#Space Warp
1 messages ยท Page 9 of 1
nothing can appese me
i think you just hate yourself
also my monitor cant go below 2000nits...
like literally
also i dont use dark dark mode
i use a kinda mix
ig
its best color scheme ^
I cant rn, iโll be home in like 2h tho
What sound issue tho?
Well i do t even bave internet lmao
does that line do anything ๐
i think its just bad locatilaztion code tbh
Swnt this 5 hours ago
Sent*
lmao
how would that break sound?
bro i have no fucking clue lmao
does ksp have sound for different languages?
Raptor firing In spainish
spainish
fr bro
THE TUTORIAL
AT THE START that might be localized
also the training center deffinetly is localized
the audio might not even be translated but it could still be using the localization system for future
there's not many in the game so seems like that's all
nono, i meant in the SpaceWarp team
yeah I meant more like the intersection of our languages and the game languages ๐
Oh cool so we have 3 already, im guessing everyone else is from murica or britain
almost everyone is

well, czech isn't a very common language
Wait whos czech?
me lol
๐
what about the video at the start?
nope
I thought you were Brazilian?
fr i should be voice actor for them
yeah but i live in portugal atm
i need to ask dakota
no need to ask, just send the .wav with a message saying "u welcoum"
xd
for that i need to see their entire script
although i do have a very nice mic setup
no need for studi
so u stay in vc just to flex
my sister uses it for singing or smthing idfk
i see
lmao

yes
ok well back to the issue
Loading.AddAddressablesLoadingAction<LanguageSourceAsset>("loading addressable localizations","language_source",LoadLanguageSourceAsset);
BOOOOOOOOOOOH
this is issue
who brought this guy here?
meaning that one of them is bad
but yeah
are we sure the game doesn't already do that?
if you comment out this line it works

uh
could have been me ngl
SpaceWarp doesn't use that action to load the localizations
it loads them from a .csv
where it always is
FICJ
FITA
or wtv the swedish say
but yeah it can't be that
.csv are loaded using a different action
this is for loading localization from addressables @gilded kettle
does that load
LanguageAsset from l2
the Language Source assets?
it does
have we checked if the bundles have one of those in?
maybe someone forgot it in
or those bundles also dont go through that method?
you think some mod randomly packed in the localization files from the audio library?
No
because the issue is that those get loaded twice
instead of just once
[WRN 14:12:54.326] WwiseUnity: There are multiple AkWwiseInitializationSettings objects instantiated; only one will be used.
this gets fixed when you disable the addressable localization loading action
Loading.AddAddressables LoadingAction<LanguageSourceAsset>("loading addressable localizations","language_source",LoadLanguageSourceAsset);
swconsoleui.bundle goes through this right?
just check if the
public static void AddAddressablesLoadingAction<T>(string name, string label, Action<T> action) where T : UnityObject
{
AddGeneralLoadingAction(new AddressableAction<T>(name, label, action));
}
T is the AkWwiseIntializationSettings....
and block it
well idk how reliable that is
OH OK LMAO
that would work i think
i mean shouldn't we just allow the game's types to be loaded?
it wouldn't fix all the other localization errors in the game right now
these darn hacker can hack my personal computer if we give them this much liberty \j
so like only Sprites, Prefabs, Texutres, Anims, TextAssets etc
That action is a direct translation of what Adam did
@wicked wyvern
The game does not auto load localizations from bundles
Alright, but it is used by mods so we cant remove it
hm?
ive been messing around with it
and it just worked
internal static void InitializeSpaceWarpsLoadingActions()
{
Logger.LogInfo("works 1");
Loading.AddAssetLoadingAction("bundles","loading asset bundles",AssetBundleLoadingAction,"bundle");
Loading.AddAssetLoadingAction("images","loading images",ImageLoadingAction);
Loading.AddAddressablesLoadingAction<LanguageSourceAsset>("loading addressable localizations","language_source",LoadLanguageSourceAsset, Logger);
}

lemme launch again xd
yyep
xddd
you try
maybe its the fact that i have another launage
hm
it says "Single Player"
interesting bug
its not because of the language
xdd
it just works now
ig
wtf??
i switched back from russian to english
munix try running the zip
its my current build
Y'know why I missed this, I usually test without sounf
same ^
same
it only works because the action doesn't get added
you have a NRE in the method
is logging a nre?
well it is if the logger object is null
so yeah that makes sense why it "fixed" it
since the rest of the method doesn't actually run
ah ik why
ok
nvm sorry then
ok
i figured out hwo to log inside of it
time to debug
do you have any ETA for the fix version?
So @wicked wyvern I legit am busy today with school
I'm at work today, but I'll see what I can do about the bug
I will give it a look once I am done with work.
Any idea what might have gone wrong?
Lemme quickly pull it up before class
public class AddressableAction<T> : FlowAction where T : UnityObject
{
private string Label;
private Action<T> Action;
public AddressableAction(string name, string label, Action<T> action) : base(name)
{
Label = label;
Action = action;
}
public override void DoAction(Action resolve, Action<string> reject)
{
try
{
GameManager.Instance.Game.Assets.LoadByLabel(Label,Action,delegate(IList<T> assetLocations)
{
if (assetLocations != null)
{
Addressables.Release(assetLocations);
}
resolve();
});
}
catch (Exception e)
{
Debug.LogError(e.ToString());
reject(null);
}
}
}
This is the action that gets put into the loading flow
And thats the only game call I suppose
But ... like all these actions are loaded after the main loading flow?
Why do we not have docs.spacewarp.org yet?
well we have https://wiki.spacewarp.org
but you could ask @timber cedar to change the subdomain if you think docs is better
sure i mean
idk why you would use that
@sacred jasper did you actually want it to be docs?
i can change it
actually i can just add it as a second one
seems confusing though
Cuz docs is where id go first
I still haven't been able to say why stuff broke
same lol
cheese i gotchu one sec
@wicked wyvern you need to make a second dns that points to docs
cool
i might have just made it so it redirects to wiki.spacewarp.docs 
but it works so thats cool
i just want to keep my google analytics on one domain


jk
Cuz I'm totally in california
its precise to a city
Munix did you ever figure out issue?
I mean if anything we can just hardcode the addressables localizations if anything
no I just came back from work not too long ago and had dinner
gotcha
iโm leaving for uni ๐
Well @wicked wyvern for now I suggest just switching out addressables stuff to the old way
will try that
just comment it out lmao
Then that breaks mods :/
alright, removing the new addressables localization action and adding back the old one fixed it
Alright, just push it and ill send out an update
anyone else want to test quickly? just to make sure
in any case, the PR is there
by the way, I'm also having some issues, with the UI that is
I can't make a ListView work for some reason
I even tried just literally following this tutorial, with the same code they use, etc: https://docs.unity3d.com/Manual/UIE-HowTo-CreateRuntimeUI.html
but no items show up in the list view when playing the scene
one sec
rip laptop battery life
oh wait
i cant play sound
xd
in a classroom
imagine just full blast ksp theme
the fact that I figured out what I was doing wrong right after I typed this lol


I think you could just jump into the tracking station and check if everything has correct labels
ok
What was it?
either
since that was the same error
that's good to know, I only looked in a save file with no active vessels
and everything looked/sounded ok there
ye
so another of the new actions has to be blocking something somehow
well in the guide they specify to put the list data into Assets/Resources/... and I put it elsewhere
and they then use Resource.Load(...) so it makes sense it didn't
but I populate data differently in my ListView so that "fix" is not applicable
I was wondering if the list has to have its source data extending ScriptableObject since they use that in the guide, but the docs say that isn't the case
Each VisualElement in the list is bound to a corresponding element in a data-source list. The data-source list can contain elements of any type.
docs are dumb
and the guide is outdated, one of the properties they mention doesn't even exist anymore
stuck between a rock and a hard place
lmao


need to figure out how to put ads onto the wiki
hmm
what i just realized
nvm
๐ง
dumb
@wicked wyvern
[WRN 16:43:21.733] [Debug] FindSimObjectByNameKey() called with null or empty name key! Returning null!
This might be relevant
what?
#1079531175380521043 message
thats firebase
fuck
#1079531175380521043 message****
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
WHAT THE FUCK
#1079531175380521043 message
I see it fine, all three of the links
#1079531175380521043 message it seems to be just Google Analytics?
ok
i was confused
though i was sendint the wrong link
wtf looks literally like firebase analytics
gave me ptsd from my old work
well Firebase is a Google product
so they could have just integrated their analytics platform into it
tru
let me get back to shader kicking my ass tho, i think im close already got good looking flames
Did anyone look into this
yep
not home yet, i will ๐
i was at swim practice and thinking
i want to try adding voice localization
so tutorial is different lang
iโm 99% i know how
why are u actually doing the devs work?
he literally want to add a feature that should be in stock
its not like an extra, its an actual requirement to make ur game playable for more people
xd
they promised modding accessibility
they didnโt give it
we are already doing everything for them
How about you munix
Afaik this has been in every game of mine
Even unmodded
Went to bed early, but I'm trying to look at it now and I don't even get that line at all
with SW 1.1
nevermind, see it when loading a save
but I don't think it's related
by the way, this is before that commit that broke audio
now to test 1.0.1
and if the bug isn't there, at least we know the range of commits that could have broken it
yeah
Yeah 1.0.1 is fine
๐
Git bisect
Thats only like 7 steps
thats what this is
yep
well afaik bisect is like a binary search, this is just a diff
hm yeah
Yeah this is the case
Basically checkout whatever branch you are on
git bisect start
git bisect good spacewarp-1.0.1
what if it picks a commit that has a compile error

which is like half of all the commits to search in
Soo I think I found the bad commit
it was the portuguese translation @gilded kettle
for some reason it breaks some of the in-game localized terms
can confirm, removing the portuguese terms fixes it
tried replacing "Portuguese BR" with "Portuguese[pt-BR]", didn't help
Wait
maybe its because some of the localized fields dont fall back to the english version?
we have no way of checking that tho i think
because the Portugese BR worked for the localization to show up right
yeah it did
we could breakpoint on the fallback method to see if thats why
but it breaks the localization even when language is set to English
thats wierd
let me send u the localization w/o the special chars
to see if thats why
hmm
forget might have been me
but when i downloaded the Raw from Git
there was a linebreak on 5/6
but on the github theres no such linebreak
it's not there now anyway
and what fixes the bug is just deleting the last comma+term in every line
so idk
wtf how did I just now notice I have a UI for editing these in Rider
"alteraรยงoes" on line 5?
wtf
but yeah thats how a couple of the localization services show รง
ornot
wtf
there
Wait ... could this have been the cause for the other bug?
Maybe l2, on unity converts the special characters before serializing them
cuz they have their unicode
will try it out on the main branch
and nope, the version without special characters didn't fix it
so that's not it
remove the BR localization for now ig
did the russian localization work?
or we dont have it yet?
don't have it afaik
might be a problem with extra locales on the csv
wait @timber cedar dont u have ru on your spacewarp locale?
hmm u probably can set it on l2 inside unity
any new munix?
yeah, apparently just removing the portuguese translations doesn't fix the audio bug

gl with this lmao
does it fix the translation bug?
Then, we do that
yeah
It's not behavioral in that way
It just needs to be loaded, how doesn't matter as long as it looks the same from the outside
well I didn't remove that feature
only removed the one specific action loaded through that
gotcha
and re-added the old version
but yeah, tl;dr is - reverting the addressable localization loading action fixes audio, and doing that + removing Portuguese fixes localization of game terms
removing Portuguese on its own does nothing
Alright, so we do that and look into how to bring back portuguese
๐ sounds like a plan
ok wtf is going on
now I tested it with the same setup as the one where it worked fine
and it doesn't

Why in CRLF?
well, git (at least as I have it set up) seems to automatically convert LF files to CRLF
but it's weird nonetheless
And does audio work?
might be that then
i edited the csv on git
because i couldnt commit from my pc
so probably it converted to CRLF
well true
but there are more bugs with CRLF, without Portuguese
and I'm really confused as to why
Ree, we should really fix this soon :c
I seriously have 0 idea why removing the Portuguese translation worked first, and doesn't anymore
as far as I'm aware, I did nothing differently
dont forget that i sent u a different csv
you probably had that different csv
it worked
and when retrying used the spacewarps 1.1.0 csv
that's not it, it worked with Portuguese completely removed, not with the no-special-characters one
but I can't seem to get it working in any way now
just tested these four options: LF + PT, CRLF + PT, LF /w no PT, CRLF /w no PT
out of all of these, the Tracking Station localization bug was in all
as i said, that loc bug on the tracking station, at least for me, was always a issue
it started with debris always being labeled incorrectly
tbh i dont think i even played the game in 1.0.1 so i can't tell you lmao
my KSP2 sessions have been, open the game, go to OAB, launch mission, close the game
lmao
yeah, I've barely even got past the main menu screen the last few weeks
but testing it with SW 1.0.1 worked, and the first commit that broke it was indeed the PT localization one
but now I can't figure out what to do to get rid of it in 1.1.1
revert to 1.0.1 and say its a new update

that would be fun, since in 1.1 there's a new file in the patchers folder
which doesn't get overwritten when you copy 1.0.1 into the game folder
must have been from your own early build of SW
didnt know that the visual studio build generated patcher pdbs
yeah, jsut checked the zip
the official release zip doesn't have it
it generates PDBs for all DLLs
in Debug
it's just a matter of whether you copy them with the DLLs or not
makes sense, that allows u to debug anything u have
either way i gotta take a break from shaders.... god i really wish nertea would give me some tips on how he set up his shaders
maybe i'll just end up trying ot port them as i said i would first...
but that will require me to learn HSLS
well damn ๐
...
it's both Chromium but Edge is better optimized and has more features
same core + better performance + better features = the better browser, in my books

The firefox one is probably me. ๐
chrome overrated
just make your own browser
Safari is dumb af and its core doesn't implement any standards until like 10 years later than everyone else
change my mind

(fwiw, I use two browsers. firefox for basic web browsing, and Opera GX for streaming video--purely because firefox's vsync implementation is broken and they aren't going to fix it)
anyway, if we want to continue talking about browsers, we should to #๐ขgeneral-chat
yes
if we can't figure out the localization bug tomorrow, I think we should just release 1.1.1 with the audio fix, it's better than nothing and will leave the game much more playable than it is with 1.1.0
@sacred jasper

Feature, not a bug ๐
Eh @mossy kraken the PR was just sitting there because we discovered some more bugs in 1.1.0 so we wanted to fix them first
Alright!
Should we not just ship this so the sound bug is fixed?
Then do a 1.1.2 after with other fixes`?
Yeah I was saying yesterday that we should either get this fixed by today or just release the audio fix by itself
It's definitely more of a game-breaking change than a couple of localization errors in the tracking station
Its the most critical issue
I might just do another git bisect on the localization error specifically
You can definitely try
but when I did it, I got to that one commit with Portuguese
Localization is pain
just use google translate api for on demand translation
the log functions should have this
Yellow fish bad horizontal 32
i agree
Translate would probably generate unintelligible gibberish like that
Petition to change the org name to WarpSpeed ๐ช instead of SpaceWarpDev ๐คฎ
Has anyone here gotten BepInEx and SpaceWarp working on a Mac using CrossOver?
A pre-requisite would be getting the Visual Studio Build Tools installed, and that's not working out. I'll have to wait. ๐
i dont think that anyone here as a Mac to even test it :S
Iโm happy to try. The game runs โokayโ via CrossOver, but I miss some mods.
mac doesnโt use dlls
i wouldnโt even know where to start with spacewarp on mac
i donโt really know anything about crossover, but i assume it runs exes
you could always just try adding spacewarp
maybe the proton fix can help?
I'm pretty sure that it's something like Wine or Proton
You can try and see if this is applicable in any way to your situation
I seem to have lost all sound since updating to 1.1.0. Is there a fix for this or can we roll back to an older version some how?
1.1.1
Where are you downloading it from
I got the last update from spacedock
when?
Oh I see there is a 1.1.1 update now. Thanks
CrossOver comes with the winecfg thing built in -- I added the winhttp override, and am now trying to install BepInEx -- hopefully 5.4.21 is the right version! ๐
Okay, looks like BepInEx installed correctly and generated a configuration file. Next stop SpaceWarp!
SpaceWarp download also includes the BepInEx files, so you will need to overwrite them, but it should work too, if BepInEx alone does
SpaceWarp-1.1.1 looked more like a plugin to BepInEx but hey IDK what I'm doing here ๐
Started the game, it's showing the spacecraft slowly rotating, but no text like "singleplayer" etc
did you download the zip which contained the BepInEx folder and the two other files? (well, 5 other files, including the license, readme and changelog)
Yep! Just removed the BepInEx stuff I had first installed, moved everything out of the spacewarp-1.1.1 folder into the right place, put the mod I'm trying out in the new BepInEx plugins folder
that's weird, is a LogOutput.log file getting generated inside BepInEx?
Yes. It's maybe fifteen lines long, looks pretty normal, but KSP2_x64.exe is now just giving me a black scren
I'm going to remove SpaceWarp and the other mod and launch BepInEx alone first
also remove the SpaceWarp folder in patchers, then
Okay removed everything and then added the space warp-1.1.1 stuff. Game comes up and asks if it can check versions over the network
Clicked yes. Ooh mods top level option now.
Great, seems like it worked
Adding back the desired mod, and itโs hanging a bit on a black screen. Progress at least! Thanks for the help
strange, that should work fine
I assume you copied the BepInEx folder from its zip into the root game folder
I copied the BepInEx folder from the spacewarp-1.1.1 zip file into the root game folder yeah
oh, are you the one on mac?
Ah the screenshot was on the way before you asked about tree
I am indeed the one on Mac
if it doesnt work, then its 99% because of that
that also looks fine
it's strange that the game, BepInEx and SpaceWarp all work
but the mod doesn't
yeah it is strange
um, does it completely not load?
i could try the mod and check
I can try another mod as well to see if it's me or what
good idea
try microengineer
its pretty easy to see if it's working or not
k, downloaded, putting it into play
Okay that mod went into the epilepsy screen like vanilla
... but the mods option is gone on the main menu
yeah, then its some problem with mac
micro engineer i literally just confirmed works on a clean install of spacewarp
Okay, so dropping the bepinex folder onto the KSP directly deletes the old contents of the folder
So that's a thing where the Mac is doing not-what-I-expect
what
oh god
thats the dumbest thing ive ever heard of
it says "Stop" or "Replace"
bruh
And I thought it meant "replace anything that has the same name but leave the rest alone"
but noooooo
Copied in the contents, starting KSP2 again
Okay got epilepsy warning again
is that good or bad lol
It's good!
oh nice
I got to the splash screen with mods back on top level, but there's a serious need for click-through protection (as I think I saw someone mention here already)
Yeah, hopefully we should be able to solve that with the UI rewrite for SpaceWarp that we're working on
Oooh and the warning again
I think the earlier failures were operator error
Yep and we are good
So yeah other than that bad behavior with the folder replacement this is working well. Thank you for your patience and help!!
niceee
so did you do anything special for mac?
did you try the proton fix?
"bepinex fix"
I'm using CrossOver, which is "wine++"
yeah, but did you need to do anyhting special
So all I did was run the wine config to tell it to use the winhttp library, everything else was folders
Nothing else at all
so the fix
The winecfg instructions on the bottom half of the advanced proton page
awesome
im gonna add some more information about macos and linux on the install page
good to know it works
At least once haha
yeah lol
I'll stick around, feel free to @ me if someone has CrossOver and can't get it to work
Work won't let me contribute to open source projects, but I'm still allowed to provide tech support ๐
Damn, as in it's forbidden?
As in I need to get a work lawyer to sign off on each PR
oh wow
And there are folks that have been waiting for multiple years
That sounds dumb as all get out
never heard of anything like that
Don't work at FAANG, 'sall I'm gonna say
FAANG does that shit?
Goodness forbid I accidentally offer out to the world something for free that they might think is theirs, even accidentally.
how long does that last? 4 years?
That almost sounds like a practice that should be illegal tbh
worst i have is a 4years NDA on their in development game ideas
Companies are very anticompetitive
And in some states it is โ but causing trouble means getting fired for unrelated reasons or none at all
So I'll wait to fight it until after my mortgage is paid off. ๐
Yeah I can imagine they'll find their ways around it
Like they find their ways around lots of stuff
Anyway happy thoughts the game is working and so are the autopilot scripts. Fun!
lol i have a 7 year nda in three laboratories, not that its bad
nobody understands anything we do anyways 
@sacred jasper ive acquired new svgs for the spacewarp logo from gigachad drewdus. any color suggestions
everything will be clean, high res, and centered now
tbh i dont like the orange/blue theme
Black hole time
i feel like purple+smth would fit better for space Warp
Purple and black
@sacred jasper i feel like the locale bug has something to do with the language_asset, i had this exact same bug once i started used language_assets on SORRY, thus me changing back to .csv for now
tho SpaceWarp doesnt even use language_assets right?
or it does for the terms?
it don't
Thoughts on website logo?
Ooo
notbad.jpg
i like it
a lot
tho a rocket in the middle would be more fitting no? hence KSP?
i still ike the wrench tho! a lot!
it's really just a pretty simple edit of the original
oh i see, i like it!
@sacred jasper i go bedge
https://spacewarp.org/
current progress
Space Warp is a modding API for the game, Kerbal Space Program 2.
mostly ironed out the kinks
just ping with any suggestions or changes, ill fix tomorrow (today)
make the animation slower
noted
maybe at the end add a list of curated mods for people to try?
or link to Spacedock?
Yep, that's the idea
