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Thread: [0.20] Subassembly Loader - 0.20 Compatibility Patch

  1. #1

    [0.20] Subassembly Loader - 0.20 Compatibility Patch

    I didn't find a thread dedicated to the Subassembly Loader mod, so I had to create this one.

    Using the source code provided along with the mod, I just made a patched version that will work with 0.20. This moves the button to a usable location in the VAB as well as eliminates the lag caused by the plugin not loading properly.

    I only intend this as a quick-and-dirty fix until the mod's author can release a proper updated version of it. You still need the original files, then override the dll with the one from my path.

    Download:


    For the sake of those playing the game at much lower resolutions, I've made a second version of my patch. This one moves the button to the upper right corner, but under the other buttons instead of beside them. It's not as pretty as being on the top bar, but it should be functional.

    Download:


    Disclaimer: Use at your own risk, since I'm rather new to KSP modding.


    A few other people in this thread have made their own patches. So if one of my patches doesn't work for some reason, then you could try one of theirs:
    Last edited by sal_vager; 23rd June 2013 at 16:20. Reason: Had to remove the links on copyright grounds.

  2. #2
    Quote Originally Posted by TheUndeadFish View Post
    I didn't find a thread dedicated to the Subassembly Loader mod, so I had to create this one.

    Using the source code provided along with the mod, I just made a patched version that will work with 0.20. This moves the button to a usable location in the VAB as well as eliminates the lag caused by the plugin not loading properly.

    I only intend this as a quick-and-dirty fix until the mod's author can release a proper updated version of it.

    Download:


    Disclaimer: Use at your own risk, since I'm rather new to KSP modding.
    All I can say is THANK YOU. I wondered where DEADBEEF went after the forum catastrophe, though.
    Last edited by sal_vager; 23rd June 2013 at 16:41.

  3. #3
    Mad (social) scientist Mihara's Avatar
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    Could you maybe do the same for EdTools? It also comes with source and is also not working well in 0.20.

  4. #4
    Kerbal Space Beer eurybaric's Avatar
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    Quote Originally Posted by Mihara View Post
    Could you maybe do the same for EdTools? It also comes with source and is also not working well in 0.20.
    Yes please I second that.

  5. #5
    Junior Rocket Scientist
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    Agreed with EdTools
    "Mystery creates wonder and wonder is the basis of man's desire to understand." - Neil Armstrong.


  6. #6
    The devs seems to incorperated an partreloader in the debug menu, dont know if it was the one that the use who made edtools made. Cheers for making it compatible for new version =)

  7. #7
    Would it be possible to have a version/full repackage of the mod with the new directory structure? I am not quite sure what is involved in switching between from the old .19 to the new .20 directory structure so I don't know how to do this myself. I am hoping to be able to get a "clean" setup as I am starting a new ksp save and it would be nice to use the new .20 way, much less of a mess that way!

  8. #8
    He's not working on the mod, he just made a quick fix for the main DLL file so that it would work instead of completely not work.

    It works for me. The loading seems to be funky, and the icon is a tiny little question mark " ? " instead of the usual icon, but it works so I'm fine with this until its updated officially.

    Thanks mate.

  9. #9
    Would you mind releasing the source for your changes, so that those who are interested can look through the code?
    I am for the stars, but sometimes I hit Kerbin.

  10. #10
    Quote Originally Posted by Katalliaan View Post
    Would you mind releasing the source for your changes, so that those who are interested can look through the code?
    I actually only made two little changes to the code:

    The first was to comment out line 11:
    Code:
    //private static PluginConfiguration config = PluginConfiguration.CreateForType<subassemblyLoader>();
    A problem happens when the game runs that, as was evident by the errors in the output log. And it was consequently causing the plugin to fail to load, which causes the game to try to reload it over and over, which causes the lag. But since the mod doesn't seem to make use of that configuration file stuff, commenting out the line way a simple was the deal with the issue.

    The second was to adjust the first number on line 129, which is the x coordinate of where the button is drawn in the VAB:
    Code:
    if (GUI.Button(new Rect(350, 1, 48, 36), new GUIContent(button, "Subassembly"), buttonStyle) && !EditorLogic.softLock)

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