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Everything posted by Ziw
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Poehali! Infernal Robotics 2.0 release, built for KSP 1.1 build 1230 REQUIRES CLEAN INSTALL (Delete old MagicSmokeIndustries Folder in your GameData folder) New Features: Redesigned UI to Unity5 UI IR Build Aid - turn on visual aid in VAB/SPH to see servo range overlay Drag and Move servos in editor by holding Left-Ctrl while clicking on a servo and dragging. Settings window to control UI scale and transparency. Minor changes: Uncontrolled servos can be moved to position (VAB/SPH only) Servo movement in VAB/SPH now obeys speed settings for servo. Module renamed to ModuleIRServo, but has an alias for MuMechToggle for backwards compatibility. We encourage all part makers to change the name in part.cfg at their earliest convenience. Changes from beta4: A bit less log spam Different approach to loading a bundle Added HostPart to the API for Servo Fix inverted Servo movement with Ctrl-Grab Important notice! Legacy Parts are now a separate download. Core of the mod is distributed partless. This is a beta version for a pre-release version 1.1 of KSP, so there WILL be bugs. Please report bugs and ask questions in this thread. Download (release): https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.0 Legacy Parts download: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0-beta/IR-LegacyParts.zip A huge shoutout to @ZodiusInfuser for his help in building and perfecting new UI. Also mad props to @larkvi, @kujuman and @Btsimmons2 for helping out with testing the new UI and IR overall. -
I would be glad to see them reported in IR thread. Apart from interaction of docking ports with IR parts there should be no major issues with IR, unless you also TweakScale them.
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Nice ones! @ZodiusInfuser, take a look!
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What is so hard with IR interface? It is a serious question, I'd appreciate feedback in main IR thread.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Ok, I need test subjects ahem volunteers to test out the new UI for IR 2.0. I don't want to make it public yet, but I could use some help testing. PM me if you have time this week to test out new IR rigorously. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
If you would carefully read the original post you just quoted, you would find this link in recommended downloads section -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Small teaser. No comments -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
There is some nice progress on the UI, but we're only about half-way through. I do want to push for a first beta on Friday, but it really depends on how smoothly everything goes from here Will tease you with bits of new UI soon (tm). -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
It seems like AssetLoader only supports one GameObject per bundle, which is sad. Oh well, maybe it will save somebody else couple hours of frustration... -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
@sarbian I'm having troubles loading more than one Asset from AssetBundle given your method from the OP. I use this code: public void Start() { BundleDefinition bd = AssetLoader.GetBundleDefinition ("MagicSmokeIndustries/AssetBundles/infernalroboticsui"); if (bd != null) { Logger.Log ("Found IR UI Bundle Definition. Listing Assets"); foreach(var ad in bd.assets) { Logger.Log ("Found AssetDefinition:" + ad.name + ", type = " + ad.type); } } AssetLoader.LoadAssets(OnPrefabsLoaded, bd.assets.FindAll(s => s.type == "GameObject").ToArray()); } public void OnPrefabsLoaded(AssetLoader.Loader loader) { Logger.Log ("OnPrefabsLoaded was called"); for (int i = 0; i < loader.definitions.Length; i++ ) { Logger.Log ("Examining definition: " + loader.definitions[i].name + ", objects[i] = " + (loader.objects[i] ==null ? "null" : loader.objects[i].name)); if(loader.definitions[i].name == "FlightServoControlWindowPrefab" && loader.objects[i] != null) { controlWindowPrefab = loader.objects [i] as GameObject; controlWindowPrefabReady = true; Logger.Log ("Successfully loaded control window prefab"); } if(loader.definitions[i].name == "FlightControllerServoGroupLine" && loader.objects[i] != null) { controlWindowGroupLinePrefabReady = loader.objects [i] as GameObject; controlWindowGroupLinePrefabReady = true; Logger.Log ("Successfully loaded control window Group prefab"); } if(loader.definitions[i].name == "FlightControllerServoLine" && loader.objects[i] != null) { controlWindowServoLinePrefab = loader.objects [i] as GameObject; controlWindowServoLinePrefabReady = true; Logger.Log ("Successfully loaded control window Servo prefab"); } } } And the first prefabs loads perfectly, but all others have corresponding loader.objects set to null for some reason, although they list perfectly fine as Game Objects, and if I only load one of each - they work. Moreover I see some errors in log like this (although it does not seem to affect the load of the first GameObject from the Bundle) The AssetBundle 'file:///Users/stepanandreev/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/MagicSmokeIndustries/AssetBundles/infernalroboticsui.ksp' can't be loaded because another AssetBundle with the same files are already loaded -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
Take a look here There is a dynamic combo-box code somewhere there -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
Prefabs are fine if you have fixed UI so you can create it in advance in Unity Editor. If your UI is dynamic - you need some way of creating UI dynamically via code. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
So, here we go. https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.0-alpha It is best to do a clean install and then add parts afterwards (Zodius parts and/or Legacy parts from 0.21.4). Just remember that wheels from Rework pack are broken and will not be fixed anytime soon unfortunately, but you can use stock wheels + rotatron to mimic the functionality. In my limited tests all pure IR parts behaved properly, but I had like 30 minutes to play with them, so if you do encounter something new - feel free to post the logs ans screenshots here. -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
Please, read the thread.... This exact question was answered on the previous page by Thomas P -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
Amazing how people don't read the OP. @sarbian take a look here on my humble attempts at creating an window abstration. And this is an example of use. It worked fine in my separate U5 project, but I did not have much time to tinker with it. Feel free to use any part of the code if you want to start a proper library. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
I'll put up beta version later today for everybody to test. Just avoid wheels as they are utterly broken -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
It's not what I remember, I remember an exception being thrown inside KSP's code when you went from KSC straight into Launchpad by selecting the craft without going into VAB/SPH first. Anyway, it's all in the past now and now it works perfectly fine, I've already changed my code. BTW Mr Roverdude in his USI LS mod never checks for AppLauncher.Ready and goes straight into ApplicationLauncher.Instance.AddModApplication in Awake(), that is I why I thought this check is redundant now. -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
But GameEvents.onGUIApplicationLauncherReady was broken in 1.0.5, that is why everyone built a workaround, but I agree with you and will fix accordingly -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
The parts still work, except for wheels, so you would be able to use them all, be it Legacy or Rework. -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
I get it now, I'm just curious why it was needed before. And adding button to AppLauncher works perfectly fine even if AppLauncher.Ready is false. -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
I don't know why, but AppLauncher.Ready is always false for me in Awake, so I just removed that check as all other mods updated for 1.1 already did and was finally able to see my beautiful icon, and I believe it should be mentioned somewhere here. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Just as a heads-up: I've made both IR and IR Sequencer work in 1.1 pre-release, but I want to redo all the UI to new system while I'm at it and this will take some time. If you want me to release IR and Sequencer as is, I can do it, although UI looks a bit weird (at least on my mac) - all blurry and a little bit off due to different font in KSP and I do not plan to fix old UI code. -
Info on how to convert your Plugin to KSP 1.1
Ziw replied to sarbian's topic in KSP1 C# Plugin Development Help and Support
@sarbian I did not yet fiddle with prefabs, all I experimented with were some UI elements created and arranged (via AutoLayout) purely from code and some .png files for backgrounds and buttons. If we can get access to KSP's prefabs for some UI controls it would make a lot of things easier, as you won't need to create them from scratch.