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KSP2 Release Notes
Everything posted by nightingale
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Contract Configurator Broke My Mod!
nightingale replied to nightingale's topic in KSP1 Mods Discussions
That's a stock issue that is being looked at for 1.2.1. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
New release, download here. Contract Configurator 1.20.3 Regenerate biome data for KSP 1.2 biomes (fixes Field Research "Rare Science" contracts, thanks FlatEric). Added RemoteTech integration back in. Fixed issue with nested contract groups not working (thanks jeisen).- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
That's always been that way, but really should be a warning.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@inigma - I quite literally just pushed a fix to the nested groups. Can you confirm if the above fix resolves all your issues? If so, I'll probably look at getting a release out tomorrow, as I've fixed a few pretty serious issues over the weekend. Also, the Reload button is indeed broken. I've disabled it and will work on a permanent fix as time permits.- 5,206 replies
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KSP.log is created on game startup (in the KSPLog's Awake, for those interested). It hooks into the Unity log handlers (via the same mechanism as the debug console). The most likely reason for it not to work would be a file-system/permission issue (could be the "current directory" on the direct link is not the KSP directory, so the file is either created elsewhere, or fails to get created). As far as the differences (off the top of my head): KSP.log is a log created by KSP, output_log.txt is created by Unity. KSP.log doesn't flush automatically (it's not updated on disk immediately), although there's a setting in the debug console to force it to flush. If your game crashes, the crash info is only in output_log.txt KSP.log has timestamps output_log.txt has extra (useless) lines. The last point is why I always ask for KSP.log. It's 1/4 the size (in terms of number of lines, making much easier to scan through). But, I won't say no if a user gives me output_log.txt instead. I don't know the reason why output_log.txt is generally preferred (@NathanKell's support thread on the matter says that KSP.log "lacks valuable information", which could be the crash details, or perhaps something else that is either no longer the case, or that I'm not aware of).
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I should've done this a while back:- 5,206 replies
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The latest release of Contract Configurator (1.20.2 as of this writing) introduced some code that is causing some problems for other mods. I realize in hindsight that I could've been more proactive in getting this out there, but better late than never. There is a bug in Toolbar's integration code. This is the code that the toolbar provides with the message to modders that says "hey, take this code and put it in your mod if you want to support toolbar". It's a minor bug, and needs something very specific to cause it to fail. The failure is on the check that says, "hey, is toolbar installed?". So you don't need toolbar installed for this to fall over, just a mod that supports toolbar. Now, what caused the bug to get exposed is the combination of the new difficulty settings screen in stock and the fact that I need to use it in a dynamic way in Contract Configurator. I knew that the change in Contract Configurator exposed the bug in toolbar a while back (see here). I looked at alternatives in Contract Configurator and went as far as to (briefly) consider changing stock code to avoid all this. There just wasn't a good answer. So I decided to move ahead, and do as much advance damage control as possible. In hindsight, the post on the toolbar thread wasn't enough - and that's a mistake that I'm correcting now. So if you see compatibility issues with a mod, then link them to this post. Create a pull request based on the details below, and get the mod in question fixed (99% of mod authors will appreciate this). Technical detail of the bug, and fix details for modders follows:
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@jeisen - I don't see anything obviously wrong in the log. Can you check the difficulty settings (ESC => Settings => Difficulty Settings) for contract configurator, and make sure that the appropriate contract groups are checked off? If not, please send a save file and I'll take a look when I can. @NeuroticGamer:- 5,206 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
That is something I need to fix up from the 1.2 release.- 469 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Nothing needs changing in the contract pack - it's just the biome ceased to exist since the contract was offered. New contracts won't have that issue.- 469 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
It was in 1.1.3 and will continue to be in 1.2- 469 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@jeisen - If your issue hasn't been resolved by the other suggestions around cryo-tanks, please post a full KSP.log.- 5,206 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yeah, there was some biome changes in 1.2 along with the cleanup of biome maps. I'm not familiar with the details (@RoverDude is the one who would know), but it certainly sounds like you've got a contract from 1.1.3 that is no longer possible in 1.2.- 469 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Um, there's a 1.2 version of RemoteTech? EDIT: Yup, there's too many old threads in google, I was looking at the old one. Next release will have RemoteTech support.- 557 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Yup, thanks to all that identified the issue and linked back to my old post about toolbar: I meant to re-post that info, but it must've slipped my mind. In short, if you see this error: [EXC 21:21:15.772] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection.Emit/AssemblyBuilder.cs:680) RSTUtils.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) RSTUtils.ToolbarTypes.getType (System.String name) RSTUtils.ToolbarManager.get_Instance () RSTUtils.ToolbarManager.get_ToolbarAvailable () Report the issue against the mod listed on the ToolbarTypes line (the RSTUtils part will be different). In most cases, it will be reasonably obvious which mod it is. Apologies again - I know that this change would break a lot of stuff because of the bug in the toolbar code (which is code copied in every mod - so you'll hit the issue even with toolbar not installed). Hopefully most of these will get sorted relatively soon. Meanwhile, if anyone comes in and misses this post, please feel free to redirect them.- 5,206 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
@Mordrehl & @DocMop - I'll investigate that issue soon.- 699 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Generally speaking they should all work is they worked in 1.1.3, but there are always exceptions. Saw the report in GitHub, will look into it soon.- 5,206 replies
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
nightingale replied to nightingale's topic in KSP1 Mod Releases
This one is waiting on @sarbian's Custom Barn Kit. Once that one is out, then I'll test and get the updated Strategia out. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
As before - please raise an issue on GitHub, and include more info (screenshot, save file, KSP.log).- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
1.2 compatible release incoming! Download here! Contract Configurator 1.20.2 Support for KSP 1.2 Allow contract title in mission control to span two lines. Moved settings into stock settings screen. Fixed NRE when vessel's Landed At string is null (thanks SamLex). Check for sufficient funds when there are negative contract advances (thanks 5thHorseman). Fixed display issue with partially complete CollectScience parameters.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
I took a look but wasn't able to reproduce anything like what you described for the sounding rockets. For the Field Research one, I did find a display issue (when an unrecovered/untransmitted experiment matched the requirement, it didn't always get checked off). Not sure if that was throwing you off, or if there's another issue there. So please raise an issue on GitHub, and provide screenshots showing the incorrect behaviour, KSP.log and a save file to help me diagnose this.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Not sure if it'll be for this release or not, but please raise this on the GitHub tracker and I'll take a look. Yes, take a look at GAP, I think it probably has stuff like this. Yup, should be stuff like this in GAP again. Yes and no. You can get a random waypoint and find out its biome. The difference being that there isn't an equal chance for each biome. If you wanted an equal chance, you'd probably need to write C# code. Yes- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Think I've got this one fixed - feel free to grab the latest dev build and see if it is more stable. Agree - especially for stuff that's *generally* only ever touched once or twice.- 5,206 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
nightingale replied to nightingale's topic in KSP1 Mod Releases
Good catch, that saves me a lot of investigation. And big thanks of the PRs... I'm not looking forward to breaking *everything* when I release Contract Configurator...- 699 replies
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