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Sephiroth_018

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    Curious George
  1. Thank you very much for the updated version, @allista. Btw, did I see that correctly that the problem with the bundle was the missing file extension? Makes me feel kind of dump for not trying that... Also, I have one request: Could you please include the .meta files generated by Unity so that others can also correctly open the Unity project? In them (at least according to what I read), Unity stores unique file ids that it then uses for referencing in the editor. Without them, those references (eg to code) can't be restored.
  2. @Dessix Only thing I did is get the sources from @allista's meta repo (https://github.com/allista/AT_KSP_Plugins), set everything up and then start debugging. Steps I did for setup: Copied a fresh KSP 1.9.1 instance with only TCA (and dependencies) into "ksp-test/KSP_test_1.9.1" in the main folder of the meta repo Changed the references to use the KSP 1.9.1 libs in all project files (I created a symlink "KSP_Data" pointing to "KSP_x64_Data" in the KSP folder so that I only had to change the version number of the references) Unloaded the KSP-AVC-updater project (because it threw some compile errors later and I don't care about it) Switched the "Debugging Information" setting under "Properties" -> "Build" -> "Advanced" to "Portable" for all projects (breakpoints didn't work without this for me) Recompile Copy the compiled dlls in the GameData folders in the respective projects (AT_Utils, ThrottleControlledAvionics) to my KSP test instance Followed the instructions in this specific post to be able to attach to the KSP process and use breakpoints After that I debugged around and eventually discovered that the asset bundles are not being loaded (no error, just not loaded) which results in the controls not drawn, as these come from the assets. From what I saw when opening the assets in Unity 2019 I think all the custom code attached to assets needs to be reattached and I was only able to identify the top level scripts. Sorry for not being able to provide a repo, but 99% of this was setup and debugging with breakpoints. Good luck trying to fix this, but I fear that some necessary files for Unity are missing from the repo (from what I read this was a common problem with earlier Unity versions).
  3. So, after a lot of trial and error (with 100% error), I have to give up. The problem is most likely in the assets bundle (also see my previous post), and I cannot get Unity to create a working bundle (various "script missing" errors in the assets). I hope that this helps you, @allista. And just to be clear, that problem occurs for both the at_utils_ui.ksp and tca_ui.ksp bundles.
  4. I can confirm that it works (at least for me), currently using it to try and find out what's wrong with TCA in 1.9. This method helped me avoiding some work, thanks a lot. Used it with Visual Studio 2019 and KSP 1.9.1.
  5. My finding so far: The cause seems to be a problem with loading the ThrottleControledAvionics assets bundle (happens here which prevents getting past this point and drawing the elements). I'm currently setting up KSP 1.8 to verify that this worked there and I'm not missinterpreting things. If this is the problem I have to try to set up Unity so I can try recompiling that bundle...
  6. The info with TAC will most likely be helpful, thanks. Let's see if I can fix it over the weekend. Update: After trying it out again with a clean KSP install, the error does not always show up but the elements are still missing, so this was most likely not the cause, just some stuff which most likely meant nothing.
  7. So I've decided to also give it a try, since I really love this mod. What I quickly realized is that allista uses a master repo (https://github.com/allista/AT_KSP_Plugins) and using that I can build it against the current version after copying my KSP_x64_Data folder to KSP_Data (alternatively you could change the references). I tried it out quickly and recompiling did not resolve the problem. I'll try to take a closer look at it tomorrow, but I don't know if I will be able to even find the problem, because while I'm relatively good at C# I haven't done any KSP/Unity modding so far. One thing I found so far in the log file: [EXC 22:37:43.878] ArgumentException: Getting control 0's position in a group with only 0 controls when doing repaint Aborting UnityEngine.GUILayoutGroup.GetNext () (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at <fa6f9762ac624af092525d37c9d516c4>:0) ThrottleControlledAvionics.TCAGui.DrawMainWindow (System.Int32 windowID) (at <5ca06e48456b45f4acb4805fdff16495>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0)
  8. I made a pull request on your github that changes the DMagic Orbital Science experiment check to use the conduct method. Additionally, I refactored the debug logging into a static helper method that automatically adds "[For Science]" to each message and only logs when compiled with Debug configuration.
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