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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Great. It totally screwed up my career, until I figured out it was this mod. Could you do me a favor and ping me when it's fixed? Also, as an FYI, not sure if it matters, I was using the Tetrix Tech Tree Thanks
  2. HETTN is getting exceptions which causes different tech trees from working properly. Log file: https://www.dropbox.com/s/ptf2g60gb04jlp3/HETTN.zip?dl=0 Log snippits which show the error: 132419 [HETTN] Using tech tree path: GameData\ModuleManager.TechTree 132422 Exception handling event OnTechTreeSpawn in class ChangeTechTreeVisuals:System.NullReferenceException: Object reference not set to an instance of an object 132423 at KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) [0x00019] in <cd473063d3a2482f8d93d388d0c95035>:0 132424 at KSP.UI.Screens.RDNode.ShowArrows (System.Boolean show, UnityEngine.Material mat, System.Collections.Generic.List`1[T] list) [0x0001b] in <cd473063d3a2482f8d93d388d0c95035>:0 132425 at KSP.UI.Screens.RDNode.InitializeArrows () [0x00023] in <cd473063d3a2482f8d93d388d0c95035>:0 132426 at KSP.UI.Screens.RDNode.Setup () [0x00194] in <cd473063d3a2482f8d93d388d0c95035>:0 132427 at KSP.UI.Screens.RDNode.Start () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 132428 at HideEmptyTechTreeNodes.ChangeTechTreeVisuals.Preload () [0x00087] in <795de9ae66fe4739afbc9c1bda6f0e9d>:0 132429 at HideEmptyTechTreeNodes.ChangeTechTreeVisuals.onTechTreeSpawn (KSP.UI.Screens.RDTechTree rdTechTree) [0x00029] in <795de9ae66fe4739afbc9c1bda6f0e9d>:0 132430 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0
  3. I prefer the Player.log. However, I see the following error in the log you provided: [EXC 09:11:41.286] FileNotFoundException: Could not load file or assembly 'ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:11:41.318] [B9PW] start bundle load process [LOG 09:11:41.319] [B9PW] Aquiring bundle data [LOG 09:11:41.373] [B9PW] Wing shader "KSP/Specular Layered" loaded. Shader supported? True [LOG 09:11:41.377] CustomShadersLoader::Start [LOG 09:11:41.380] [Wrappers]: ToolbarController is available. [EXC 09:11:41.385] FileNotFoundException: Could not load file or assembly 'ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 09:11:41.390] FileNotFoundException: Could not load file or assembly 'ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) You don't say how you installed your mods. You don't have the latest version of ToolbarController, the version you do have doesn't work properly. You need 0.1.9.6, you have 0.1.9.5
  4. You should ALWAYS provide the log files, saves time. And yes, they are needed
  5. How about posting a log file? Rather difficult to debug something without any diagnostic info.
  6. Most of the mods I found had code like if (target is ModuleDockingNode) Not really difficult to fix individually, just a lot of work to do in general.
  7. You should post in the Mechjeb thread, where people can help you. Also provide the FULL log file
  8. Wrong, it does. Also, for what version of KSP? For KSP versions 1.8-1.12, I was able to do this for you: Mods depending on CCC: CommunityResourcePack: B9 Part Switch: It has that ability now, recently added
  9. Sadly, after searching my mods, I found that 27of them have references to ModuleDockingNode, which is too many for me to get updated for now I may slowly add support for this, the changes aren't that difficult, just too many to do right now
  10. Sorry, I realized after I posted that my test install was the wrong version. I updated to post to reflect that
  11. @JPLRepo Ignore this report, I was testing on the wrong version, sorry
  12. Not disagreeing with you. But it was handled very poorly, and (rightly so) offended the author, not to even begin considering the legalities of using Harmony on KSP (thinking of the EULA). To that end, I'm supporting @JPLRepo by updating DockingCameraKURS to support his mod directly
  13. New release, 1.1.8.2 Renamed DLL for CKAN compatibility Added AssemblyFileVersion Updated version file for 1.12
  14. I've been using it on 1.12 for a while now, no problems. Check your install (would be a great idea if you only used CKAN to install mods which are supported by CKAN) and if you are still having a problem, post a log file New release, 0.5.33.4 Added AssemblyFileVersion Updated version file for 1.12
  15. Well, installing via CKAN will usually avoid most problems.
  16. @katateochiSince you haven't updated this since 2017, would you mind if I adopted it?
  17. Just an FYI, also helps to tag the mod author so they see it: @DMagic
  18. @GotmachineI reviewed that Github search you posted. It's not as bad as you implied. First, there were only two or three mods which have code which needs to be modified, and some of those may not even be supported anymore. One is mine (DockingCameraKURS), and for me, it would be a 3 line change. Another is DockingPortAlignmentIndicator, and it looks like a fairly simple fix for that as well. In fact, DPAI was a majority of the results of the search. Second, regarding all the patches which reference ModuleDockingNode, that's easily fixed by adding :FINAL to the patch which is supplied with this mod. If this mod is continued, I'll be happy to make the changes in KURS, and to assist anyone else who needs help making changes to support this mod
  19. Did you possibly install it by hand? I installed a few of those mods in my test, reinstalled toolbarcontroller using CKAN to get the latest, and it loads fine I don't see the following lines in your log file, it's absence indicates it's not loaded: 100 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_dev\GameData\000_Toolbar\Plugins\Toolbar.dll 103 Load(Assembly): 001_ToolbarControl/Plugins/ToolbarControl 106 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_dev\GameData\001_ToolbarControl\Plugins\ToolbarControl.dll
  20. New release, 0.1.9.6 Reverted DLL name change, too many mods were using the original name To those who posted about the problems: Please don't assume I can read your mind. Log snippets are fine, IF you include the full log. I had to make an install to test this out, a fix would have been faster if you all had provided the FULL LOG FILE which I always end up asking for anyway. Lucky this time I was able to quickly find the problem, you might not be so lucky in the future
  21. How many times do I need to say that I need THE COMPLETE LOG FILE?
  22. No, sorry. This was just a rewrite of the original way of getting new kerbals
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