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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Well, thanks for the log file. I wonder, did you look at it? Lots and lots of exceptions, in almost everything you have except Smart Parts. Very specifically, your AGX problem is probably related to the following error: NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGXOtherVessel.LoadGuiNames (System.String loadNames) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXOtherVessel..ctor (UInt32 FlightID) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGExtExternal.AGX2VslToggleGroup (UInt32 FlightID, Int32 group) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.MonoType.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParameters) [0x00000] in <filename unknown>:0 at System.Type.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <filename unknown>:0 at Lib.AGXInterface.AGX2VslToggleGroup (UInt32 FlightID, Int32 group) [0x00000] in <filename unknown>:0 at Lib.Helper.fireEvent (.Part p, Int32 eventID, Int32 AGXgroup) [0x00000] in <filename unknown>:0 at Lib.RadioControl.receiveCommand (Lib.RadioControl sender, Int32 group, Int32 transmitChannel, Int32 agxGroup) [0x00000] in <filename unknown>:0 at Lib.RadioControl.transmitCommand (Single groupID, Single agxGroupNumB) [0x00000] in <filename unknown>:0 at Lib.RadioControl.transmit_GUI () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  2. Wow, that's a really nice picture. Totally useless! I need a log file, which you STILL haven't posted.
  3. Ok, this is what I'll do: I'll do a PR in a few minutes of just the code file. Once that's been merged, I'll do another PR of everything else, you can decide at that point whether to keep it or not.
  4. ummm, duh! I'm tired. You don't right-click to activate, try hitting the - key (minus) to cycle through them.
  5. I've been trying to figure out how to get a CRC or MD5 of a texture. I need this because I'm working on a mod to hide toolbar buttons, and the only unique data which is consistent between buttons is the texture. There isn't anything else I can find which will uniquely identify a button. But I can't figure out how to do this, the RawImage which is stored in the sprite seems to be hidden so deep I can't find it. any ideas? This id needs to be consistent between different game runs, so I can't use the object hash, since that changes every game run
  6. So I have it working, it was actually a one line change to fix a bug. That being said, I did make a couple of other minor changes, as well as creating the necessary support files for a VisualStudio compile.Would you like just he c# file, or the whole thing?
  7. @Error_Sophius I noticed that your file "Draggablealtimeter.cfg" is stored in the same directory as the dll. This can be a problem because every time the game loads, it sees the cfg file and loads it, if the file has changed then ModuleManager will see that and rebuild everything. I'm going to move it into a data directory (PluginData), which gets ignored by the game at load time I just saw in your Makefile that you already do this
  8. FYI, there is a patch waiting for me to pull which makes a lot of adjustments. It's a bit patch, and I've been a bit busy, but I'll try to get to it this weekend.
  9. You shouldn't have to edit the file, KRASH checks to see if it needs to load the saved copy. For example, if you close the program in the middle of a sim, etc. Same thing as a CTD. KRASH works differently than KCT. Send me your save file. Since you have migrated it from 1.1.1 on up, I wonder if there is something odd in the file
  10. Ok, thanks for the heads-up. Have you thought about merging the two mods? The solution I'm probably going to do will be the same for both.
  11. I wonder if this could be related to your craft? I've had other people not have any issue. This mod is sensitive to craft design. Can you post the craft file please?
  12. Essentially, it will set the position when responding to scene changes (there are some events for that), and will save the position when done dragging
  13. Not too difficult. I'll add some code which simply saves the position somewhere, and updates it during the update (or maybe just the scene changes). The only think I need to decide is whether this will be per-save specific, or global
  14. Would you like me to do the code to save the position for you?
  15. I'll see what I can find out. Did you raise a github issue? both of you, can you do the following: Clean install, put this mod and Hyperedit into it. Create a plane, docked to a station, in the SPH. Launch, and hyperedit it to orbit. Undock, and see if it works Thanks
  16. The license is MIT, the author, @amankd hasn't been around or responsive. Why don't you fork it and come out with a new version?
  17. I just tested the latest build with AGM, it looks fine.
  18. New release for 1.2.1, please go to the new thread here for all future discussions:
  19. This is a contuation of the Quantum Struts as originally made by @BoJaN, and continued by @toadicus. The torch has been passed to myself, all future dicussions should be ehre: QuantumStrutsContinued is the continuation of QuantumStruts by BoJan, providing a set of toggleable, magical strut parts to assist in construction outside the assembly buildings. Also includes a set of ModuleManager patches by K3|Chris for adding KAS functionality to the strut parts. ModuleManager and KAS not included. Point them at a part you want to strut and it'll be held rigid. You can turn them on or off either by right clicking or with action groups. They only strut across one vessel so if you have some reinforcing a decoupler or docking port, once you detach, they will be put in 'standby' until you reattach something that hits their line of sight. Don't point them at each other or massless parts because Bad Things happen. If you use them reinforce an Infernal Robotics joint, be sure to deactivate them before moving the joint or Bad Things will happen. The strut gun and quantum strut are functionally the same thing, they just look different. You also don't need the core at all. Note: Version 1.7.3 is for all versions of KSP up to 1.6.1 Version 1.7.4 is for KSP 1.7 and later, and you MUST read and follow the instructions in the README file (not needed in latest version) DEVELOPMENT NOTE: I have adopted this mod for maintenance only and am not actively developing it. That said, if you find a problem or have a request, feel free to ask and I'll see if it fits in my schedule. DOWNLOADS: SpaceDock: http://spacedock.info/mod/301/QuantumStrutsContinued Source Code: https://github.com/linuxgurugamer/QuantumStrutsContinued License: BSD https://www.patreon.com/linuxgurugamer LEGAL: QuantumStrutsContinued Continued from QuantumStruts by BoJaN. Used by permission. ModuleManager patches © 2014 K3|Chris. Used by permission. Copyright © 2014-2015, toadicus All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +3102+'kerbal+space+program'>+3102+'kerbal+space+program'>
  20. ok, then I'm going to retire the patches I have to make them work in stock (non-FAR)
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