DMagic

[1.2.x] Contracts Window + [v7.3] [12/14/2016]

266 posts in this topic

6 hours ago, Li0n said:

Yes it is. Do you still having problem with the window not showing in flight ?

I'm still having problems, The button doesn't open the list neither on normal view nor the map view. It was working fine until 1.1.3

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1 minute ago, EstebanLB said:

I'm still having problems, The button doesn't open the list neither on normal view nor the map view. It was working fine until 1.1.3

Try re-download/re-install ? Delete the folder ContractsWindow in GameData/DMagicUtilities before you copy the one you downloaded.

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On 10/1/2017 at 2:29 PM, Li0n said:

Try re-download/re-install ? Delete the folder ContractsWindow in GameData/DMagicUtilities before you copy the one you downloaded.

Tried that and still not working

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10 hours ago, EstebanLB said:

Tried that and still not working

It would have been too easy :wink:

Did you change monitor ? Or screen resolution ? From what you describe it looks like the contract's window is drawn but outside of the screen's boundary.

Take a look at your persistent.sfs, you should find a module that store the position/size of the contract's window, here is what it looks in mine :

Spoiler

SCENARIO
    {
        name = contractScenario
        scene = 7, 6, 8, 5
        Contracts_Window_Parameters
        {
            WindowPosition = 3033,-401,349,561,2897,-489,373,461,2395,-895,289,739,50,80,250,300
            WindowVisible = False,False,True,False
            Contracts_Window_Mission
            {
                MissionName = MasterMission
                ActiveListID = e1c8b4c5-50a2-4fe2-b239-1d6a169e2fa7|N|False,6f7422b3-adc4-43c1-b412-01ebed6668e1|N|False,d1ae1173-7339-482d-a6f9-d4ce34a02dc8|N|False,d2fe1c20-3944-471e-8752-0e097c0be960|N|False
                HiddenListID =
                VesselIDs =
                AscendingSort = True
                ShowActiveList = True
                SortMode = 1
            }
        }
    }

You can change "WindowVisible" to "True,True,True,True" see how it goes. But I think you need to edit the "WindowPosition" field, not 100% sure but I guess it stores 4 rect coordinates, one for each scene the window is active, @DMagic is it correct ? Try to replace the value to "50,80,250,300,50,80,250,300,50,80,250,300,50,80,250,300"

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On 12/1/2017 at 5:40 AM, Li0n said:

It would have been too easy :wink:

Did you change monitor ? Or screen resolution ? From what you describe it looks like the contract's window is drawn but outside of the screen's boundary.

Take a look at your persistent.sfs, you should find a module that store the position/size of the contract's window, here is what it looks in mine :

  Hide contents

SCENARIO
    {
        name = contractScenario
        scene = 7, 6, 8, 5
        Contracts_Window_Parameters
        {
            WindowPosition = 3033,-401,349,561,2897,-489,373,461,2395,-895,289,739,50,80,250,300
            WindowVisible = False,False,True,False
            Contracts_Window_Mission
            {
                MissionName = MasterMission
                ActiveListID = e1c8b4c5-50a2-4fe2-b239-1d6a169e2fa7|N|False,6f7422b3-adc4-43c1-b412-01ebed6668e1|N|False,d1ae1173-7339-482d-a6f9-d4ce34a02dc8|N|False,d2fe1c20-3944-471e-8752-0e097c0be960|N|False
                HiddenListID =
                VesselIDs =
                AscendingSort = True
                ShowActiveList = True
                SortMode = 1
            }
        }
    }

You can change "WindowVisible" to "True,True,True,True" see how it goes. But I think you need to edit the "WindowPosition" field, not 100% sure but I guess it stores 4 rect coordinates, one for each scene the window is active, @DMagic is it correct ? Try to replace the value to "50,80,250,300,50,80,250,300,50,80,250,300,50,80,250,300"

That wouldn't be the case I think, because the windows display just fine in all other scenes, the VAB, KSP main, etc

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It's just the first two numbers in each set of four that might cause problems, the last two specify window size, which shouldn't be a problem.

Just set them to some low number and the window should appear in the top-left. I can make it in the next update so that it checks if the window is outside of the screen when starting up.

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4 minutes ago, EstebanLB said:

That wouldn't be the case I think, because the windows display just fine in all other scenes, the VAB, KSP main, etc

Can you post your persistent.sfs ? And what contract pack do you have installed, if any ?

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Spoiler

SCENARIO
    {
        name = contractScenario
        scene = 7, 6, 8, 5
        Contracts_Window_Parameters
        {
            WindowPosition = 1087,406,366,321,1290,-225,376,812,1344,-27,528,1013,1420,-31,393,717
            WindowVisible = False,False,False,False
            Contracts_Window_Mission
            {
                MissionName = Test part
                ActiveListID = 86e442ef-5039-44a8-a003-77c7daac4900|N|True,6ab093f8-dff4-474c-b9e7-a248fc04e973|N|True
                HiddenListID =
                VesselIDs =
                AscendingSort = True
                ShowActiveList = True
                SortMode = 5

I'll try that then and report. I have no mod that adds contracts, except SCANsat that add it own minimal set of contracts, I think

Edited by EstebanLB

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2 minutes ago, DMagic said:

I can make it in the next update so that it checks if the window is outside of the screen when starting up.

I'd like that, I play on a multi-monitor setup, most of the time 3 screens on portrait, sometimes 3 on landscape and occasionally on one screen. A check like that will make my life easier :)

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The flight scene is the first set of numbers, the second number specifies the y dimension, but should be negative. I think in the last update I might have forgot to always switch the y values to negative numbers (positive values mean the window would be above the screen); I had to make lots of changes to the window positioning due to some incredibly strange behavior when changing the window scale.

Try flipping that number to -406 and see what happens.

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4 hours ago, DMagic said:

The flight scene is the first set of numbers, the second number specifies the y dimension, but should be negative. I think in the last update I might have forgot to always switch the y values to negative numbers (positive values mean the window would be above the screen); I had to make lots of changes to the window positioning due to some incredibly strange behavior when changing the window scale.

Try flipping that number to -406 and see what happens.

Voilá, it was that indeed

Thanks for the help!!!

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If ContractsWindowPlus does not load contracts correctly when loaded from a particular quicksave.sfs but does load the contracts correctly when that quicksave.sfs is copied to replace persistent.sfs and the game is restarted to load from that, what is happening?

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is it known that F2 doesn't hide contracts window+ ?

it's no big deal... just need to click it off for screenshots :(

 

keep up your work, it's amazing

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Posted (edited)

Is anyone else having problems with this mod and Contract Configurator KSPIe?

This happens when Contract Window tries to load contracts:

[Contract Parser] Loading All Contracts...
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 
  at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 
  at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 
  at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 
  at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 
  at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 
  at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 
  at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 

Edit:  Oops.  It's not Contract configurator.  It's KSP Interstellar Extended.

Edited by Thorbane

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Posted (edited)

Love the mod.  But, I've had a problem with it since Day One.

I create several missions (Kerbin, Eve, Minmus, Mun, etc) and put each contract into their respective mission folder.  After a few saves and loads, the mission folders are empty.  I've not nailed down the circumstances where this happens. It just happens.  I have no other contract mods other than MCE.

Edited by Apollo13

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