On that subject of dockuring, I made a thread in development about music.
[QUOTE=HarvesteR]Well, progress update:
I'm quite happy today, because after much brain-bashing, I think I can safely say: IT LOADS!
Yep, After nearly a thousand lines, I've managed to write the scene state loader so that it is able to resume the scene based on the loaded state file.
Mind though, that this is still far from being ready. There are a million little details to fix and re-write before we can even begin to call this complete, but the core of this feature is in, and it's working.
Also, I have been able to create the stepped loading scheme I was going for. It's now possible to have the scene load from file, but not load the ship parts until later. And afterwards, you can unload a vessel, making all it's parts go away, but still keep it in the scene. That means not only we can delay ship instancing until the planet terrain is done, but we can also use it as a level-of-detail system, loading and unloading objects dynamically based on the player position.
So, our current status with persistence is this: The SFS system is in and it works, but the feature itself is still in dev mode. That is, it's not integrated with the game at all... To save, I'm using a dev-only right click shortcut that fires up the save methods... It only saves manually. Also, it seems parts aren't exactly resuming their proper states yet. They spawn in the right places, and resume orbits and all, but if a part was active during saving, it might not be after loading... There are still some things to look into.
Anyhow, my plan for all this is becoming more solid now. Here's what I want to do with the power to save and load scenes:
The game will keep one persistent scene save all the time. That will be saved every few seconds or so.
Apart from that, you'll have the ability to manually create a 'snapshot save' at any time. Then you'll be able to 'quickload' that snapshot, discarding any changes on the persistent save. This should be useful for creating a save point before trying something risky or stupid, so you can revert back after things go wrong.
And also, SFS allows us to create flight scene 'instances'. That is, a state save completely unrelated to the persistent save. This would allow us to have one-off training missions, for instance, where you would start in orbit already, with an unmodifiable preset ship.
All in all, the SFS system is quickly growing into the single, most important core feature we've ever added to the game. It opens up a lot of possibilities, and makes implementing them nearly trivial.
I think the most important thing to consider with persistence is that you will be able to launch a ship, put it into orbit or into a transfer trajectory, then go back, launch another ship, and trail the first one. That is, as long as you have enough crew to man a second flight.
Yep, that's the next step here, we've found ourselves into a situation where we simply HAVE to have more crewmembers. So we will add that over the next weeks I think.
As for right now, we're missing some tweaks to the staging system before we can say multiple ship support is in as well.
I'm happy right now, the coding was tough, but I think we can pull through [/QUOTE]
[QUOTE=cpt.armadillo;34314958]On that subject of dockuring, I made a thread in development about music.[/QUOTE]
[quote=cpt.armadillo]I suggest that when docking is added, docking modules have a special sound, "the blue danube" as played in 2001: A space Odyssey.[/quote]
Seems like it would get a bit repetitive.
[editline]20th January 2012[/editline]
Also, on the topic of 0.14:
[quote=Harvester]
Bug Fixes:
* The flight camera is no longer able to go upside down.
[/quote]
NOOOO! The upside-down camera was my favorite bug-feature!
Hi guys I'm back from Miami and the Cape
the rocket launch was loud
[QUOTE=Saza;34315461]Hi guys I'm back from Miami and the Cape
the rocket launch was loud[/QUOTE]
I saw it too, was better than I thought it'd be.
Oh, why am I not surprised. NovaSilisko reappears, and then says nothing. Then, after a small while, he decides to go to the threads where people says he's gone, and takes it as an insult. Really, look at this post:
[quote]
If I didn't feel like I owed it to the community to make things for KSP, you can bet I would leave for good. And you would only have people such as yourself to thank.
Actually, you'd like that, wouldn't you?
[/quote]
This was a reply to someone just saying he got mad and left. So, this turns into how it's a conspiracy, and he want him to leave (nevermind the countless posts stating the opposite). The only reason he is apparently staying, is because he owes his parts to the community (just a little self advertisement...) and howwe should be [I]ashamed[/I] if he leaves, we'd only have our [I]cruel[/I] selves to thank.
I mean, really. This is just silly. The guy he was replying to didn't do anything at all. The guy just can't take it, he's a drama queen.
Anyways, in other news:
[quote]
The whole save file is resaved in a single open-write-close event. First, the game builds an abstract backup (you might call it a cache copy), which is the base of the scene state system, and then you need to have that abstract backup generate a save string. Only then will the game save a file.
The same happens in reverse for loading. File access happen one time, and it reads in the entire file. Then, the game builds the cache from the file data, and stops at that. Afterwards, it calls Load() and creates game objects from the cache. Even then we're not done, because vessels don't automatically instance their parts. They start as 'unloaded', and the game must decide when to actually load the vessel's parts.
During all this, file access is kept to the absolute minimum. The file stream is only open for the time it takes to read/write the data.
But I think there is something we can do here to improve this. We can offload the file read (and maybe even the save) to another thread, so it won't hurt performance while the game is accessing the files. That would make the loading system nearly weightless on the game.
Cheers
[/quote]
[QUOTE=MC3craze;34315838]I saw it too, was better than I thought it'd be.[/QUOTE]
Yes, it was.
if only I could get roll control and the rudders to work this would be doable :/
[url]http://youtu.be/VvKH3foD5JI[/url]
[QUOTE=Saza;34316404]Yes, it was.[/QUOTE]
I wonder if I saw you.
[url=http://kerbalspaceprogram.com/forum/index.php?topic=656.0]OH SWEET SEXY JESUS YES[/url]
[QUOTE=Dacheet;34316518][url=http://kerbalspaceprogram.com/forum/index.php?topic=656.0]OH SWEET SEXY JESUS YES[/url][/QUOTE]
Hey, the staging is [I]way[/I] better now than it was before .9.
But there's always room for improvement.
As I launch Kerpallo, I will blast Gimme Shelter like a true American :patriot:
[QUOTE=Dacheet;34316625]As I launch Kerpallo, I will blast Gimme Shelter like a true American :patriot:[/QUOTE]
What? You mean "Shelter Me?"
[QUOTE=MC3craze;34316658]What? You mean "Shelter Me?"[/QUOTE]
No, I mean [url=http://en.wikipedia.org/wiki/Gimme_Shelter]Gimme Shelter[/url]
[QUOTE=MC3craze;34316450]I wonder if I saw you.[/QUOTE]
probably not, I didn't see many people from where I was
That's the rolling stones, and you're talking about being american :patriot: :downs:
[QUOTE=Saza;34316798]probably not, I didn't see many people from where I was[/QUOTE]
There was a guy near me with a Facepunch sticker on his phone. About a foot shorter than me, I thought that might have been you.
[QUOTE=cpt.armadillo;34316805]That's the rolling stones, and you're talking about being american :patriot: :downs:[/QUOTE]
Well we [I]do[/I] steal everything from everyone else and claim it as our own.
[QUOTE=Dacheet;34316873]Well we [I]do[/I] steal everything from everyone else and claim it as our own.[/QUOTE]
especially megaupload. 500 million... my god..
Also, having trouble with the failcan parts. Tried sticking the 9 engine mount on, added nine engines (pain), only to have it fall over on the pad.
[editline]20th January 2012[/editline]
Trying to get a probe into orbit with it. made the probe before, added failcan parts to make it go up. it go boom instead.
[QUOTE=cpt.armadillo;34317218]Also, having trouble with the failcan parts. Tried sticking the 9 engine mount on, added nine engines (pain), only to have it fall over on the pad.
[editline]20th January 2012[/editline]
Trying to get a probe into orbit with it. made the probe before, added failcan parts to make it go up. it go boom instead.[/QUOTE]
use the crafts? you need to use strut connectors to attach the adapter to the tanks. 8 in symmetry should do. then each engine needs a connector to link it to the adapter. sort of annoying. but that is how kerbal joints work -__-
as for the attaching 8. you should be able to turn on symmetry and attach 4 at a time.
[editline]20th January 2012[/editline]
well him being gone didn't take long. [url]http://kerbalspaceprogram.com/forum/index.php?topic=6257.0[/url]
Nova is a huge motherfucking drama queen.
This guy's emotions are harder to understand than women. I think he's autistic.
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