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UltraJohn

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Everything posted by UltraJohn

  1. Ah I see what's going on then. That's just how stock game renders the UI. Some textures, like the vertical speed gauge at the top, have a larger texture size and the game scales it down to fit on screen. As long as the textures are scaled equally on both width and height to keep the aspect ratio, they will look fine mostly fine, but this specific button vsd_widget_crew_button_x is not the case and is scaled incorrectly, which you observed with the stock textures.
  2. have you tried adding the tag for texture size to the filename? This is explained in the readme on github: In the case of a texture which has multiple versions that have the same name but different sizes (e.g. "rect_round_dark"), we must ensure that we append the dimensions of the texture to the filename, like this: rect_round_dark#64x64.png or rect_round_dark#69x69.png otherwise, we will be replacing the wrong size texture and that will scale incorrectly.
  3. 1.0.6-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.0.6-beta The mouse cursor should now properly load the new textures after a scene switch.
  4. Minor update to Slim Navball Markers: Fixed alignment of a couple of pixels https://spacedock.info/mod/3394
  5. Hi again. It's been a couple of weeks since I last wrote here, is it still being processed?
  6. @White Owl 2 Here you go. Hope you like it! https://spacedock.info/mod/3394
  7. It doesn't work, I just forgot to remove it before committing the build. You can ignore it.
  8. 1.0.5-beta is released (pre-release testing) https://github.com/UltraJohn/HUDReplacer/releases/tag/1.0.5-beta Try this out and see if it works for you guys. There may be a few quirks with this so I've flagged it as pre-release until we know it works. Known issues: The cursor may not change immediately once loaded into the main menu, but clicking once should make it apply.
  9. Ok so it looks like the problem is that the cursor texture is being reverted back to default on click. What this guys source code does is that he is apparently updating the cursor texture every frame, so that it reapplies the new texture after clicking. Sounds quite unoptimal, so I have to look for a better solution. The second problem is that trying to access CursorController's instance is not possible during scene load, since this controller is loaded slightly after the scene is. I've tried implementing the timer example shown in the previous post by @Nazalassa but it looks like this just straight up crashes the game. Once I figure this part out, I may have a working implementation ready for testing!
  10. Where is MouseCursorChanger from? Is that a mod?
  11. I'll see what I can do if I have some time for it tomorrow!
  12. I've tried that and Cursor.SetCursor(), no luck with either. I gotta dig a bit deeper I suppose. I refuse to be defeated by one pointy boy!!
  13. It looks like the cursor is not stored as a gameobject in the scene, so it doesn't matter which startup mode i set. I can add a special case in the code to check for a cursor texture and then manually apply it directly to the cursor. I will look into that as soon as I have the time.
  14. Welcome @zapsnh ! I can see you guys have been hard at work making some awesome UI mods There's a lot of comments to skim through so bear with me if I forget to reply to some of it. This is indeed mostly due to what @Nazalassasaid, that the textures are loaded on demand when you open the menus ingame, and thus not existing when the scene change is happening. HUDReplacer works by iterating through all the textures in the scene that are loaded in after scene switch and swapping them if a match is found. As you've noticed, using the Q function of the dev build works, but is very suboptimal as it induces a hefty lag spike, due to the compute time it takes to go through all textures. Therefore it's not feasible to use this feature for regular gameplay and a better way needs to be found. That's the part I'm working on, but is quite tricky. If anyone knows of a good implementation, do let me know! Also, keep in mind that I didn't inherently make any adjustments to support textures from mods, but I'll gladly expand on this to make it work as well as I can. Though some things may be out of my hand and might require those mods to have alternative textures bundled with the mods themselves. I did notice this back when I first made this mod. I haven't really looked into why, but my guess is that the mouse cursor is not stored as a game object, and thus does not contain a reference to a Texture2D object. The solution would be to add a special case for the mouse in code, which I will look into. Priority should have no effect on it working or not. What it does is let HUDReplacer know that if there are multiple configs with the same texture names, it will pick the ones from the config with the highest number. I don't think this will make the cursor load. If it doesn't exist as a Texture2D, then none of the scene types will have an effect.
  15. Hmm as far as I can tell from a video (I've never used Principia) it's only replacing the navball texture itself, not the navball cursor texture, so it shouldn't conflict. But still, the priority only affects the internal ordering of textures loaded by HUDReplacer. It doesn't interact or change anything about textures loaded by Principia. The fact that you're seeing a difference is most likely coincidental. Though if changing the number works for you, then just do that Glad you're enjoying the mod!
  16. I don't see how principia could affect this at all. Could you double check again? Perhaps something was installed incorrectly.
  17. Just some test I made to see if I could grab the source of the textures for those specific ones. Needs more work to be of any use, but I basically wrote it to help view some data via the Visual Studio Debugger and that's what the screenshot shows.
  18. If you're talking about the 'm' and the sea/terrain altitude icon, it seems like they are rendered differently as it doesn't show up on the mouse dump. I found one of the textures for it at 'GroundLevel_Icon-sharedassets7.assets-174' so it looks like it's mapping multiple textures to the cylinder that rotates (or just a flat plane that moves up and down?). So the extra bits you're seeing is the next icon. Possible solutions would be to add a mask to hide the top and bottom, though I don't think that could be done easily, or perhaps not possible at all. The other solution is to try and shrink the icon slightly, so that it doesn't wrap as far around the cylinder. That could perhaps work, at the cost of being the icon being smaller. Edit: Well this is weird. The altitude mode icon and the meter icon both point to the same placeholder texture 'UnityWhite'. I'm not sure where it's storing the actual texture. Will have to dig around some more.
  19. Ah ok, I was using your zRecalibrateGoldStandard.cfg as a reference and that one is NEEDS before HAS as well. I looked at your other deployment configs and you're right, they're all HAS first. New and improved version: Feel free to include this with RR if you want!
  20. I've dabbled around a bit to try and make a patch for the OtherWorlds planet pack. It comes with its own per-planet resource distribution of CRP resources, and I think I should be able to just tag them as spared, if I understand it correctly. Does this look correct? (Also is it required that I define the experiment definition for RR experiment?)
  21. Hey, I have these texture mods that I uploaded on SpaceDock. I checked the box for CKAN, and they have a marker on the modpages saying it's listed on CKAN, but I don't see them on there yet. Is there anything else I need to do to get them registered?
  22. Probably either a standalone feature, or merge it with EL-CRP (but then rename EL-CRP to something else more suited). I'd like to use the System Heat patch, but I don't have an interest in using Blacksmith.
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