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Everything posted by linuxgurugamer
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[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
linuxgurugamer replied to theJesuit's topic in KSP1 Mod Releases
My mod list: https://www.dropbox.com/s/1wqdal9wk52a84r/WhereNoKerbal.txt?dl=0 Pretty much the same, I don't think I've changed any part mods. If you want fun with CKAN, you can try to load all the mods with this: https://www.dropbox.com/s/xz40c0rf8trr7yw/WhereNoKerbal.ckan?dl=0 -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
linuxgurugamer replied to theJesuit's topic in KSP1 Mod Releases
@theJesuit There is a problem with the Tetrix Tech tree. See the picture below for reference The 4 nodes in the 4th column are unresearchable because "technology has unresearched requirements" -
Very nice, i like the vertical format. Just got started in a career with a different tree, but I’ll keep this in mind for later
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
How do you build releases? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
linuxgurugamer replied to stupid_chris's topic in KSP1 Mod Releases
@stupid_chris I'd be happy to help with official builds,etc. Contact me if you are interested -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
linuxgurugamer replied to blackrack's topic in KSP1 Mod Development
And what is a white hole,if it isn't a star? -
Help with getting in touch with anyone
linuxgurugamer replied to todunaorbust's topic in Welcome Aboard
Absolutely! You just did. Welcome to the forums, where lots of people love to help. post away and enjoy the response -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Like I said,doesn't hurt,they were warnings, but it obviously helps to remove warnings. But, here is an updated version: https://www.dropbox.com/s/iywr31dl69sg4ra/FTP-Patches-v2.zip?dl=0 -
TLA_DEBUG_STACK_LEAK
linuxgurugamer replied to Commodore_32's topic in KSP1 Technical Support (PC, modded installs)
Player.log, please, this one is mostly useless for this sort of thing. And I asked for another just to have some fresh info. One thing I did notice, was that you seem to be using a very old mod, Fantom Works, and there are a lot of issues with the parts such as: ERR 16:03:35.590] PartCompiler: Cannot find Part of type 'Strut' ERR 16:03:35.598] PartCompiler: Cannot clone model from 'Fantom Works/Kirage 2000' directory as model does not exist [ERR 16:03:40.456] PartCompiler: Cannot replace texture as cannot find texture 'biPlane' to replace [LOG 16:06:03.587] Cannot find InternalProp 'B9_AbortButton2' You are alsu using SXT, and either you are using an old version or you haven't followed the instructions in the README: [ERR 16:05:46.158] PartCompiler: Cannot replace texture 'fueltTanks_cm' as cannot find texture 'Squad/Parts/FuelTank/Size3Tanks/fueltTanks_cm' to replace with And I see you are using BDArmory, which is where the errors (NullRefs) appear to be from, the errors start happening right after a part is deleted. Have you inquired in the BDArmory thread? -
I ran into this problem a month ago, and first spent several hours isolating it down to two specific mods, and then today I spent a number of hours debugging it. What made it strange was that the two mods both worked perfectly by themselves, it was only when both were installed that the problem showed up. It was very strange., you can read about the issue here: The problem of multiple buttons when both Fill-It-Up and Progressive-Colonization are present (and most likely Werner's Checker as well) arises because both mods are replacing the listener of the EditorLogic.fetch.launchBtn.onClick. Then, when the button is clicked, BOTH replacements are called, and then both of them are invoking the EditorLogic.fetch.launchVessel This isn't a bug in either mod, it's a bug in the implementation since there is no way for a mod to get a delegate of a button which is an unknown method. While it's possible to remove all listeners, the only one this would work for would be the last mod initialized, since it would remove all others. Ideally, what should happen is one of the following (for the purposes of this discussion, I'll refer to both mods via abbreviations, and also assume there are only two mods, but this applies to any number of mods): The new UnityAction which each mod adds would be called simultaneously, and then only when both have finished, the original delegate (EditorLogic.fetch.launchVessel) would be called. The first mod initialized would be called first, and when it was done the second mod would be called, and finally the original delegate would be called. A mod will specify a priority when initializing . This can't be solved by one mod, a solution needs to be implemented and used by all mods which replaces the delegate(s) of this button. I am working on a solution for this because: I found the problem I have at least two mods affected by this problem I'm writing a tiny mod which will be used by any other mod to control access to this button and it's delegates: class ButtonManager { void InitializeListener(UnityEngine.UI.Button button, UnityAction delegate); int AddListener(UnityEngine.UI.Button button, UnityAction delegate, int priority = 5); void RemoveListener(UnityEngine.UI.Button button, UnityAction delegate); void RemoveListener(int listenerId); int GetListenerCount(UnityEngine.UI.Button button); void RemoveAllListeners(UnityEngine.UI.Button button); void InvokeNextDelegate(int currentDelegateId); void SetModeSequential(); void SetModeSimultaneous(); } The priority will be used to determine the order of listeners to be called. Higher priorities will be run first. For the Sequential mode, mods with the same priority will be run in the order initialized. InitializeListener Initializes the mod to work with the specified button. The delegate should be the same as what the default it, it will have the lowest priority AddListener Adds a delegate to a button with a specified priority. Returns a listenerId, used below RemoveListener Removes a delegate from a button GetListenerCount Gets a count of all the listeners RemoveAllListeners Removes all except the default listener InvokeNextDelegate Tells the mod to call the next delegate on the list SetModeSequential SetModeSimultaneous These two can set or change the mode, sequential will run one delegate at a time, simultaneous will run all of the same priority at the same time, and then the next lower, etc I hope to have this finished in the next few days, and will first implement it in my mods.
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I've found the cause of the problem, and it has nothing to do with the ScenarioModule, that was a red herring. It turns out that both mods are intercepting the Launch button, and then something odd is going on, I haven't yet figured out what is wrong. This only happens with these two mods (that I know of) because of this particular behaviour. I'll update this once I have it fixed
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He probably got the game long before it was on steam Actually, a year and a 1/2 is not bad at all. Many games have taken 5 to 7 years to fully develop.
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What ever happened to MatoroIgnika?
linuxgurugamer replied to Interplanetary Engineer's topic in The Lounge
His twitch is now Matoro Https://twitch.tv/matoro -
Because that what happens when you make something smaller in IRL
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Last month I discovered a very odd interaction between two mods FillItUp and ProgressiveColonization. The problem occured when leaving the Editor and going to launch. Everything works fine in the editor: but after launch: You can see how buttons have been doubled. FillItUp uses the ToolbarController, ProgressiveColonization uses the stock AddModApplication() I've spent several hours on this, and the only thing I found was that the method calling AddModApplication() is inside a ScenarioModule, which happens to be an abstract class inherited by two other classes, one for the Editor and one for the Flight scene. When I merely change the class from a ScenarioModule to a MonoBehaviour, the toolbar work correctly. Oddly enough, even when I disable the AddModApplication() call in ProgressiveColonization, the problem still happens. ProgressiveColonization uses this method: PopupDialog.SpawnPopupDialog So is it ok/normal to use ScenarioModule this way (as a replacement for MonoBehaviour)? And even though it does inherit from MonoBehaviour, certain methods, such as Awake(), Start(), etc aren't available to be used (ie: they don't get called)
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I do not support Kerbalism, no idea if it works there. If someone were to submit a patch for it, I'd accept it, but that's as far as I will go