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Everything posted by UltraJohn
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
@zapsnh So you are trying to create a GUI that lets you change the config options in realtime ingame, if I understand that correctly? I'm unsure how or if it's even possible to use the methods to overwrite config nodes, and if that would still require a game reload to take effect, as it probably doesn't alter the in memory config nodes that are already loaded. As you say, it would indeed require a rewrite to allow this functionality directly in HUDReplacer, which I do not have the time for currently. You are ofcourse welcome to submit merge requests, if you think you've got a great implementation that seamlessly integrates! As for the freeze, that will happen whenever you are replacing a lot of textures at once, hence why I really only let it do that during scene load (with the exception of something like the KAL editor as that loads after you try to open the interface.) -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
1.2.12-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.12-beta What's Changed Editor category buttons can now be monochrome color. Advanced editor category buttons can also now be colored. New config options: EditorCategoryButtonColor = 1,1,1,1 EditorCategoryModuleButtonColor = 1,1,1,1 EditorCategoryResourceButtonColor = 1,1,1,1 EditorCategoryManufacturerButtonColor = 1,1,1,1 EditorCategoryTechButtonColor = 1,1,1,1 EditorCategoryProfileButtonColor = 1,1,1,1 EditorCategorySubassemblyButtonColor = 1,1,1,1 EditorCategoryVariantsButtonColor = 1,1,1,1 EditorCategoryCustomButtonColor = 1,1,1,1 Thanks to @zapsnh for this update! -
[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
UltraJohn replied to zapsnh's topic in KSP1 Mod Development
It's a bit tricky getting it to work with modded icons, since it can depend very much on the order that the game loads the mods in and how the mods code their stuff in. Generally speaking it's very simple to replace a texture just by making a config in HUDReplacer and adding a replacement texture, but if the mods load after HUDReplacer, then it might not be able to "see" the icons existing yet. There's not really an easy way to automate this without writing your own patches for those mods. See the KAL 1000 harmony patch for a reference guide on how to write such a patch.- 150 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
That is just the spacer used to separate lines in the log. If you don't see any specific textures listed in between, you need to hover over your mouse on the element you want to grab (if using the hotkey D.) -
I haven't myself run into a problem of the game creating stock alarms by itself. Do you have a way to reproduce this? Potentially could it be another mod that is making the alarms?
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Just a quick update, I am taking a small break currently due to being busy with real life and work at the moment. When I have the time I will continue adding the requested features! Should hopefully be soon™. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
I like it! -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
@Nazalassa Hey thanks! I wish there was some easy way to automate this, but unfortunately it's going to be a per-element case where I have to individually write code for every single piece of text in the game. The same goes for adding custom opacity values to textures. Actually thinking about it some more, I have a few ideas I'll have to test when I have the time to do so. The challenge is figuring out how to dynamically link the cfg file to the text elements in game. How would the cfg files be formatted to support this? I wonder if every text element has a designated internal name, just like the textures do.. I'll see what I can come up with On a side note, I have thought about changing the license of the mod, since I never really intended to use the current one, but I just picked whatever at the time to get started. Not sure how I go about that in terms of CKAN metadata. Anyone know? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Hi! You can do that without using this mod, by using the default hotkey to hide the UI (F2), but you'll still have to recreate the custom overlay yourself. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Yeah you could replace the navball_bg texture, but the needles would still only move within the original positions. You could probably overwrite that with a mod however. From a quick look, that might be possible by changing the RotationalGauge property of GeeGauge. There's a value for maxRot, and possibly changing the clamping in the SetValue() method. Same for the throttle gauge. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
I will definetely look into it, as I feel like it wouldn't make sense NOT to implement it in a mod that's all about customizing the UI! With that said, it's a lot of work to do, which is why I've so far only included the ones people have asked me to add. When I designed this mod originally, the intent was for everything to be automated by replacing just textures, without requiring modifying stock code, or adding any more bespoke logic. But that only works for 99% of textures, with a few exceptions like the PAW and the KAL window, etc. And ofcourse all text would then need to be manually coded in. If you're up for the task, it would help a lot with a list of elements that needs to be included, such as like you said, the pause/load/save menu. Preferably screenshots with outlines of each element. (I quickly lose track of what is what ingame from just a list of words ) -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Most text is stored in the TextMeshProUGUI components. You can set the color directly on these. Here's an example of how I did it with some of the PAW stuff. -
[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
UltraJohn replied to zapsnh's topic in KSP1 Mod Development
Btw, I wouldn't really recommend doing this loop in a method that runs during gameplay. I would imagine it's gonna cause a cpu time spike whenever your navball changes. Instead I think you should run this once on Start() and cache the reference to the Texture2D object.- 150 replies
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
UltraJohn replied to zapsnh's topic in KSP1 Mod Development
Did you use the LoadingBufferMask class? I wonder what would happen if you were to run: LoadingBufferMask.Instance.Hide(); Edit: I nevermind, that's an internal property.- 150 replies
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
UltraJohn replied to zapsnh's topic in KSP1 Mod Development
It actually sounds feasible, though not something I'm going to implement. I reckon you'd have to go into the two classes ThrottleGauge and GeeGauge, recreate these two classes to have a LinearGauge property instead of a RotationalGauge. Then finally figure out where these two classes are originally instantiated and use a harmony patch to replace the instantiation with the new version. Though honestly I doubt it would be that easy lol. I think the scope of this change alters too much the original code of the game for it to be included in HUDReplacer.- 150 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Can you screenshot it? And probably post a zip with those textures, so I can try them out myself and see if I can replicate it. Also just checking to make sure, but it wouldn't happen to be from TUFX post processing or something like that? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Glad you're having fun! If you mean these, then I have no problem changing the color of these buttons by just recoloring the texture itself. Is there a specific one that doesn't work? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Ah alright then. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
It probably has something to do with how RP-1 loads its UI elements, and that conflicts with the default behaviour of the game somehow. I can try to take a look at it with the debugger and see if there's any obvious issue. I think this is the patch that modifies the original rep bar. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
1.2.11-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.11-beta What's Changed Added new recolor option for the SAS and RCS buttons. Example: SASDisplayOnColor = 0,1,0,1 SASDisplayOffColor = 1,0,0,1 RCSDisplayOnColor = 0,1,0,1 RCSDisplayOffColor = 1,0,0,1 -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
1.2.10-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.10-beta What's Changed Added new config option: onScene. Check the readme for an explanation. Potential fix for texture paths containing slashes ( / ), for example RP1 textures. @Nazalassa @zapsnh Let me know if this fixes the RP1 issue. It should load the textures now with no additional change necessary in the configs. For example 'RP-1/Resources/confidence_background' is just 'confidence_background.png' the rest is ignored. I haven't tested it much but it seems to work. I've flagged it as a pre-release until I know it won't break other stuff (to avoid ckan update.) -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Hey! @Nazalassa Sorry for getting back late. I've been quite busy lately, but I will take a look at your proposed idea later tonight. At a quick glance, solution1 would probably not be feasible, as files cannot contain slashes (atleast in Windows,) unless I'm misunderstanding what you mean, but option 2 might work. I'm not sure why this needs the prefix specified, as the code just looks for the texture name itself, and not the whole file path. Again, I might be misunderstanding what you mean. Can you provide a link to the textures in question? e.g. the source to the github page or whatever, so I can get a better idea of how to go about this. And contextual loading, sounds like a good idea! Will look at that as well. It would be super great if you could provide me with a mockup/test version of what you would like, that way I can quickly plug into my gamedata to implement the functionality exactly how you describe it. Basically just a folder with the textures + config set up for the onScene stuff. Edit: Oh and for transparency, I'm not sure exactly yet. I will have to test. And if you can screenshot some of the elements in question, that would also help me visualize! I don't even remember any of those being transparent to begin with. Then again, I haven't played in a while lol -
@JadeOfMaar Hey! I'm probably not the best person to ask for help, as I just trial and error'd myself along the way looking at the other TURD configs But what I used to make mine is enabling the UV export flag in the cfg file for TU. That would be in 000_TexturesUnlimited/GeneralConfiguration.cfg and set exportUVs = true. This will on game load export every UV map for every model, sorted into separate folders for each mod. You can use these SVG files in combination with the DDS files to overlay where on the texture that the RGB paint file needs to be covered. Then it's just simply to create the preset cfg to enable it on the files. Do note that as far as I can tell, your part cannot also have switchable ModulePartVariants modules on them. Or atleast that's what the default TURD config removes from the parts before applying the recolors. For the recolor not appearing, did you make sure to add a KSPTextureSwitch module? If you are copying from my preset you should know that it also clones from the stock TURD preset, and thus require that preset installed to work. ( e.g. +KSP_TEXTURE_SET[MWNN_Stock_Paint] ) The one thing I never got around to figuring out, (as it's above my experience level of graphics design) is to get the specular maps working properly, so I just opted to not use them.
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So there is definetely a bug with the latest version. When you switch to a different vessel during flight, the toolbar button will disappear and the trajectories window will open by itself, and there is no way to close it again, since the toolbar button is gone. Should be fairly easy to reproduce. KSP.log
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[1.12.x] Textures Unlimited Recolour Depot
UltraJohn replied to Manwith Noname's topic in KSP1 Mod Development
A config pack for TAC Life Support. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-TACLS/releases License: GNU General Public License v3.0