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bananashavings

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Posts posted by bananashavings

  1. On 4/3/2016 at 0:13 PM, SpaceMart said:

    First of all, nice work! This is exactly the mod I need.

    I do have a problem though. I've used this mod in v1.0.5, and even in 1.1 but after I reinstalled the game today, for some reason the CareerManager button won't show up in the UI. In my save file (persistent.sfs) I can see the CareerManager lines like "Name = CareerManager" and "Lockfunds = False". Changing those statements to 'true' doesn't have any effect on the game (I don't know if it should, but I imagine so).

    The only mod I use that affects career mode is ContractConfigurator.

    I hope this is enough information. Any idea what could cause this problem?

    Weird, it seemed to be working for me but I guess I'll have to recheck. Is this on a fresh 1.1 save or an old 1.0.5 one?

    15 hours ago, CTO_7 said:

    @bananashavings Can confirm it's not working for me either, I have no other mods that affect career mode. I assume there is supposed to be a button when looking at KSC but only button that's down there is scansat besides the defaults. It is also showing up in my save file.

    Like I said to SpaceMart, is this a fresh 1.1 save or and old 1.0.5 one?

  2. On 4/3/2016 at 6:14 AM, Proot said:

    Back in business!
    Sorry for the total absence but my IRL works are usually commissioned and sometimes I have epochs like lately, where all becomes a madness!.
    But seems like I'm gonna have a small break, so I'll try to port KSPRC to 1.1!

    I'm trying to use my lensflare in the Scatterer lensflare system. I must check EVE yet. Waiting for 1.1 final release and Kopernicus for the rest. Texture Replacer could be available relatively soon too, so maybe we can have the visuals working under 64bit windows, finally!

    My war for the collisions agaist the terrain scattering is in stand-by. At some point the collisions never worked again... and I can't find where is my error. So I'm pretty frustrated about it, because I've worked to get a really nice variety of terrains... And what the h**l!!: is awesome to climb munar rocks or avoid the rocky crags while you land in Duna!

    Just wondering, when do you estimate it will be out. Thanks none the less!

  3. 8 minutes ago, RoverDude said:

    1.1 Pre-Release is up!

     

    0.4.0 - 2016.03.29
    ---------------
    Compatibility with KSP 1.1
    Dependency Updates
    With the advent of part search, moved all USI parts back to standard categories
    Planetary Storage and Warehouse Distribution now respect disabled warehouses
    Warehouses are disabled by default
    LightGlobe is now a logistics consumer
    Dirt auto-jettison is now based on a positive Periapsis
    Added ReplacementParts recipe for EL
    Fixed an issue where overflow was not properly transfering into planetary logistics during long catch-up mechanics

     

    Download from GitHub:   https://github.com/BobPalmer/MKS-LITE/releases

    Was the Akademy Module added in this by chance. Don't see it in the notes but just checking to make sure :P 

  4. 22 minutes ago, Waxing_Kibbous said:

    I'm going to thank you for 2 reasons, 1) for making this mod, and 2) for making this mod from CareerLite, a mod I stumbled across last September and haven't been able to find here since- I was beginning to think I was losing my mind :confused: Plus I think this mod can extend the current modes of play to satisfy quite a few more people, myself included, judging from past feature request threads.

    Thank you very much for the feedback, and I totally agree that this could possibly extend the current game modes, that was one of the main reasons I wanted to get it back up and working :D 

  5. CareerManager


     

    Some quick words:

    Once upon a time I was looking for a mod that would allow me to lock my funds and science. I stumbled across a mod called "CareerLite". For anyone who doesn't know what it is, here's a link. This mod did everything I wanted to and more. Unfortunately, the mod seemed to be out of development. It seemed like such a waste for a mod with a huge amount of potential to go to waste, so I checked the license and followed all the procedures that I believe were necessary, and a few days later, released... CareerManager! It is essentially a recompile with a major bug fix which caused the toolbar button to multiply. I sincerely hope you guys enjoy i, and If I did violate some terms, please let me know right away!

     


     

    Description:

    Like stated above, this mod allows you to lock your funds and science at max, and also is bundled with complete reversibility. If that isn't enough, it also allows you to upgrade all buildings and topple the tech tree, again with full reversibility. It is a phenomenal mod for people who want to utilize some aspects of a career game (such as Kerbal Leveling) but without having to worry about money. I know you can partially do this with the debug menu, but I believe this can be much more elegant and again, has more features.

     


     

    Downloads:

    You can download this mod either on either:

    GitHub: https://github.com/bananashavings/CareerManager/releases

    SpaceDock: http://spacedock.info/mod/424/CareerManager

     


     

    Source Code:

    The source code is fully available on GitHub: https://github.com/bananashavings/CareerManager/

     


     

    Bugs & Future Plans:

    There currently aren't any known bugs, but future plans include:

    - Better icon

    - Utilizing the KSP skin

     


     

    Changelog:

    1.2.0.1 | 04/28/2016
    - Fixed the icon size error
    - Changed version file for 1.1.1

     

    1.2.0.0 | 03/30/2016
    - Fixed the 1.1 release major bug

     

    1.1.0.0 | 03/30/2016
    - Updated to KSP 1.1


    1.0.2.0 | 03/18/2016
    - Changed the icon


    1.0.1.0 | 03/17/2016
    - Changed to KSP skin
    - Fixed some formatting
    - Added license to the folder


    1.0.0.0 | 03/17/2016
    - Major bug fix
    - Button no longer multiplies
    - Fixed button not saving choices and excrementse
    - Enjoy!


    0.9.0.0 | 03/16/2016
    - Initial release
    - Known icon duplication bug
    - Will be 1.0.0.0 once that bug is squashed

     


     

    License:

    GNU General Public License v3

  6. 8 minutes ago, Diazo said:

    Okay, you have both Destroy() and OnDisable() methods, you only need one as they are doing the same thing.

    Things look right to me otherwise though.

    Having said that, can you stick a debug line into the OnDisable method?

    
    Debug.Log("UI OnDisable called okay");
    ApplicationLauncher.Instance.RemoveModApplication(appLauncherButton);

    That will tell you if the code is even trying to remove the Toolbar button or not so you can confirm you are focusing on the right issue.

    D.

    YAY, I removed the Destroy() function and changed the corresponding code in the main file to OnDisable() and it works now! Thanks for all the help and hopefully I wont have to bug you any more!

  7. 3 minutes ago, Diazo said:

    It shouldn't have anything to do with your main class I would think.

    Can you paste-bin your current code? Including where you initialize the CareerManagerUI class.

    D.

    Sure, heres the CareerManager.cs and heres the CareerManagerUI.cs. Additionally heres the ToolbarWrapper.cs if you want to see it. Thanks for all this help again, I sincerely appreciate it!

  8. 20 minutes ago, Diazo said:

    Odd. I actually inherit from PartModule not MonoBehavior in my own code for other reasons, maybe the OnDisable() method exists at that level instead?

    I'm looking at my object browser now and I can't actually find the method, so I'm actually not sure what Class it's actually attached to.

    D.

     

    edit: Nope, it's off MonoBehavior: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDisable.html


    Here's where I actually use it in my own code so you can compare.

    Can you stick a Debug.Log in and see if is the OnDisable not being called, or the RemoveModButton code that's not working?

    Arrrgghhh, just changed it to practically what you have and it still didnt work! Do you think it could have to do with my main class?

  9. 16 minutes ago, Diazo said:

    Odd. I actually inherit from PartModule not MonoBehavior in my own code for other reasons, maybe the OnDisable() method exists at that level instead?

    I'm looking at my object browser now and I can't actually find the method, so I'm actually not sure what Class it's actually attached to.

    D.

     

    edit: Nope, it's off MonoBehavior: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDisable.html


    Here's where I actually use it in my own code so you can compare.

    I'm trying to somewhat replicate your code, but I cant do "toolbarButton.Destroy();", as it throws "No overload for method "Destroy" takes 0 arguments. Any help?

    Nvm, that was something else

  10. 33 minutes ago, Diazo said:

    You need to inherit from MonoBehavior for OnDisable() to run, so:

     

    
    public class CareerManagerUI : MonoBehavior
    {
    public void OnDisable()
    {
    ApplicationLauncher.Instance.RemoveModApplication(YouButtonObject)
    }
    }

    MonoBehavior being a top-level class in Unity that adds several utility methods like this, you can see them in the Object Browser as part of the MonoBehavior object.

    D.

    Weird, still isnt working for me, any other ideas?

  11. 7 hours ago, Diazo said:

    The command to destroy the button is ApplicationLauncher.Instance.RemoveModApplication.

    I inherit my classes from MonoBehavior so the OnDisable() method is automatically called by KSP when it destroys the class and I put the button remove method in there.

    The Static method Crzyrndm is talking about is making a totally separate class that is entirely static for button management that your UI instance class would call.

    D.

    Adding this doesnt change anything unfortunately:

    public void OnDisable()
    {
         ApplicationLauncher.Instance.RemoveModApplication(appLauncherButton);
    }

    4 hours ago, Crzyrndm said:

    Not quite. Only the functions that the button calls need to be static (which then need to reference atleast one static member to make changes to the live instance, ...). The way he has it setup, its probably easier just to destroy the button on leaving the scene.

    Whats the best way to do that?

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