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[1.12] Time Control [2.11]


westamastaflash

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1 hour ago, westamastaflash said:

Please go ahead and post. My desk and PC are still not set up yet.

Recompiled for KSP 1.2.2:

https://github.com/linuxgurugamer/TimeControl/releases/tag/2.4.0.1

The only change made was to the .version file, I upped the build number from 0 to 1 to differentiate it from the 2.4.0.0 release (needed for AVC).

Please note that I'm not really sure this was needed for 1.2.2, I haven't had a chance to test the 2.4 version (built for 1.2.1) on 1.2.2.

@westamastaflash I'm going to do a PR, but since there weren't any code changes (yet), there isn't a dying need to merge it.

If anyone finds a problem with this, please post and reference me so I will get notified.  I'll do what I can until @westamastaflash gets his system back.  Only bug reports please, no feature requests

Edited by linuxgurugamer
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Before I look into this as a bug, I'd like confirmation:

When starting a game, i got the Time Control window open.  I clicked the little radio button in the top left corner expecting to close it, instead it was made very small; see these images for what I'm referring to:

http://imgur.com/a/VGhTC

Is this normal or is it a bug?

Thanks

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14 hours ago, linuxgurugamer said:

Before I look into this as a bug, I'd like confirmation:

When starting a game, i got the Time Control window open.  I clicked the little radio button in the top left corner expecting to close it, instead it was made very small; see these images for what I'm referring to:

http://imgur.com/a/VGhTC

Is this normal or is it a bug?

Thanks

I am pretty sure this is intentional. If I want it totally removed from the screen you can click the toolbar button with a sand.clock image on the right side of the screen. 

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5 hours ago, linuxgurugamer said:

It's confusing, but I'll leave it, unless @westamastaflash says it's a bug.

It's a legacy of @Xaiier's code. I'll probably remove it. Once I get settled in (a bunch of boxes still to unpack), I am hoping to actually move to the new Unity GUI, but there will be an intermediate release of some kind.

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1 minute ago, westamastaflash said:

It's a legacy of @Xaiier's code. I'll probably remove it. Once I get settled in (a bunch of boxes still to unpack), I am hoping to actually move to the new Unity GUI, but there will be an intermediate release of some kind.

So you won't mind if  I fix it and do a PR?

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2 minutes ago, linuxgurugamer said:

So you won't mind if  I fix it and do a PR?

Go right ahead - needs the OnGUI() code that handles that button to change the settings object from 'minimized' to instead trigger the toggle that the toolbar button(s) trigger. Probably also can rip out the 'minimized' saved setting from the settings object as well. I think.

Edited by westamastaflash
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5 minutes ago, westamastaflash said:

Go right ahead - needs the OnGUI() code that handles that button to change the settings object from 'minimized' to instead trigger the toggle that the toolbar button(s) trigger. Probably also can rip out the 'minimized' saved setting from the settings object as well. I think.

Ok.

Will try to get to it by this evening, been busy with my mods today.

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1 hour ago, linuxgurugamer said:

Ok.

Will try to get to it by this evening, been busy with my mods today.

So I have it done, but have a question for you @westamastaflash:

I noticed that Timecontrol doesn't have an AVC .version file, and that you do set (by hand) the AssemblyVersion in the AssemblyInfo.cs.

I've recently started adding a TextTemplate to my mods which automatically update the AssemblyVersion using info from the .version file.  If you want, I could add it to this before I release it.  

All it means is that before doing a build for release, you will need to update the .version file with the correct version of the release.

Let me know.

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On 12/25/2016 at 4:58 PM, linuxgurugamer said:

So I have it done, but have a question for you @westamastaflash:

I noticed that Timecontrol doesn't have an AVC .version file, and that you do set (by hand) the AssemblyVersion in the AssemblyInfo.cs.

I've recently started adding a TextTemplate to my mods which automatically update the AssemblyVersion using info from the .version file.  If you want, I could add it to this before I release it.  

All it means is that before doing a build for release, you will need to update the .version file with the correct version of the release.

Let me know.

Sounds good. I actually removed MiniAVC only from 1.2.1 because at the time AVC wasn't updated for 1.2.1 (the version file is in the VS project in prior releases). 

My desktop is finally running again, apparently the move borked something and it refused to boot to windows so I ended up doing a complete win 10 reinstall. I still haven't got around to installing Visual Studio yet.

 

 

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1 hour ago, westamastaflash said:

Sounds good. I actually removed MiniAVC only from 1.2.1 because at the time AVC wasn't updated for 1.2.1 (the version file is in the VS project in prior releases). 

My desktop is finally running again, apparently the move borked something and it refused to boot to windows so I ended up doing a complete win 10 reinstall. I still haven't got around to installing Visual Studio yet.

 

 

Ok.  I'll get the AssemblyVersion code in there, along with a sample .version file, will then push it to you

 

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Just now, westamastaflash said:

Offical 2.5 Release created! Should show up on CKAN shortly. 

https://github.com/ntwest/TimeControl/releases

Thanks @linuxgurugamer for your assistance. I also found that in VS 2015 for windows, the TT file doesn't need any pre-build commands to gen the cs file appropriately.

Oh, that's interesting.  Thanks

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Just now, linuxgurugamer said:

Oh, that's interesting.  Thanks

One thing I did do is add these two lines so i could just use the file that is stored in the VS project directory itself:

    string projectPath = Host.ResolveAssemblyReference("$(ProjectDir)");
    string versionfile =  projectPath + @"GameData\TimeControl\TimeControl.version";

This way no matter where it is on the PC, it works. Now if I could only figure out how to generate a post build script similarly. 

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29 minutes ago, westamastaflash said:

One thing I did do is add these two lines so i could just use the file that is stored in the VS project directory itself:


    string projectPath = Host.ResolveAssemblyReference("$(ProjectDir)");
    string versionfile =  projectPath + @"GameData\TimeControl\TimeControl.version";

This way no matter where it is on the PC, it works. Now if I could only figure out how to generate a post build script similarly. 

Nice!

I'll have to incorporate that in mine.

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10 hours ago, linuxgurugamer said:

Oh, that's interesting.  Thanks

I was wrong. It only worked because VS regenerates templates on every modification to the tt file.

Looks like it might be integrated into MSBuild.

http://stackoverflow.com/a/3381556

 

Edited by westamastaflash
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12 hours ago, westamastaflash said:

One thing I did do is add these two lines so i could just use the file that is stored in the VS project directory itself:


    string projectPath = Host.ResolveAssemblyReference("$(ProjectDir)");
    string versionfile =  projectPath + @"GameData\TimeControl\TimeControl.version";

This way no matter where it is on the PC, it works. Now if I could only figure out how to generate a post build script similarly. 

Strange the projectPath isn't being set in my system.

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After playing with this, stick with the pre-build command. Simpler.

 

However there is a NuGet package that looks like it will do it.

 

http://blogs.clariusconsulting.net/kzu/how-to-transform-t4-templates-on-build-without-installing-a-visual-studio-sdk/

 

Use this unofficial update in VS 2015 Update 1+

Install-Package Clarius.TransformOnBuild-unofficial

Using this nuget package, plus this code:

    string projectPath = Host.ResolvePath("");
    string versionfile =  projectPath + @"\GameData\TimeControl\TimeControl.version";

I got it so that it it will build and change the version file without a prebuild step.

Edited by westamastaflash
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16 hours ago, Teilnehmer said:

Hi! Great mod, thanks!

Is it possible to show the warp factor instead of those triangles in the top-left-corner panel?

Maybe, in exponential notation for values  ≥ 10³.

Like this:

bptj81i.png

qhC9A3B.png

HDsE0wb.png

What a neat idea! I'm not the best at GUI coding and don't have a lot of time right now, but please create an enhancement request for it here: https://github.com/ntwest/TimeControl/issues

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