Sarbian 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. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<xShadowx> dumb question i should try instead of asking ;p what happens if i try (in c# ofc) to load an assembly from a dll twice?:| app gets pissed off or it works?
<taniwha> xShadowx: were you going to do anything about AdvancedInput's lack of windows support? Things were a little unclear that day.
<xShadowx> taniwha: i posed at sharpdx and got scurred off ;p
<xShadowx> poked
<taniwha> gotta go get the kids
<xShadowx> p/
<xShadowx> i.
<xShadowx> fk it cya ;p
<xShadowx> tbh my attention has wandered away from ksp lately and into making my pc do more...controlling everything ;x
<taniwha> back
<taniwha> that took longer than expected. kids were late returning from their excursion (traffic)
<xShadowx> why is it always back, and never front
<taniwha> because we go "back" to a place from which we came
<taniwha> (or come "back" to a place from which we went)
<taniwha> and probably because that original place is "behind" us
<TheKosmonaut> unless you walk back-to-front, but then you might be an alien posing as a human.
<taniwha> I suspect any such aliens that survived were smart enough to not quibble over such details
<taniwha> difficult to pose as a human when quibbling over such a detail :)
<TheKosmonaut> There was a series out there, I can't remember what it was called, but it was basically a "what if" scenario in sci-fi where humans were the superior species.
<TheKosmonaut> And that when humans met these various aliens, we found out we were stronger, faster, smarter, and more resilient than everything else.
<taniwha> considering we went to them, that makes sense, really
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<Inari> Hi there. Is there some good text tutorial on just creating a mod? All the ones i find seem to be about adding a part
<xShadowx> depends what you wanna make, partmodule vs full plugin, my suggestion would be finding a mod thats close to some basic functions you want then browsing its code on github to learn how stuff works
<xShadowx> forums have api docs and various threads in the modding section telling the basics
<Inari> Full plugin probably ^^ I just want to open a websocket connection and send some data based on ingame stuff
<xShadowx> what was the name of that one mod.........
<xShadowx> modstats? that caused lots of drama ;p
<Inari> Haha
<Inari> Neat, I can look at its code :D
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<xShadowx> the websocket stuff is less about ksp, more .net framework, so you just need a basic kspaddon
<Inari> xShadowx: I just couldn't seem to find a "So this is a basic mod with all the small parts you need" thing, explaining why you need those parts
<Inari> Yeah, Websockets are simple
<xShadowx> just a class, extend monobehavior, add kspaddon attribute, fill in code :)
<Inari> Ah, don't need more? xD
<xShadowx> kspaddon lists the scene you want it to run in
<xShadowx> monobehavior has awake>load>start methods you can put code in to run at various times
<xShadowx> then update() for graphical timed stuff, fixedupdate() for physics timed stuff
<Inari> I suppose I want a dll project
<xShadowx> yeeep
<xShadowx> ksp handles all the loading
<Inari> ^^
<Inari> Right lets try this
<xShadowx> if you need it to accually save data, then ScenarioModule instead of monobehavior (which it extends monobehavio)
<xShadowx> to save with each sve ;3
<Inari> Hmm don't think I need that, but good to know
<xShadowx> what data you sending?
<Inari> Just small commands ^^ Not sure I'm allowed to discuss more here
<xShadowx> nothing related to squad here, feel free to speak your mind :P
<xShadowx> well......squad peeps in chan....just not squad controlled ;3
<Inari> I meant mostly because it isn't exactly PG? Or does that not matter
<xShadowx> other mods using net are ksp avc (version checking), dmp (multiplayer), and various ones for sending out data like telemachus or w/e spelled, uh race into space or w/e the nam for sending records of firsts
<xShadowx> o.O i mean......if you're trying to link pornhub into ksp nothing really preventing you from saying boobies.....but people might question your sanity
<Inari> :P
<Inari> Theres this framework in development that lets you control bluetooth-enabled sextoys through a more stnadardized interface than the toys themselves offer. And I was thinking about what it could be used for. So I went "oooh, convert g-forces in KSP to vibrations!"
<xShadowx> welp.....thats a new level for ksp and 'joystick'
<Inari> Haha
<Inari> So mostly I just need to read gforces, convert them to a float and send that over a websocket
<xShadowx> i think i stepped in enough of a hole, someone else can take it from here :P
<VanDisaster> you're the one with a giant barbie in your room :P
<xShadowx> not really
<xShadowx> that was just unity testing + happened to turn on vive to toy with camera i didnt know it had
<VanDisaster> probably vessel.acceleration_immediate.magnitude is what you want
<VanDisaster> dunno if that works for eva
<xShadowx> just saying......force feedback joysticks are already a thing
<VanDisaster> prolly something nearer rumble-pad effects I guess
<Inari> :p
<Inari> Well so far I'm not sure if my plugin even loaded xD
<SilverFox> you can check it with the debug menu, I always have a debug.whatever thing going when I'm testing my stuff to make sure things go as they should
<Thomas> Or just check KSP.log
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<Inari> Hrmm feels like my FixedUpdate isn't called
<Inari> It is though
<Inari> Odd
<Inari> Oh :P Neat pitfall, had to call DontDestroyOnLoad
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<Inari> "[ERR 19:45:58.196] AssemblyLoader: Exception loading 'Newtonsoft.Json': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded." Hm
<Thomas> There is a unity3d version of newtonsoft iirc
<Thomas> Since unitys mono is 8 years old and doesn't even implement .net 3.5 completely
<Inari> Ah, right
<Sarbian> Let s hope the 2017.1 update will help with that
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<Inari> Hrm
<Inari> I can't seem to find a dll version of the unity json.net thingy I found
<Inari> Yeah
<Inari> Thats "unitypackage"?
<Inari> Which appears to be an archive containing a file without extension
<Sarbian> Create an empty Unity project and import the package. you ll get the content
<Sarbian> the src seems to include a VS solution, so it should be easy to build
<xShadowx> Sarbian: done much unity in the 3d person character direction? if so any recommended tuts?;3
<Sarbian> xShadowx: nope. I only build stupid stuff :D
<xShadowx> Sarbian: and im not?:P
<xShadowx> im trying to give my pc a face, to fit the TTS lol
<Sarbian> I won"t start a contest for the most stupid ;)
<xShadowx> its not a contest when you know you'll win :|
<Sarbian> Those days I am sooo tired that I may not offer a good fight ;)
<xShadowx> drink tea, get untired :)
<Sarbian> If only it was that simple :(
<xShadowx> my dad is addicted to heavy whipping cream, sugar, a drop of water, and 3 tea bags, its closer to pudding than tea >.>
<Inari> Hmm seems I'm stil using something it doesnt like... maybe the "dynamic"
<Inari> "[ERR 20:40:06.331] ADDON BINDER: Cannot resolve assembly: System.Runtime.Serialization, Culture=neutral, PublicKeyToken=b77a5c561934e089"
<Sarbian> dynamic won't work.
<Inari> Seems so
<Sarbian> Your build target is .NET 3.5 right ?
<Inari> Trying Json with .NET always ends in pain xD
<Inari> Had it set to 4.5.2
<xShadowx> need 3.5
<Sarbian> won't work
<Sarbian> current KSP unity runs on 3.5
<Inari> I suppose the whole NewtonSoft LINQ stuff wont really work either
<Inari> Hmm thouhg it doesn't list that as removed for the non-lite version on Github
<Inari> Does seem to fail when I try to use it though
<Inari> Specifically JToken.ToString that is
<Inari> I think I'll just try and use Unity's builtin Json stuff
<Sarbian> the built in stuff is great because it does not allocate much memory.
<xShadowx> dont suppose this can be explained? project uses net standard 2.0, and net framework 4.0, that would be mixing frameworks wouldnt it? 2.0 and 4.0 https://github.com/SirCmpwn/ChatSharp/blob/master/ChatSharp/ChatSharp.csproj#L14
<xShadowx> or is mixing allowed, just not in ksp? i always thought couldnt mix :|
<xShadowx> or im missing something horridly :|
<Sarbian> netstandard2.0 is the new opensource ".NET Standard" stuff, not the old .NET Framework 2.0
<Inari> Yeah
<Inari> It's a bi tannoying to use with dynamic json though
<xShadowx> ah
<Sarbian> no idea how that project with 2 target works however
<xShadowx> seems to work ;p
<Sarbian> Weell, it s SirCmpwn so I ll let it be
<Inari> Is KSP on Unity 5? I seem to recall it was
<xShadowx> ya
<Sarbian> 5.4
<Inari> Ah good, seems it supports JSON Arrays on the top level then
<Thomas> Sarbian: My guess is that you can say "use the .net X class libraries but only allow stuff that is in netstandard 2.0"
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* Inari makes sure Json thing works in unity test project.
* Inari copies it over to the ksp plugin
<Inari> Doesn't work :|
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<xShadowx> Inari: its an H2IK error
<Inari> H2IK?
<xShadowx> :)
<xShadowx> i'll leave you to figure it out ;p
<Inari> I don't get it
<xShadowx> hell if i know ;p
<Inari> I looked that up yeah
<Inari> Still don't get it
* xShadowx headdesk
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