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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. Not sure I understand the comment about the applauncher icon. can you expand the problem? If you have toolbar installed it should load up either the Stock applauncher icon or the Toolbar mod icon depending on the value of "UseAppLauncher =" in the Config.cfg file. If True - uses stock icon. If False - uses Toolbar icon. Can be changed directly in the cfg file or via the Settings menu in the game.
  2. Sure. You might want to remove your log files from public access then. If anyone is concerned about info in their logs. Send me a PM with the link to your log rather than post on the forum threads. PM'd you a DEV build. Let me know how that goes.
  3. 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load:<private>(DFToolTipBox.png) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load: <private> (DFbtnRedCross.png) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 5/2/2016 3:03:37 PM,DeepFreeze,TST Cannot find texture to load <private> (DFbtnResize.png) Thanks: It's not loading the Icons (and I realise I have TST in the log messages for DeepFreeze, lol). I just realised in your pictures the Cross and resize icons are also blank. I think this is a linux / filepath issue. As you can see it is looking for them in " <private> " I will investigate.
  4. Unity manages that for you. Update() won't be running if Unity is running OnSave cycle, etc. I've not used GameEvents.onGameStateSave yet as it is new to KSP 1.1. Generally, depending on what kind of module it was you would use say OnSave for PartModules or ScenarioModule, (both of which have built in OnSave methods), etc. Refer to the Unity manual (this thread generally isn't for Unity tutorials), there are plenty on the Unity site. http://docs.unity3d.com/Manual/ExecutionOrder.html Also You can look at: http://forum.kerbalspaceprogram.com/index.php?/topic/60381-ksp-plugin-framework-plugin-examples-and-structure-v11-apr-6/ or the video tutorials, and the Plugin Development section, etc here: http://forum.kerbalspaceprogram.com/index.php?/topic/85372-mod-development-links-compilation-some-links-do-not-work-formatting-broken/
  5. I don't get this problem at all. Seems fine. Can you post a log? Here or in the github issue. Anyone else having this problem with the tootip color/background?
  6. Depends on how long you are wanting. If it's a short period of time you can do a delayed callback. The stock KSP code has some useful public methods for this. base.StartCoroutine(CallbackUtil.DelayedCallback(x, new Callback(this.MethodToExecute))); Where x is the number of seconds (yes you will have to calculate the differentce between when you want the callback and current game time). MethodToExecute is the method you want called when the time is up. - NB: This won't persist if the user exits. If the time you want to wait is lengthy, you probably have to store it somewhere and check against it in Update(), and persist the time you are waiting for across sessions.
  7. No they don't. Glykerol is only used during the freeze process. EDIT: There is an option to turn on EC consumption, and temperature controls for frozen kerbals if you dare!
  8. I'm not really sure where I want to take this mod. Originally I had lots of ideas... but there are a number of other mods playing in this space now. I'm not really sure how many people are actually using this and if it's worth continuing to develop it or leave it to those other mods.
  9. You read my mind... as an Architect during the day as a paid job... and modding this game for the past 2 years. Yes, the Data architecture is more than a bit messy. I'm not sure if that is games development normal practice? or what Architecture disciplines are actually applied in the games development industry. In business - it's essential.
  10. That's the problem with using negative logic.
  11. Must be a code issue then with the setup in DF then. Please raise as in issue in Github. Thanks!
  12. Yes that was a typo. wiki page fixed - Thanks. Yes, generally speaking swapping the old JSITransparentPod config setup with JSIAdvTransparentPod should work. ALL Interested Parties/Modders: I'm going to expand the multiple depth shader mask meshes feature some more to cater for different model/mod needs and improve performance a bit. See the OP "Future Enhancements" section for details. Any modders who want to be involved or have input drop me a PM.
  13. Hi moderators. Can someone lock my old dev thread please?
  14. This is the old dev thread. I have submitted a request to have this thread locked. Please post in the release thread.
  15. That's strange. Can you check if \AmpYear\Icons\AYToolTipBox.png and \DeepFreeeze\Icons\DFToolTippBox.png are the same color texture? just open them and compare. If they aren't you can copy the AmpYear one over to the DeepFreeze folder and rename it. If they are the same might be a bug in the textures setup in DF. Let me know what you find? (Sorry but I am at work now so can't check myself).
  16. Sounds like a bug. Screenshots, as much info as you can supply will help. Thanks
  17. If you could put a github issue in I'll see to it (see link in OP). If you can't figure it out or don't know how to use it that's fine. It just helps me keep track of things, otherwise I might forget your request.
  18. Sorry for the brevity before. Was on a train. Yes it won't work in 1.1.0 because squad changed the pop up msgs. Should probably work in 1.1.1, but I'd recommend just upgrade to 1.1.2. Edit: and yes @Deimos Rast you got it right. Good detective work. Thanks for the suggestions. If you could put these into github issues register that would be great (just one entry). Otherwise j will lose track of it. I'll be circling back soon as I get Interstellar working again.
  19. I think I could make a small modification to JSIAdvTransparentPods to allow what you need. Then all you have to do is create the internals and write the config files to use it.
  20. Works fine in KSP 1.1.0, 1.1.1, 1.1.2. I neglected to include the AVC checker in the initial distribution zip. I will put out a new version in the coming week once I re-texture the parts.
  21. Ok just a quick update. I have finally got all my other mods up to date with KSP 1.1+. So from tomorrow this mod will be getting almost all of my attention (in my spare time of course). I can't say how long it will be, but the wait hopefully won't be too much longer for fans of this mod.
  22. V0.4.0 Published for KSP 1.1.2 and works with AmpYear V1.3.
  23. OK, FINALLY. V 1.3 Published. See the changelog, too many changes to list here.
  24. From my DeepFreeze mod. See Sig for link. I wish. But I still have 3 of my mods stuck in KSP 1.0.5-land. working on rectifying that...
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