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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
It's 2AM and I made this abomination. Getting close to finishing up the next update! I think it's time for bed now.. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
So interestingly while I was finding the correct places to hook into these colors, I found that there's four different method calls for setting the color. ProtoStageIconInfo.SetMsgTextColor() = Text color (red) ProtoStageIconInfo.SetProgressBarColor() = Fill color (purple) ProtoStageIconInfo.SetProgressBarBgColor() = Fill background color (blue) ProtoStageIconInfo.SetMsgBgColor() = ???? (yellow) I can't really tell if the yellow one is supposed to be the background color (shadow) of the text. Still gotta find out where the hook for the green title background color is as well. I thought it was gonna be the yellow one, but oh well. Edit: nevermind, that IS the correct one! I guess I got my RGB's wrong Now what would this fuel slider menu thing even be called? Is that what a 'Proto Stage' is? lol. What do you guys suggest I name it for the config? -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Could you check whether TUFX is shading it? (the blue background yes?) Is it not one of these: stageTotalDeltaVColor = 1,1,1,0.957 stageGroupDeltaVTextColor = 0.816,0.816,0.835,1 stageGroupDeltaVNumberColor = 1,1,1,0.957 I need a better method of remembering what setting is for what... lol -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Hmm very strange. I don't recall noticing those green pixels ingame when I tried the latest version of Ztheme? And those darker pixels look very odd indeed. Is that the green bars? If you can screenshot and circle out each thing on the list you want done, it would be easier to remember what is what But anyway I'll see what I can do. I've already got the blue buttons finished! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
Found another issue with CC. SubjectParser.cs Line 45 is throwing an error when the biome is null and then parsed into a list using [] brackets. I've created a merge request on github to fix the issue. https://github.com/KSP-RO/ContractConfigurator/pull/21 Once again thanks to @JonnyOThan for helping find the cause!- 5,225 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Doesn't the altimeter disappear when your vessel is destroyed? That would mean there should already be a method call somewhere you can use to simulate the same behavior. It might be more optimal to use this. You might be able to find something referring to Vessel.altimeterDisplayState for that to toggle it on/off. It was just a shot in the dark to see if it would work. Might need to be altered a bit. Also I pulled it from a Google result, so I can't really tell you https://discussions.unity.com/t/how-can-i-hide-a-gameobject-without-active-false/64919 -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
SetActive(false) is the sort of equivalent to destroying the object - it can no longer run functions, which is not what you want. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Gotta love how there's 6 different textures for just the blue button. Also classic KSP having the texture colored blue, but actually overwriting that in code instead.. I was just about to reply and tell you to just recolor the texture, but I see you already tried that Anyway, are there any other buttons that need recolor support? For example the flow priority - + 0 and the left/right variant icons? Might as well try to grab as many in one batch as possible. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Definetely don't destroy the gameobject, that's gonna cause issues. A few options you could try instead: gameObject.GetComponent<Renderer>().enabled = false; or gameObject.transform.localScale = new Vector3(0, 0, 0); Try changing your texture directory to GameData/Naztheme/PluginData/KALeditor/ and see what happens. The one hidden behind where the altimeter was? Yeah lol -
Hmm it does make sense that this is the case why different scenes call the startup method varying amount of times, but it also doesn't seem like this should be the correct behavior? How many modders don't know about this and are accidentally initializing their mods more than once for no reason? Does this contribute to the longer and longer scene loading times we experience due to an increase in number of mods? The other problem is that MissionBuilder never really got its own KSPAddon.Startup option, since it was added in a dlc later on. It seems a bit strange that I have to reference a startup option that runs in several different scenes, just to make a check for this specific one, and not only that also have to create a workaround for the "random amount of initializations." There used to exist a sort of solution for these problems back in 2014. Someone made an extension to KSPAddon to handle scenes as bitflags. Unfortunately it was never updated to recent versions of KSP, but it would be interesting to rework this and add in the MissionBuilder scene as well.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
What devious plans are you working on? But yeah you'd have to be careful how you do that. Any mod depending on it existing might become problematic. I guess you could write a dll that sets those gameobjects to hidden somehow, without actually destroying it. Or you could possibly set the screen position offscreen so it's "invisible". -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
Update. The issue was related to a planet pack using multiple capitalized letters in the celestial body's name causing the regex to malfunction. The problem lies at this code in CC where the regex is supposed to split out the biomes. As you can see below, the regex is improperly recognizing the planet name "OWR2" as "OW" instead, due to having more than one capizalized letter. where after changing the planet name to "Owr2" instead fixes the issue. So it seems that the regex either needs to be updated to account for this, or the planet pack configs must make sure not to capitalize too much. I've contacted the author of OtherWorlds to let him know of this, as that's probably the easier solution. Thanks to @JonnyOThanfor helping figure this out!- 5,225 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
I think you talked about that a while back about some stock textures having an error during loading? Are you sure it's not just the same stock issue? (Or was that zap? I forget lol) But anyway it shouldn't be an issue as long as you use a folder named PluginData to store all the textures, since this specific folder name (alongside some other ones) is ignored by KSP and thus not loaded into memory. Have you tried that and still getting the same problem? -
Contract Pack - Research Advancement Division - v1.3.0
UltraJohn replied to Morphisor's topic in KSP1 Mod Releases
Getting this error (including some others): KSP.log Edit: Well it seems like the issue could be somewhere in here: Line 68 in RAD_LocalFlight.cfg scienceSubjectsTemp1 = AllScienceSubjectsByBiomeExperiment([@biome1], @experiments1) After trying to trace this through CC using the debugger, it seems like @experiments1 value is null. Edit 2: The issue was found to be an error in CC. More info here: -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
I asked him, but he said he's on vacation so he won't be looking at it for a while. However I did want to try out what you said, just in case. Deleting OWR1 and OWR2 nodes from that file, caused the errors related to 'OW' to vanish! There is no definition for any OW planet in BiomeData.cfg anymore. I also tried removing OtherWorlds mod completely, and regenerating the BiomeData.cfg file and starting a fresh save. Now I'm only getting these errors below: Which is atleast a different method call now. AllScienceSubjectsByBiomeExperiment() From this contract pack. RAD_LocalFlight.cfg DATA { type = List<ScienceSubject> hidden = true scienceSubjectsTemp1 = AllScienceSubjectsByBiomeExperiment([@biome1], @experiments1) scienceSubjectsTemp2 = @scienceSubjectsTemp1.Where(s => s.Situation() == FlyingHigh || s.Situation() == FlyingLow) scienceSubjectsTemp3 = @scienceSubjectsTemp2.Where(s => !s.Experiment().ID().StartsWith("ROCScience_")) scienceSubjectsTemp4 = @scienceSubjectsTemp3.Where(s => s.CollectedScience() == 0.0) scienceSubjects = @scienceSubjectsTemp4.Random(8,12) } KSP.log- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
I've been looking around for a while now, and I can't really find anything named just 'OW' anywhere. I did find the file that defines both OWR1 and OWR2 which is this. Perhaps you can spot something that I can't? Edit: also tried renaming OWR2 to OW in BiomeData.cfg, reloaded the game, issue still there in a fresh new save. The renaming gets reverted back to OWR2 once you load in.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
Thanks for the reply. I've already gone ahead and deleted both BiomeData.cfg and BiomeDataDefault.cfg from CC before starting up my game, since I read about these files being a bit troublesome when you install new mods. So the log above is what happened after reloading KSP with neither of those files existing already. (Also no new BiomeDataDefault.cfg seems to re-generate?) For point 3, I'm not sure what exactly I'm supposed to look for here? There is no CELESTIAL_BODY entry for body = OW. The closest from OtherWorlds is body = OWR2 BiomeData.cfg So, I'm not sure what I can do from here to fix it.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UltraJohn replied to nightingale's topic in KSP1 Mod Releases
So apparently this is still a thing 5 years later it seems? Was there ever found a solution to this? I'm getting the exact same issue and the same exceptions in the log with this and another contract pack inspired by this one. KSP.log- 5,225 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
BTW, @Nazalassa @zapsnh @Senshi_Isamuand everyone else who wants to make their own config. I have done a little research about optimizing memory usage and what I've found is that you should make sure to put your texture folders into a directory called PluginData. This will make KSP not load the contents of this directory and all of its subdirectories into the GameDatabase, which saves slightly on memory usage. All you need to do is create a new folder named PluginData in your root folder of the mod where the cfg file is, and move all your existing folders into that. Then ofcourse remember to update your cfg filepaths. For example that would be: GameData/NazTheme/UI -> GameData/NazTheme/PluginData/UI GameData/NazTheme/Editor -> GameData/NazTheme/PluginData/Editor and so on... I will update the github readme to include this information -
[1.12.x] UltraJohn's Modlets - Slim Navball Cursors and Markers
UltraJohn replied to UltraJohn's topic in KSP1 Mod Releases
Minor update to all four mods: Renamed the 'textures' folder to 'PluginData' to slightly optimize memory usage. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Thanks. The issue you're having lies with your installation of SlimNavballMarkers. I just redownloaded it and it's working fine for me. I can see that in your log it's complaining about the file path for this mods texture files, that it does not exist. [EXC 19:35:32.805] DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\UJModlets\SlimNavballMarkers\textures'. You may have accidentally deleted something from there. Could you try reinstalling it, and see if it works? Edit: You installed it incorrectly. SlimNavballMarkers is supposed to be inside the folder UJModlets, not directly inside GameData. A reinstall will fix it. Just make sure to extract and merge the GameData folder from the zip to KSP's GameData -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Hello! Can you post your KSP.log? It's in the KSP root folder next to the KSP exe. -
Here's a temporary fix for the memory leak until it is officially fixed. Just replace the original dll in GameData\TarsierSpaceTech\Plugins with the new found in the folder DLL. https://www.dropbox.com/s/drgpg5xmuw90oes/TarsierSpaceTechnology-V7.13-fixed.zip?dl=0 This is provided under the license: MIT just as the original, and contains all of the source code.
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
Did you get it from github or CKAN? This can happen sometimes, but it's a false positive. -
[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
UltraJohn replied to UltraJohn's topic in KSP1 Mod Development
1.2.6-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.6-beta What's Changed Added StageTumbler recolor support. It uses the same definition as used for the AltitudeTumbler's positive color (tumblerColorPositive) Added VerticalSpeedGauge needle recolor support. verticalSpeedGaugeNeedleColor = 0,0,0,1 // RGBA