aetheist, so i worship the almighty spaggetti monster tyvm
<Virindi>
I'm kinda used to real discussion being thin and trolling being thick
<xShadowx>
so far i have base class, then mods dynamically extend it as much as they want, and its new Type gets stored, so new instances use that type, yet anything can cast to the base class to access everything in the derived classes ^.^ alllmost as good as cross-assembly-partial-classes
<Virindi>
new type? if you generate a new type won't the old one still be around in stuff that has already been jitted
<xShadowx>
class A is base class, B extends A, B can still be cast to A, and A has all the needed stuff to access B
<xShadowx>
so :D
<Virindi>
depends on the details of "needed stuff"
<xShadowx>
now to test starving a kerbal again ^.^
<Virindi>
some life support mod?
<xShadowx>
yeeep
<xShadowx>
if i ever accually finish it :|
<Virindi>
what is different about it than the other ones?
<xShadowx>
other LS mods are fixed design, ie tacls has oxygen/co2/food/waste/etc, usils has supplies, run out and death / usls has pass out and a couple more minor things, im going open framework, so <resource> > run out > trigger <effect>
<Virindi>
so it is more about the architecture than the gameplay difference?
<Virindi>
so more like a "life support framework"
<xShadowx>
pretty much, basicly in the end i can write a cfg file to have all the existing styles, and then new styles are easy to make, so less LS mods for other modders to support
<xShadowx>
and effects are 95% made, so anyone can come along and add some new effect if they manage to think up an idea i havent
<Virindi>
do you have support for some type of, uh, "activity space" or something similar that relates to having enough "extra room" for kerbals to stretch out
<Virindi>
I haven't run life support mods much but I do want a gameplay reason not to send kerbals on 50 year missions in a command seat
<xShadowx>
you can even have kerbals drink wastewater if all the water is gone, and effect dysentery (not yet made) gets applied :|
<Virindi>
actually, command seats should have some kind of ratcheting up negative effect
<Virindi>
just in general
<xShadowx>
for now, id suggest keepfit mod
<Virindi>
I saw that, I'm not sure if "gee tolerance" is the right negative effect
<xShadowx>
kepfit is about cramped / lack of exercise / bone loss > lower g tolerances
<Virindi>
there seem to be entire youtube channels devoted to nothing but "seat in a bay" crafts heh
<xShadowx>
basicy giving you reason to bring a centrifuge wheel with ya for artificial g
<Virindi>
such cheaters
<Virindi>
yeah, is that one inflatable?
<xShadowx>
one in hbitat pack is
<Virindi>
I know there was an inflatable ring
<xShadowx>
theres a few non inflatable rings floating around too
<Virindi>
maybe I'll try that, I was going to start a new game but then I wanted to wait for the next version of principia so I started coding instead
<xShadowx>
and if you prefer to design your own, really just take existing parts, take their model nodes, and stack a few into a single part cfg tweaking loc/rot
<xShadowx>
principia is out is for 1.2.2 i think
<Virindi>
yeah it's really about finding models that look cool attached to my planes :)
<Virindi>
yes, it is. however, I installed that version and got ready to start a game and on my first launch my rocket teleported into the sun and exploded :D
<xShadowx>
so everything works as intended, kk
<Virindi>
they fixed the bug but it looks like building the mod is a huge hassle
<Virindi>
I don't have visual studio 204857394875938475 whatever it is built with
<xShadowx>
so dont build, thought they had a release zip
<Virindi>
and MS seems to only be distributing free copies that run on win10 now, and I'm not installing win10
* xShadowx
uses win7
<Thomas>
principia uses vs2015 and iirc that runs on win7
<Virindi>
yeah the bugfix is not "released", I couldn't find a rolling build
<xShadowx>
yep i got 2015 on win7 and 2017 on win7
<Thomas>
or you use mingw and the linux build system
<Virindi>
well I don't have it, and the only free ones I could find from MS required win10
<Virindi>
it just looked like too much hassle
<Virindi>
if there is a linux build process though I may go back and try that :)
<Virindi>
besides, I need an excuse to make some kind of iva tools for principia
<Virindi>
and like, a maneuver executor. do they really expect me to manually execute every node? sheesh
<Virindi>
I don't care if it's not perfectly accurate, I just don't want to go through that tedium
<Virindi>
so on another note
<Virindi>
do people actually use blender to make ksp models? or does everyone use pro tools. I have been trying to make simple edits in blender and it is just insanity.
<xShadowx>
blender is easy, you suck at blender :P
<xShadowx>
and yes thanks to taniwha lovely script <3 many use blender
<Virindi>
I'm a programmer, I don't make 3d models. I just want to make a square that I can render to and jeez :P
<taniwha>
blender is a pro tool
<Virindi>
I really meant "something that costs a lot that I don't have"
<taniwha>
just not one that conforms to WIMP
<xShadowx>
blender is to maya as linux is to windows
<regex>
Eh... I feel like Blender would be more low-level then. Unfortunately i can't just place individual points as desired, I need to create a poly and then remove all the faces and other vertices.
<regex>
might just be too used to Lightwave but that really pissed me off about Blender.
<xShadowx>
linux can do alot of the stuff windows can for free, just because its free doesnt mean its junk, same for blender, tools that show up in maya/3ds eventually show up in blender for free
<Virindi>
if it were like povray or openscad, I would have no problem
<Virindi>
but this ui
<Virindi>
is just crazy.
<Virindi>
just give me code please
<xShadowx>
regex: there was a way to add lone vertices, i forgot XD google it
<regex>
Some plugin undoubtedly
<xShadowx>
nah vsnilla
<xShadowx>
i remember usin it and was like.....meh
<regex>
it's not like I'm going to up and start making 3D models again today though.
<xShadowx>
lol
<taniwha>
regex: you can place an individual point: ctrl-left-click
<xShadowx>
see im not crazy :P
<taniwha>
if a vertex is already selected, the two will be joined by an edge
<Thomas>
Actually, for me, 3ds max was far worse than blender, and I suck at blender :D
<taniwha>
if an edge is selected, you'll place an edge and the two edges will be joined by a face
<egg|zzz|egg>
Thomas: you rang?
<xShadowx>
Thomas: google earth in kopernicus when?:P
<regex>
I could never get into Max. I used Lightwave for about a year.
<egg|zzz|egg>
also o/ regex taniwha et al
<taniwha>
hi, egg|zzz|egg
<regex>
\o
<taniwha>
essentially, ctrl-left-click extrudes
<Thomas>
egg|zzz|egg: something about principia and bugfixes
<regex>
well that's nice to know
<taniwha>
you will get a bit of an interesting mess if you have a volume selected :)
<taniwha>
yeah, I was blown away by it when I saw it
<Thomas>
xShadowx: Install RSS and press m
<Thomas>
There is your google earth
<xShadowx>
XD
<taniwha>
and google moon, google mars, google titan...
<xShadowx>
i was hopin for more......local detail :P
<Thomas>
press m again
<Thomas>
boom pqs view
* xShadowx
wamts to see parents house on map as he crashes
<Thomas>
Click on the launch pad, name a shit "parents house", launch
<Thomas>
Then you see it. It even has a marker above it!
<Thomas>
(sadly it isnt red :D)
<xShadowx>
bah you :P
<regex>
Install that 64K RSS texture pack.
<Thomas>
... wat
<Thomas>
how does that work
<Thomas>
I thought 8k was the maximum in Unity
<taniwha>
wild guess: 1 8k image per cube face
<xShadowx>
or he means 6.4k
<taniwha>
or even multiple 8k images per cube face
<Thomas>
taniwha: Yeah, but that would need a custom pqs mod
<Thomas>
And I know no single person that writes PQSMods D:
<xShadowx>
didnt you try?
<xShadowx>
the uhm whats it kerbal terrain mod
<aeTIos_web>
hey taniwha
<Thomas>
Yeah, I messed with PQSMods, but they never really worked :D
<xShadowx>
that needs fixin so i can use in 1.2.2 :P
<Thomas>
Meh
* Thomas
new interest is voxels
<xShadowx>
if only voxels worked ;\
<Thomas>
I am still thinking about bugging Squad to make the PQS virtual
<xShadowx>
ksp subterrain project:D
<Thomas>
Because atm you cant really replace it without getting a huge and messy piece of code
<xShadowx>
shoulda asked before the exodus, prolly better luck :(
<Thomas>
And all voxel engines I find are not suited for the dimensions of the pqs
<Thomas>
So I would need my own implementation of marching cubes
<xShadowx>
then when we crash we get a voxel crater looking like the old days in MC when someone set off 294757282 tnt :D
<Thomas>
Actually.. I should implement it with cecil and annoy all the people on the forums because "sadly" I wont be able to share it
<xShadowx>
:|
<taniwha>
hi, aeTIos_web
<taniwha>
Thomas: marching cubes is ok-ish, but there's better
<Sarbian>
Hi all
<Thomas>
hi
<xShadowx>
everyone shows up today ;)
<Thomas>
then you should take bets on NK appearing :D
<aeTIos_web>
I should try to develop some stuff on linux
<aeTIos_web>
taniwha: you develop on linux, right?
<Sarbian>
I won't bet on that Thomas
<Thomas>
Same here
<Sarbian>
Strange to see such activity after weeks of silence
<aeTIos_web>
quick abandon ship
<xShadowx>
he only lurks around 10-11pm PST :|
<Thomas>
Well, he was active 4 days ago iirc
<xShadowx>
for a few min ya
<xShadowx>
!seen NathanKell
<Sarbian>
Busy
<Qboid>
xShadowx: I last saw NathanKell on [10.04.2017 06:09:54] in #RO saying: "gotta head off, o/ all"
<Sarbian>
aeTIos_web: you can dev for KSP on linux easily
<regex>
Homeskillet is still moving in/finding a job/etc... in SeattleWA
<Sarbian>
it depends on how you are used to dev however.
<taniwha>
aeTIos_web: yes, on linux
<Sarbian>
Who is that regex ?
<egg|zzz|egg>
sarbut sarbian
<Sarbian>
Hoy egg
<regex>
NK
<aeTIos_web>
taniwha: gimme a prime, do you need mono or something
<Sarbian>
Oh, yeah. you lost me :)
<aeTIos_web>
isn't ksp mod stuff written in c#
<egg|zzz|egg>
regex: I don't get it
<egg|zzz|egg>
aeTIos_web: unless you are an egg
<regex>
Np, you should know mny love of dumb colloquialisms...
<taniwha>
aeTIos_web: for C#? yes. I use mono, vim, make and git
<Virindi>
wow, I just spent 2 hours making a plane in blender, an error message popped up and I clicked the x in the corner of the dialog and it killed the whole program without saving my work
<aeTIos_web>
did you save inbetween
<Sarbian>
regex: it is mostly lost on my lack of capacity to decrypt such things
<Virindi>
no because I wasn't really accomplishing much.
<taniwha>
Virindi: restart blender, open last session
<taniwha>
(in the splash)
<Virindi>
wow, thanks!
<aeTIos_web>
heh, I thought you'd already tried that
<regex>
Sarbian: homeboy, homie, homeslice, homeskillet, it's just a dumb way of saying "my friend". I call my daughter "homie" all the time.
<Virindi>
it took me 2 hours to figure out how to edit vertices so no heh
<aeTIos_web>
it kinda triggers me that I'll have to run microsoft stuff on my arch install
<aeTIos_web>
it's like a stain
<taniwha>
mono is not microsoft
<aeTIos_web>
i know
<taniwha>
and C# is actually quite nice (usually)
<Sarbian>
a lot more than Java
<aeTIos_web>
I've heard that it was quite good
<Thomas>
Its awesome
<aeTIos_web>
you don't need much to beat java though
<taniwha>
it generally beats C++
<aeTIos_web>
also
* xShadowx
puts java in a hole
<Virindi>
cool, thanks
* xShadowx
pits fire in the hole too
<aeTIos_web>
re:topic: the code of conduct github link is dead
<Virindi>
I guess blender is really not a program you can just figure out
<taniwha>
it has a lot of similarities to Objective-C, but without the odd syntax
<Thomas>
Hmm, yeah, changed my github name and gists arent redirected
Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
<taniwha>
Virindi: yeah, it's too big for that
<Sarbian>
:)
* Sarbian
checks MM thread to see if the tech support post got anywhere