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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I found my problem, wasn't setting a local variable properly.
  2. Hi, I'm having a small problem here. I have code for the stock toolbar, and code for Blizzy's toolbar. I have a settings page, on which there is a radio-button which enables/disables the Blizzy toolbar. What I want to happen is, if you open the settings from the stock toolbar, and enable the Blizy toolbar, to have the stock toolbar button go away and a button added to Blizzy's toolbar. This works. I also want it to go the other way, meaning, if you open the settings from Blizzy's toolbar, and unset thebutton, that the blizzy toolbar button goes away and the stock toolbar button appears. This works about 75%. What happens, is that the Blizzy toolbar button does go away. But the stock toolbar button doesn't appear until I do a scene change. My guess is that I need to tell the stock toolbar to update, but don't know how. Is there a simple way? Thanks in advance. LGG
  3. Is this still active? Any chance for a 1.0.4 release? Thanks
  4. With about 112 mods installed, loading from a RAMDRIVE, time was: 2:45 minutes While I'm not sure it's relevent, I am starting it with OpenGL and -popupwindow ModuleManager has about 10396 patches Intel i5-4670K, overclocked to 4.3 Ghz (quad core) 32 gig of memory, 8 gig allocated to a ramdrive C drive is 256gig SSD, D drive is a RAID 10, consisting of 8 512 gig drives nVidia GTX 760 overclocked Windows 7, 64 bit LGG
  5. If you are running 1.0.4, you don't need it. Textures have been converted to DDS and ATM doesn't do anything with DDS.
  6. From that point of view, all games are "cheating" First you need to define what cheating is. The popular definition is: "act dishonestly or unfairly in order to gain an advantage, especially in a game or examination." See the last words "especially in a game". So if you are playing by the rules of the game (and make no mistake, KSP is a game), then you aren't cheating
  7. For the Spacecraft Thursday, how about asking for different people to submit craft and postings? You could have the first post be the featured craft, and possibly have the next 1 or 2 be "runnerups"?
  8. Why don't you ask for some help from some of the more experienced modders to remove the unwanted menu items? I don't think it's too hard. I really like this, but think that you should either make it much earlier in the tech tree, or make a new part which would be earlier but without the advanced experiment. Think about the Ranger series of probes that were launched in the early 60's LGG
  9. Yup. That was it, thanks. I have no idea how it got changed :-( - - - Updated - - - Blizzy78, Are you going to recompile the mod anytime soon for 1.0.4? I know it works, its just annoying that a warning message comes up every time that it is incompatible with 1.0.4 Not a big deal, just curious. Again, thanks for your help. LGG
  10. :-( It was, somehow it got changed to 4.5 :-( I'll recompile and try again, thanks for getting back to me quickly.
  11. Hi, I'm trying to use the ToolbarWrapper.cs in my mod that I'm writing. I'm having a problem in that if I merely include the file in my project (and yes, I did change the namespace to match my mod), I am getting the following error: [LOG 11:37:05.142] AssemblyLoader: Loading assembly at D:\KerbalInstalls\1.0 We Have Liftoff\test\KSP_1.0.4_mod_development\GameData\MinAmbience\MinAmbience.dll [LOG 11:37:05.144] Load(Assembly): SpaceTux/AS/Plugins/AutomatedScreenshots [LOG 11:37:05.144] AssemblyLoader: Loading assembly at D:\KerbalInstalls\1.0 We Have Liftoff\test\KSP_1.0.4_mod_development\GameData\SpaceTux\AS\Plugins\AutomatedScreenshots.dll [LOG 11:37:05.147] AssemblyLoader: Loading assemblies [ERR 11:37:05.165] AssemblyLoader: Exception loading 'AutomatedScreenshots': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'AutomatedScreenshots.ToolbarTypes' from assembly 'AutomatedScreenshots, Version=1.0.5678.19092, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass3' from assembly 'AutomatedScreenshots, Version=1.0.5678.19092, Culture=neutral, PublicKeyToken=null'. There are no calls to it, if I remove it from the project, it works fine. What am I missing? I'm using Xamian Studio. Thanks in advance. LGG
  12. Thank you! Unfortunately, it doesn't work, it still does the screenshot too soon.
  13. For now, I've added code which waits 1 second before doing the snapshot. I feel this is a kludge, and would like to do it better. Any ideas?
  14. That's what I thought. Thanks. - - - Updated - - - If you could point me to an example, that would be a big help. I'm just getting started in this kind of programming, and, while I know threading very well, i don't know how to do it in Unity yet. Thanks.
  15. Is this done asynchronously? I'm asking because I first call it, and then the next line I try to convert it to a jpg, and I'm getting an error that the file doesn't exist. Thanks
  16. I'm trying to do a screenshot on a scene change. What I want to happen is to allow the scene to change, and then when the new scene is displayed, to do a snapshot of that. I can detect scene changes using the following code: private void RegisterEvents () { Log.Info ("registering events"); GameEvents.onGameSceneLoadRequested.Add (this.CallbackGameSceneLoadRequested); GameEvents.onLevelWasLoaded.Add (this.CallbackLevelWasLoaded); } // Set flags when scene change requested private void CallbackGameSceneLoadRequested (GameScenes scene) { Log.Info ("CallbackGameSceneLoadRequested"); this.gui.SetVisible (scene == GameScenes.MAINMENU); if (AS.configuration.screenshotOnSceneChange) { this.newScene = true; this.sceneReady = false; } } // Set the sceneReady flag so a snapshot can be taken private void CallbackLevelWasLoaded(GameScenes scene) { this.sceneReady = true; } public void Update() { // All excess code stripped for clarity if (this.newScene && this.sceneReady) { newScene = false; do { cnt++; pngName = FileOperations.ScreenshotFolder () + configuration.filename + cnt.ToString () + ".png"; } while (FileOperations.ScreenshotFolder ().Contains (pngName)); Log.Info ("AutomatedScreenshots.Update: Screenshotfolder:" + pngName); Application.CaptureScreenshot (pngName); } Unfortunately, this isn't doing what I want. It appears that the scene has changed, but it hasn't yet been displayed. I suspect it will have something to do with refresh, but would appreciate a pointer here. Thanks LGG Edit: I added the update function for clarity I also tried using the LateUpdate function, but no change
  17. While I am disappointed (I was hoping to watch it while recovering from surgery), I fully understand. I'd rather you do a better job than to rush, and if this means I wait until August, well, then I wait. Enjoy your vacation. LinuxGuruGamer
  18. Put an oversized heatshield on the bottom of the Science Jr. Works well, just be sure it sticks out beyond the sides of the Jr.
  19. The check for a flight computer, does that include mechjeb? Also, how about, if kOS is installed, a check that an unmanned ship have the kOS computer installed? I would list this as either an info or a warning since it can still fly and be controlled. LinuxGurugamer
  20. THANK YOU! I didn't think the injecting was the right way to go, but had to ask.
  21. Hi, While I would appreciate some help with the actual answer for the following questions, I would also appreciate pointers on where to find the answers myself: I'm using Xamarin Studio on Windows 7, if that is relevant. I am trying to write a mod which will take screenshots at specific events during a game. I am trying to find out the following: 1. I have looked in the references for UnityEngine, and while I found a Screen class, I don't see anything which would be something like screenshot, screencapture, etc. 2. Alternatively, I am also looking if there is a way to inject a keystroke into the stream. I'd prefer #1, since there are a number of things which I'd like to do and that is a better way. Thanks in advance
  22. Would it be possible to add an automatic mode, so that it would automatically do a screenshot every x seconds. Ideally, this would be toggled by a keystroke. Personally, I'm not too worried over disk space, I have a terabyte of empty disk to play with.
  23. Sure, I'd be happy to do that. Two things: 1. Can someone come up with a patch for the heat values? If you just give me the values, I can write the ModuleManager patch. 2. I'd like opinions on whether to keep the following in: // Fix solid booster having thrust when limiter is zero // Following from nicogusuarez // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2039003&viewfull=1#post2039003 // Fix solids. @PART[KWsrbGlobeI] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } @PART[KWsrbGlobeV] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } @PART[KWsrbGlobeVI] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } LinuxGuruGamer
  24. Too many times, I use MechJeb with autostaging. Launch the ship, and watch in frustration as ALL the fairings stage because they were right above the engine.
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