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UltraJohn

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  1. 1.2.1-pre is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.1-pre What's Changed Some more code cleanup Added support for the KAL-1000 Editor window (let me know of any issues!) Also don't forget to install the new dependency for this version. HarmonyKSP
  2. It's funny, I was literally just thinking this when I was watching a KSP stream on twitch right now lol. I suppose it would overwrite the color since going underwater causes the numbers to change color, but I don't know for sure as I haven't tested that. Thanks. If you can provide the names of these textures as well, that would help speed it up a little.
  3. Hello. I'm currently trying to figure out how to get set a KSPAddon.Startup working for the mission builder scene. As far as I can tell, none of the options available works for this, except for KSPAddon.EveryScene. However this one for some reason acts very strange, where it runs multiple times in a row on the same scene load. With a quick test like this: [KSPAddon(KSPAddon.Startup.EveryScene, false)] public class HUDReplacerMissionBuilder : MonoBehaviour { public void Awake() { Debug.Log("HUDReplacer: Scene switch test: " + HighLogic.LoadedScene); } } You'll see in the log that this was fired twice for the SPACECENTER scene: [LOG 22:53:28.641] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== [LOG 22:53:28.848] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:53:28.848] HUDReplacer: Scene switch test: SPACECENTER [LOG 22:53:28.848] [UIMasterController]: HideUI [LOG 22:53:29.556] [AddonLoader]: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager' [LOG 22:53:29.558] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:53:29.558] HUDReplacer: Scene switch test: SPACECENTER Moreso loading into the VAB it'll fire off FOUR times: [LOG 22:54:51.467] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== [LOG 22:54:51.611] [UIApp] OnDestroy: AlarmClock [LOG 22:54:51.612] ScaleModList: listSize 41 maxListSize 3233 [LOG 22:54:51.612] [UIApp] OnDestroy: KSPedia [LOG 22:54:51.612] ScaleModList: listSize 41 maxListSize 3233 [LOG 22:54:51.680] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:54:51.681] HUDReplacer: Scene switch test: EDITOR [LOG 22:54:51.681] [UIMasterController]: HideUI [LOG 22:54:52.399] UICanvasPrefabSpawner SceneLogic spawning Editor [LOG 22:54:52.421] No Input Locks in effect right now [LOG 22:54:52.492] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:54:52.492] HUDReplacer: Scene switch test: EDITOR [LOG 22:54:54.275] [UIMasterController]: HideUI [LOG 22:54:54.584] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:54:54.584] HUDReplacer: Scene switch test: EDITOR [LOG 22:54:54.585] [UIMasterController]: ShowUI [LOG 22:54:54.738] [AddonLoader]: Instantiating addon 'HUDReplacerMissionBuilder' from assembly 'HUDReplacer' [LOG 22:54:54.738] HUDReplacer: Scene switch test: EDITOR This doesn't happen using any of the explicit options of KSPAddon.Startup such as GameScenes.SpaceCentre, though none of these fires off at the mission builder scene. Unless I'm missing something obvious, how would I go about getting one that's only targetting the mission builder?
  4. 1.2.0-pre is released. This is a pre-release for testing everything works as intended before going on CKAN. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.0-pre What's Changed Bit of code cleanup Added support for recoloring the PAW Titlebar, and the Tumber numerals. See below for an example config. Let me know if there's other textures that cannot be recolored through the texture itself, and I will add support for those as well. Added dependency for HarmonyKSP. Will be required going forward. Config example: HUDReplacerRecolor:NEEDS[HUDReplacer] { priority = 1 // Same as main config tumblerNumerals = 1,0,0,1 // RGBA (values from 0-1) PAWTitleBar = 0,0,1,1 // RGBA (values from 0-1) } I think you're right, that going to KSC first was the reason some textures loaded. between certain scenes there are textures that persist and don't unload, which is what you're seeing. Since the debug mode also persists between scenes, I figured it would let you use the hotkeys, but it looks like it might be a separate scene after all. The hotkeys won't function in any scene I haven't specified. I'll look into this some more, and worse case scenario I'll just have to buy the dlc so I can properly figure it out. Thanks for testing.
  5. Ah, I had a feeling that might've been the case. No problem, it happens. Thanks! Glad you're enjoying it!
  6. steamButton. Probably not, although I haven't tried RP-1 so I don't know how it interacts with that. Try removing HUDReplacer and see if it's fixed, and post your logs.
  7. I can kinda see what you mean, being able to rename the files to something other than basicNeutral? But then you could say the same for every other texture? I'd like to keep it simple to make the configs, and try to allow as much as possible to be automated without requiring writing configs for each individual part. However, in the case of the cursor I might make an exception for that, since it already requires some extra code to work. I will clean up the 'if' code in a future update. In terms of performance, there won't be any noticeable difference between your suggestion, as the current method of loading the cursor textures is done in the same pass as everything else. No, I have not. Gonna have to check that out! Gotcha, I'll look at that next! Edit: PAW yeah!
  8. Well as I mentioned in the edit above, I don't think there's a specific scene used for mission builder, but either way I can't test it myself. Try the "fix" i mentioned and let me know if that works. If not I'll try your idea just to make absolutely sure I didn't miss anything. Not sure what you mean here? The pointer textures already work in the latest version? Which one is that?
  9. Yeah, that's it. Although with the poor documentation of KSP in general, it's impossible to know if any of them include the mission builder and without access to that menu, I can't test them. Edit: @zapsnh Ok so in your screenshot I noticed it's actually loading some of your textures already. That would indicate it might be using the same scene as the main menu. Since there's no toolbar button on the main menu, what you can try is loading into KSC to spawn the button, then enable debug, back out to the main menu and then try the debug hotkeys. Let me know how that goes.
  10. Yes it's colored by a material, and it's easy to overwrite with your own: var tumbler = FindObjectOfType<KSP.UI.Screens.Tumbler>(); if(tumbler != null) { tumbler.SetColor(new Color(r,g,b,a)); } The downside is that I have to add each type of UI element individually if you want it to support recoloring. Though so far it would only be the Tumbler numerals and letters. If there's more let me know so I can add it. Now to think of how the configs should be structured for this... Perhaps a cfg with something like this? HUDReplacerRecolor:NEEDS[HUDReplacer] { TumblerNumerals = 1,1,1,1 } The values given are RGBA with the range going from 0 to 1. Looks great! Is this the same issue @Nazalassamentioned a few pages back? I don't have the dlc for this, so I can't really test it myself. I've looked at the options given for KSPAddon.Startup and I don't see an option for this scene specifically. Someone will have to help me with this one.
  11. Aha, I may have found the solution to coloring the numbers... Edit: Oh look! Are there other elements that need recoloring support?
  12. Probably colored in code then. I'll see if I can figure something out for that.
  13. Amazing. There's also TumblerMagnitude for the letters, and another called tumbler_comma.
  14. Thanks for the update! Do you know if this will affect the optional RR patch? I'm using RationalResourcesELUtilities which converts the EL MetalOre to the CRP version. https://github.com/JadeOfMaar/RationalResources/tree/master/Extras/RationalResourcesELUtilities
  15. 1.1.0-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.1.0-beta What's Changed Debug and release versions of the mod have been merged into one dll, for ease of use. Added a toolbar button ingame to enable or disable the developer features. Added a settings manager which is used to enable or disable the toolbar button. Remember to change the setting in HUDReplacer/Settings.cfg showDebugToolbar from false to true to enable the button.
  16. Welp, bad news. Looks like it's not possible to read textures from the game data.. The solution would be to find the import formatter and change the IsReadable flag, but this value is not accessible outside of the unity editor from what I can tell. That means I can't do much about it as it stands right now.
  17. Toolbar button done.. Now to work on the new texture dumping feature. https://i.imgur.com/L4va1Ju.mp4
  18. Right, so at this point I should probably just merge both versions into one dll for ease of use. This will be in the next release. So as an example, let's say you wanna replace the stock vertical speed gauge at the top. Would you press D to get the current textures names on the mouse, then press A, type in the name of the gauge, then it saves that texture to a folder with the correct name already set? e.g. "GaugeVerticalSpeed#138x138"?
  19. I think it's part of a larger update anyway, but I left a message saying you've offered to include his RR config.
  20. Do you have an estimate of when this update is going live? I'm actually hoping for this soon, to get the patch for Rational Resources before starting my next playthrough. I've spoken with the author of RR and he mentioned that if you want, you can send him the config to include it alongside his other planet pack configs instead of including it yourself. Thanks
  21. Speaking of changing abundance, I've been waiting a while for the next update to Kcalbeloh planet pack, which the author has said will include support for RR distribution. Since I don't know the estimate, I was thinking I would just start my playthrough and then update later on. Would there be any issues with updating a mod that changes the distributions, mid playthrough/save? I don't exactly know how the stock game saves the information for resource distributions, but I would imagine it has to cache it somewhere, so that it doesn't randomize again the next time you load the game, or no? Also it looks like you haven't pushed the changes for zRecalibrateGoldStandard and Pack_OWR to the latest release yet.
  22. Probably these: 01_sun, 02_eve, 03_kerbin, 04_jool
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