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Add G.R.A.P.E.F.R.U.I.T from SpaceDock #9855
Conversation
This is an automated commit on behalf of Dawn0303
So this one is interesting because it bundles the HabUtils dll from SSPX. I don't know if this is a long-term approach, and I haven't investigated how it's being used yet. From talking to the author they are very concerned with limiting the dependencies of this mod, so we probably should not make SSPX a dependency here (but of course we could if there are no other solutions). One solution would be to make HabUtils its own package in CKAN, and have GRAPEFRUIT and SSPX depend on it. Not sure if we'd need @ChrisAdderley's permission for that. @dawn0303 could you provide some background info on how you're using HabUtils so we can make some informed decisions here? |
Basically, the mod just adds inflatable habs, and they all use the HabUtils to inflate, as the base game moduleAnimateGeneric was causing issues for others testing the mod, all of which HabUtils fixes. the idea with packaging the DLL alone is that I didn't want to force people to have to also install all of SSPXr if they wanted to use my mod, and as the DLL is on the MIT licence I thought it would be ok. it wasn't originally planned as a long-term approach as I would like my mod to have an original module, but I'm not certain if that will ever happen as it's something I would need a lot of help with. if dependency is the only possible option I would be ok with that, but having the DLL be its own package would not only help this mod, but could be very helpful for future first-time modders |
@dawn0303 are the problems you mentioned with ModuleAnimateGeneric limited to the IVAs not being created properly? I believe those are fixable in KSPCF (but of course that would add another dependency...), and you'd be waiting on whenever that patch gets written (KSPModdingLibs/KSPCommunityFixes#169). I suppose there's probably other benefits of using habutils as well (better integration with life support mods probably). |
yeah HabUtils is just a lot more versatile than even the fixed base game module, and life support mod integration is already in the works from some contributors |
Trying to collect the set of options here. This is further complicated by the fact that SSPX manages its own metanetkan files.
Did I miss anything? Thoughts? |
those seem like the best options yes, id say out of the list, 3 would make the most sense if nertea says no/doesnt respond, and 5 if nertea agrees |
(I'm not a fan of either of these per se, just adding for completeness.) |
Yep, didn't think of that one (6). simple, but pretty crappy for users. |
i was told both dlls would create issues, and I would prefer if it was playable alongside SSPXr, a hard dependently is preferable to a hard conflict |
@dawn0303 would you mind investigating what happens if you have both? I do think ksp 1.12.2 or so introduced some protections against multiple DLL installs. So that might be an option if you limit compatibility with those versions. There is a potential issue there if HabUtils is ever updated - presumably KSP will pick one of the two DLLs to load and ignore the other. I'm assuming that since GRAPEFRUIT is alphabetically earlier than SSPX, it will be grapefruit's version. But that's a pretty unlikely situation. And maybe we could address it by installing HabUtils into a different folder. |
will do! |
KSP.log |
Looks like NearFutureProps is also a dependency? I'll go ahead and add that, let us know if it shouldn't be. |
it definitely should be |
Very interesting. The AssemblyLoader says that it loaded twice, and there's no extra output regarding duplicated DLLs or anything. But the MM assembly listing and the shabby patching records seem to indicate that there's only one instance loaded.
I might want to take a look at the AssemblyLoader code to see what it's actually doing here, but this looks promising! |
from a side conversation with Dawn. Is this still accurate? "depends" : [
{ "name" : "NearFutureProps" },
{ "name" : "ModuleManager" }
],
"recommends" : [
{ "name" : "FreeIva" }
],
"suggests" : [
{ "name" : "ShuttleOrbiterConstructionKit" },
{ "name" : "ConnectedLivingSpace" },
{ "name" : "StationPartsExpansionRedux" }
] |
doesnt need the StationPartsExpansionRedux suggestion, if they work fine together and apart then I would probably leave it out |
for the next release i will probably move the DLL into the GRAPEFRUIT folder if it doesn't conflict |
I believe the sequence was:
So if somebody tries this on KSP 1.12.0–2, they might have issues, but they'll probably be having issues anyway. |
So I wonder if we want to be proactive and still create a standalone HabUtils package...certainly don't have to do it now but it will benefit anyone who wants to do the same thing that GRAPEFRUIT is doing. |
definitely think it would be a good idea |
I think I'd prefer to get a sense of whether Nertea is willing to get involved before we act on that. If he's willing to play along, there's the potential to have a general purpose <18 KB download maintained by the original author. |
going to update the release to have the DLL bundled in the main folder |
all updated and bundled together! |
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This looks pretty solid to me now. @JonnyOThan, I'll leave the merge to you in case you have any loose ends you'd like to tie up.
@dawn0303, after seeing how complicated and brittle some of this packaging/installation stuff can be, I hope it won't come as a surprise when I ask you to please let us know if you make any major changes to this mod, such as switching to a different plugin. We may have to evaluate options again to ensure things keep working. Thanks for the submission!
definitely will do! changing modules is going to be when this mod goes into 1.0 so will be revamping everything |
This pull request was automatically generated by SpaceDock on behalf of Dawn0303, to add G.R.A.P.E.F.R.U.I.T to CKAN.
Please direct questions about this pull request to Dawn0303.
Mod details
Description
Gateway Residence for Astronauts Providing Enhanced Facilities for Researching and Understanding Interstellar Travel
[HELP WANTED]
This mod is designed to add parts that allow you to convert empty tanks into luxury habitats, heavily inspired by the Space Shuttle External Tank Station concept
this mod is still heavily WIP, you can find the roadmap Here
currently looking for someone who can help me make a module for the parts as i lack the ability right now, message me on TWT or the ksp forums if youre interested in helping!