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UltraJohn

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Everything posted by UltraJohn

  1. I haven't myself run into a problem of the game creating stock alarms by itself. Do you have a way to reproduce this? Potentially could it be another mod that is making the alarms?
  2. Just a quick update, I am taking a small break currently due to being busy with real life and work at the moment. When I have the time I will continue adding the requested features! Should hopefully be soon™.
  3. @Nazalassa Hey thanks! I wish there was some easy way to automate this, but unfortunately it's going to be a per-element case where I have to individually write code for every single piece of text in the game. The same goes for adding custom opacity values to textures. Actually thinking about it some more, I have a few ideas I'll have to test when I have the time to do so. The challenge is figuring out how to dynamically link the cfg file to the text elements in game. How would the cfg files be formatted to support this? I wonder if every text element has a designated internal name, just like the textures do.. I'll see what I can come up with On a side note, I have thought about changing the license of the mod, since I never really intended to use the current one, but I just picked whatever at the time to get started. Not sure how I go about that in terms of CKAN metadata. Anyone know?
  4. Hi! You can do that without using this mod, by using the default hotkey to hide the UI (F2), but you'll still have to recreate the custom overlay yourself.
  5. Yeah you could replace the navball_bg texture, but the needles would still only move within the original positions. You could probably overwrite that with a mod however. From a quick look, that might be possible by changing the RotationalGauge property of GeeGauge. There's a value for maxRot, and possibly changing the clamping in the SetValue() method. Same for the throttle gauge.
  6. I will definetely look into it, as I feel like it wouldn't make sense NOT to implement it in a mod that's all about customizing the UI! With that said, it's a lot of work to do, which is why I've so far only included the ones people have asked me to add. When I designed this mod originally, the intent was for everything to be automated by replacing just textures, without requiring modifying stock code, or adding any more bespoke logic. But that only works for 99% of textures, with a few exceptions like the PAW and the KAL window, etc. And ofcourse all text would then need to be manually coded in. If you're up for the task, it would help a lot with a list of elements that needs to be included, such as like you said, the pause/load/save menu. Preferably screenshots with outlines of each element. (I quickly lose track of what is what ingame from just a list of words )
  7. Most text is stored in the TextMeshProUGUI components. You can set the color directly on these. Here's an example of how I did it with some of the PAW stuff.
  8. Btw, I wouldn't really recommend doing this loop in a method that runs during gameplay. I would imagine it's gonna cause a cpu time spike whenever your navball changes. Instead I think you should run this once on Start() and cache the reference to the Texture2D object.
  9. Did you use the LoadingBufferMask class? I wonder what would happen if you were to run: LoadingBufferMask.Instance.Hide(); Edit: I nevermind, that's an internal property.
  10. It actually sounds feasible, though not something I'm going to implement. I reckon you'd have to go into the two classes ThrottleGauge and GeeGauge, recreate these two classes to have a LinearGauge property instead of a RotationalGauge. Then finally figure out where these two classes are originally instantiated and use a harmony patch to replace the instantiation with the new version. Though honestly I doubt it would be that easy lol. I think the scope of this change alters too much the original code of the game for it to be included in HUDReplacer.
  11. Can you screenshot it? And probably post a zip with those textures, so I can try them out myself and see if I can replicate it. Also just checking to make sure, but it wouldn't happen to be from TUFX post processing or something like that?
  12. Glad you're having fun! If you mean these, then I have no problem changing the color of these buttons by just recoloring the texture itself. Is there a specific one that doesn't work?
  13. It probably has something to do with how RP-1 loads its UI elements, and that conflicts with the default behaviour of the game somehow. I can try to take a look at it with the debugger and see if there's any obvious issue. I think this is the patch that modifies the original rep bar.
  14. 1.2.11-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.11-beta What's Changed Added new recolor option for the SAS and RCS buttons. Example: SASDisplayOnColor = 0,1,0,1 SASDisplayOffColor = 1,0,0,1 RCSDisplayOnColor = 0,1,0,1 RCSDisplayOffColor = 1,0,0,1
  15. 1.2.10-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.10-beta What's Changed Added new config option: onScene. Check the readme for an explanation. Potential fix for texture paths containing slashes ( / ), for example RP1 textures. @Nazalassa @zapsnh Let me know if this fixes the RP1 issue. It should load the textures now with no additional change necessary in the configs. For example 'RP-1/Resources/confidence_background' is just 'confidence_background.png' the rest is ignored. I haven't tested it much but it seems to work. I've flagged it as a pre-release until I know it won't break other stuff (to avoid ckan update.)
  16. Hey! @Nazalassa Sorry for getting back late. I've been quite busy lately, but I will take a look at your proposed idea later tonight. At a quick glance, solution1 would probably not be feasible, as files cannot contain slashes (atleast in Windows,) unless I'm misunderstanding what you mean, but option 2 might work. I'm not sure why this needs the prefix specified, as the code just looks for the texture name itself, and not the whole file path. Again, I might be misunderstanding what you mean. Can you provide a link to the textures in question? e.g. the source to the github page or whatever, so I can get a better idea of how to go about this. And contextual loading, sounds like a good idea! Will look at that as well. It would be super great if you could provide me with a mockup/test version of what you would like, that way I can quickly plug into my gamedata to implement the functionality exactly how you describe it. Basically just a folder with the textures + config set up for the onScene stuff. Edit: Oh and for transparency, I'm not sure exactly yet. I will have to test. And if you can screenshot some of the elements in question, that would also help me visualize! I don't even remember any of those being transparent to begin with. Then again, I haven't played in a while lol
  17. @JadeOfMaar Hey! I'm probably not the best person to ask for help, as I just trial and error'd myself along the way looking at the other TURD configs But what I used to make mine is enabling the UV export flag in the cfg file for TU. That would be in 000_TexturesUnlimited/GeneralConfiguration.cfg and set exportUVs = true. This will on game load export every UV map for every model, sorted into separate folders for each mod. You can use these SVG files in combination with the DDS files to overlay where on the texture that the RGB paint file needs to be covered. Then it's just simply to create the preset cfg to enable it on the files. Do note that as far as I can tell, your part cannot also have switchable ModulePartVariants modules on them. Or atleast that's what the default TURD config removes from the parts before applying the recolors. For the recolor not appearing, did you make sure to add a KSPTextureSwitch module? If you are copying from my preset you should know that it also clones from the stock TURD preset, and thus require that preset installed to work. ( e.g. +KSP_TEXTURE_SET[MWNN_Stock_Paint] ) The one thing I never got around to figuring out, (as it's above my experience level of graphics design) is to get the specular maps working properly, so I just opted to not use them.
  18. So there is definetely a bug with the latest version. When you switch to a different vessel during flight, the toolbar button will disappear and the trajectories window will open by itself, and there is no way to close it again, since the toolbar button is gone. Should be fairly easy to reproduce. KSP.log
  19. A config pack for TAC Life Support. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-TACLS/releases License: GNU General Public License v3.0
  20. I think there might be a typo here on line 62. it says 'ize3' instead of 'size3'
  21. Hello! Here is my contribution to this wonderful mod: A RealChute config. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-RealChute/releases License: GNU General Public License v3.0
  22. Better Screen Messages This is a small plugin that allows you to move the screen message boxes. This is quite useful if you're having the problem of the messages being obscured by other UI elements, or if you're playing at ultrawide resolutions and don't want to break your neck trying to read the text. You can also change the font size used. Keep in mind that both the position and size are dependent on UI scale value as well! The position and font size is configurable via settings.cfg file. Before/After preview: Download: or Source code: GitHub License: GNU General Public License v3.0
  23. Hi, there's a problem with the newest version of Trajectories v2.4.5, where it's locking out the mouse when the mouse is occupying the same location as the GUI, despite the GUI being toggled off. I noticed this because whenever I created a maneuver node and zoom out a bit, the node would auto collapse when the mouse was over it. I can see in the input locks on the debug screen that TrajectoriesGUILockout is active whenever the mouse is over the same spot as the hidden GUI. Video examples of the issue: https://streamable.com/xcps99 and https://streamable.com/mtz4g6
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