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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, QuickExit 2.2.0.5 Moved initialization of vars into Start()
  2. New release, 1.6.7.4 Fixed initialization of vars in SelectEVAFuelType
  3. New release, 1.1.1.4 Moved initializations into Start() method
  4. New release, 1.1.10.4 Fixed MonoBahaviourExtended initialization, put UnityEngine.Random.InitState into Awake() method
  5. As I understand it, it would (sometimes) crash on a specific OS such as Windows, but not on another such as Linux. My understanding is that is because of the underlying Unity implementation. As an FYI, I've identified another 6/7 of my mods which are having this issue as well, I'm currently working on fixing all identifiable issues in my mods
  6. Just came across this article, interesting: https://www.space.com/hoags-object-perfect-ring-mystery.html?utm_source=notification Resembles this to a certain extent
  7. @RoverDude The first line in the OP has a broken link: Download via the USI Catalog Page
  8. It was pointed out to me that the crashes may be OS specific, so if, for example, you built and test on Linux, it may be fine, but crash on Windows. This applies to all mods with this problem, I'm currently in the process of reviewing all my mods for this
  9. @Nils277 I've fixed the issue and created a PR for you: https://github.com/Nils277/KerbalPlanetaryBaseSystems/pull/106
  10. In my case, hanging just before getting to the main menu, but it is somewhat random, so it could be doing other stuff
  11. I found the problem. It wasn't the lines I pointed out earlier, sorry. I did that while at work. But I just finished testing, the problem is this line at line 22 in the file: private Texture2D buttonTexture = new Texture2D(32, 32); The solution is to do this: private Texture2D buttonTexture; void Awake() { buttonTexture = new Texture2D(32, 32); } Regarding the severity, all I can say is that in my new career game, I have three mods (currently removed) which have this problem show up. When the mods are there, about 75% of the time the game will hang just before the main menu shows up. Once I removed those three mods, I haven't had a hang since. I've done a PR with the change, in case it's helpful: https://github.com/Starwaster/DeadlyReentry/pull/44 Regarding the log file, I can still send it if you want, but I was seeing the error on a regular, non-debug game
  12. Most definitely Yes You need a different install for its kurban changing mod
  13. Really? How can something die which has never been?
  14. Any chance you can test on 1.8.1? Anyone who want to test on 1.8.1, PM me and I'll get you the DLL which I've built. This will help eliminate any differences due to a different dll
  15. I'll say it again. Clean 1.8.1 install. Both DLCs. Everything else installed via CKAN. Then the debug environment was set up as follows: I built the environment using @sarbian's forum post here: I did notice that while running the WindowsPlayer.exe the log was much more verbose, as I would expect. It was showing errors which weren't doing anything in the regular game. I found similar issues in 3 of my mods and 3 other mods besides DR. When I get home this evening, I'll do a test with only DeadlyReentry and send you the log file
  16. Having good people in chat also helped, in that they/you were able to answer questions which I either glossed over or just forgot about (like the acronyms)
  17. I took a quick look at your code. I think the problem is here: https://github.com/Starwaster/DeadlyReentry/blob/d67940948b03dbe5b3654a8b81e99d31a16ba1bb/Source/DRToolBar.cs#L56-L63 You are initializing two things in the constructor: Assembly assembly = Assembly.GetExecutingAssembly(); FileVersionInfo fileVersionInfo = FileVersionInfo.GetVersionInfo(assembly.Location); and it's either one or both of them. If you like, I can test this sometime this evening (will be late) and submit a PR if that fixes it
  18. The log was volumenous. I was using a development system with the Unity debugger. This was 1.8.1 everything installed by CKAN. I was streaming at the time, found similar issues in 7 other mods, including 3 of my own. I'm traveling right now, will take a look at code when I get in.
  19. What do you get when you multiple 6 by 9? . .. ... .... base 13
  20. @Benjamin Kerman I just did a PR against this, https://github.com/BenjaminCronin/KerbalChangelog/pull/4 I've been seeing messages in the log about errors in this mod, turned out to be related to another. These two checks will prevent any issues with this mod and badly formatted files from other mods: Added checks for missing modName Added check for badly formatted version
  21. New release, 0.2.0 Thanks to @Jognt for this: Hide the IntakeAtm resource. Updated to KSP 1.8
  22. Did you have the latest version of FireSpitter installed (latest for whatever version of KSP you are playing)? Because that part depends on Firespitter to work
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