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UltraJohn

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Everything posted by UltraJohn

  1. I don't have access to this file, unfortunately. You need to set the permissions to allow anyone. But anyway, did you install it through CKAN or manually from github? Make sure you have the dependencies installed as well.
  2. Hmm, so I'm trying to track down a conflict between RRCompanion patch for the Stockalike mining extension ISRU parts and the mod Global Construction's ISRU patch. The issue being that GC adds an "Ore Smelter" option to stock and SMX parts via this cfg, but it looks like the patch from RRCompanion is overwriting and deleting the SMX specific parts "Ore Smelter". As you can see here, these parts without RR installed has the option available: But after installing RR, only the stock ISRU has the ore smelter: Also strangely enough, the SMX parts have a lot less converter options, which might also be a potential bug? It seems like the stock parts still have the stock converter options on top of the RR options, e.g. "Start ISRU [Lf+Ox]" and "Start ISRU [RR LFO]" which may also explain why the Ore Smelter is missing from SMX (RR is deleting all existing converters on SMX parts only?)
  3. @vmatt1203 Hi, gonna need your KSP.log to help.
  4. Is there no way to tell which direction the ALG landing gear wheels rotate? I don't see a button to display forward rotation.
  5. Hi! Just letting you know that v2.1.13 is not showing up on CKAN. The mod is flagged as compatible with any KSP version, which means anyone installing through CKAN will not have a working version installed.
  6. Yep, same here, exact same issue as you described as well. KSP.log player.log
  7. Oh haha I didn't even notice what you were talking about at first! Yeah I don't quite know what happened here. It looks normal to me, but I'm using a dark mode theme for KSP forum through an extension for Chrome called Stylus I suppose I somehow must have copied the formatting from dark mode, but yeah not sure! EDIT: I think there was an update to the forum a few days ago that changed how some styling works. I think that's where it might have gone wrong, not the dark mode theme, hmm. Try making a code block with any type of syntax highlighting test
  8. Hi, the RWE 2.1.0 version zip file contains a duplicate StockWaterfallEffects folder for some reason. (inside WaterfallRestock folder there's the second copy) The RestockWaterfallExpansion Templates folder contains a lot of duplicate configs also in StockWaterfallEffects Templates folder. It also looks like the version installed through CKAN does not quite match the same files as the manual install, causing you to have duplicate configs for some engines.
  9. It's a cool idea, but unfortunately as you say, out of the scope for this framework. It would require a significant amount of work to support this type of switching, for which I am not willing to commit the time to. HUDReplacer works by replacing all of the textures loaded whenever the scene changes. This process takes a couple of seconds to run as there are a several thousand textures in the scene to go through. This is not noticeable while the game loads the scene as it's just a black screen, but if you were swapping between textures during gameplay you'd notice this as lag every time you turned on/off your lights. That's not ideal. However, fun fact, you can technically already do what you're asking, but in a very unoptimal and jank way! It's possible to load up the game with a texture pack installed, swap out the assets in the folder and then use the debug mode Q hotkey to refresh the loaded textures. It'll replace the already custom textures with the new ones. Now if you were to write your own plugin that swaps assets on disk between two variants and then calls HUDReplacer's refresher code, you'd have a "functional" on/off texture swap! You'd basically have to do something like this: HUDReplacer instance; public void OnLightsToggled() { YourMod.SwapAssets(); instance.ReplaceTextures(); }
  10. 1.2.9-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.9-beta What's Changed Added special handling for GaugeGee and GaugeThrottle textures. Full list of available recolor options can be found in the README. @shelshok Should work now. No changes necessary on your side
  11. You can ignore this. These look to be for the internal NavBall prop in IVA view (the one embedded into the dashboard), not the NavBall on your screen. Ok I tried myself to replace these two textures without success. I'll take a look at it.
  12. @shelshok Yeah that looks right. It should be logging into KSP.log whether or not it's finding those textures and loading them. You can do a quick search in the log for the text: HUDReplacer file paths found: and it should list your stuff below if it's being loaded. Not sure what these files are, but for HUDReplacer to load them it has to be png.
  13. Ah, now I get what you're talking about. It might be possible to do this, but I'd need some example textures to test a possible implementation with if someone can provide that. EDIT: Nevermind, the border property is readonly This should work. Can you post your config?
  14. Hey, thanks I assume those sprites would be equally divided in size. A texture containing 9 sprites would probably be 1/3rd of width and height each. As for the navball text, is that not just a texture? You could replace it with an empty texture in that case, but otherwise I can take a look at that.
  15. Hi! I was wondering if it's possible to get a patch for WaterfallRestock/RestockWaterfallExpansion? Currently your Waterfall patch only applies to StockWaterfallEffects, which I don't use due to having restock. Alternatively, is there a way I can convert the current patches to point to an equivalent Restock waterfall effect instead? Thanks! Edit: It looks like RestockWaterfallExpansion bundles the same templates used in KARE from StockWaterfallEffects. It should be fairly safe to just rename: :NEEDS[Waterfall,StockWaterfallEffects] to :NEEDS[Waterfall,RestockWaterfallExpansion] Correct? (Or even better, make it check for either of them at the same time :NEEDS[Waterfall,StockWaterfallEffects|RestockWaterfallExpansion]? Don't know the exact syntax though)
  16. Thanks! Forgot about those tabs. 1.2.8-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.8-beta What's Changed Recolor support for: Advanced maneuver node editor tabs. Uses the same setting as for the other maneuver node color (maneuverNodeEditorTextColor) Full list of available recolor options can be found in the README.
  17. I can't load that page. Can you try a different host?
  18. Hi. The color for the altitude digits should be light grey/white. Can you confirm if the correct value is being set? Find and open this file: GameData/ZTheme/config.cfg and look for this line: tumblerColorPositive = 0.816,0.816,0.835,1 if it's not the same as this, you may have an older version installed, so make sure to update ZTheme and HUDReplacer to the latest version.
  19. 1.2.7-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.7-beta What's Changed Recolor support for: PAW Blue button (PAWBlueButton), Blue toggle button (PAWBlueButtonToggle) Recolor support for: Variant selector Previous/Next buttons (PAWVariantSelectorNext, PAWVariantSelectorPrevious) Recolor support for: PAW Fuel priority buttons (PAWResourcePriorityIncrease, PAWResourcePriorityDecrease, PAWResourcePriorityReset) Recolor support for: PAW Fuel slider text color and fill color (PAWFuelSliderTextColor, PAWFuelSliderColor) Recolor support for: Stage group DeltaV background color (stageGroupDeltaVBackgroundColor) Recolor support for: Maneuver node editor text color (maneuverNodeEditorTextColor) Recolor support for: Stage engine fuel gauge (stageEngineFuelGaugeTextColor, stageEngineFuelGaugeBackgroundColor, stageEngineFuelGaugeFillColor, stageEngineFuelGaugeFillBackgroundColor) Recolor support for Stage engine heat gauge (stageEngineHeatGaugeTextColor, stageEngineHeatGaugeBackgroundColor, stageEngineHeatGaugeFillColor, stageEngineHeatGaugeFillBackgroundColor) Full list of available recolor options can be found in the README.
  20. It's 2AM and I made this abomination. Getting close to finishing up the next update! I think it's time for bed now..
  21. So interestingly while I was finding the correct places to hook into these colors, I found that there's four different method calls for setting the color. ProtoStageIconInfo.SetMsgTextColor() = Text color (red) ProtoStageIconInfo.SetProgressBarColor() = Fill color (purple) ProtoStageIconInfo.SetProgressBarBgColor() = Fill background color (blue) ProtoStageIconInfo.SetMsgBgColor() = ???? (yellow) I can't really tell if the yellow one is supposed to be the background color (shadow) of the text. Still gotta find out where the hook for the green title background color is as well. I thought it was gonna be the yellow one, but oh well. Edit: nevermind, that IS the correct one! I guess I got my RGB's wrong Now what would this fuel slider menu thing even be called? Is that what a 'Proto Stage' is? lol. What do you guys suggest I name it for the config?
  22. Could you check whether TUFX is shading it? (the blue background yes?) Is it not one of these: stageTotalDeltaVColor = 1,1,1,0.957 stageGroupDeltaVTextColor = 0.816,0.816,0.835,1 stageGroupDeltaVNumberColor = 1,1,1,0.957 I need a better method of remembering what setting is for what... lol
  23. Hmm very strange. I don't recall noticing those green pixels ingame when I tried the latest version of Ztheme? And those darker pixels look very odd indeed. Is that the green bars? If you can screenshot and circle out each thing on the list you want done, it would be easier to remember what is what But anyway I'll see what I can do. I've already got the blue buttons finished!
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