-
Posts
24,950 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
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 -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
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 -
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
-
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
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. -
How do I find the mods that require a certain mod
linuxgurugamer replied to jlcarneiro's topic in KSP1 Mods Discussions
Done -
How do I find the mods that require a certain mod
linuxgurugamer replied to jlcarneiro's topic in KSP1 Mods Discussions
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 -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
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 -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
Sorry, I realized after I posted that my test install was the wrong version. I updated to post to reflect that -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo Ignore this report, I was testing on the wrong version, sorry -
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, installing via CKAN will usually avoid most problems. -
@katateochiSince you haven't updated this since 2017, would you mind if I adopted it?
-
[1.12.2] Fix Stock Docking Nodes (7th August 2021)
linuxgurugamer replied to JPLRepo's topic in KSP1 Mod Releases
@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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] Toolbar Controller (for modders)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
How many times do I need to say that I need THE COMPLETE LOG FILE? -
[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, sorry. This was just a rewrite of the original way of getting new kerbals