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KSP2 Release Notes
Everything posted by jefftimlin
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Hey, good idea about the close button, I might add that. Not sure I can do the "esc" key though as I think that's handled by the game for the main menu. For saving, yes just use the old way. You can also use one of the other save mods like Dated Quick Saves, which does a good job of keeping regular saves, and they'll be picked up by my mod.
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Odd. I just tried it myself with the same version and get a warning saying it's "not commonly downloaded and may be dangerous". Is that the message you mean? It suggests to me that it's just that it doesn't recognise it, rather than detecting anything specific. Not sure I can do anything about that. You can click the arrow and choose "Keep" to download it, and scan it with your virus scanner before opening it, if you like.
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Released 2.4: Rebuilt for KSP 1.7 (also tested working with 1.4, 1.5, 1.6) Improved error checking when resizing screenshots (thanks linuxgurugamer)
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Hey thanks for the feedback, I'm glad you've found it useful! I'll have a look at updating it soon, probably this weekend.
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Thanks for the reply. Unfortunately yes I've tried that, and it doesn't seem to work when loading a game that was saved at the space center, it just loads the persistent save. I was hoping I was just missing something simple, but maybe not. For now, I've gone with the workaround of copying the game to load over the persistent one first, which actually seems to be similar to what happens with the stock load game dialog. It just seems like a terrible hack
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Released v2.3 Changes: Fixed a bug where loading games that were saved at the space center would just load the "persistent" save instead.
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Hi, I'm struggling to fix a bug in my BetterLoadSaveGame mod, when trying to load games using the GamePersistence.LoadGame function. The problem is that when trying to load games that were saved at the space center, it just seems to load the "persistent" save instead. Loading games that are saved in flight seems to work fine. Does anyone know if there's something I'm missing? I'm using this code: var game = GamePersistence.LoadGame(name, HighLogic.SaveFolder, true, false); game.Start(); Things I've tried that still have the same problem: Setting the game onto HighLogic.CurrentGame Using other GamePersistence functions such as LoadGameCfg or LoadSFSFile Using KSPUpgradePipeline.Process (like it's done in https://github.com/allista/AutoLoadGame/blob/master/AutoLoadGame.cs#L74) Documentation for the LoadGame function (https://kerbalspaceprogram.com/api/class_game_persistence.html#aa98f7b6bca2e6d3cca42ac2c25e66522) says to use Game.Start or Game.Load function to apply the game to the scene. I'm using Game.Start, because the Game.Load function says it doesn't wipe the scene first. One thing I have tried that works is (in code) copying the save files to be loaded over the top of the "persistent" one, then loading that. This works, but I doubt people want this behaviour
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@KraterKreator thanks for the bug report and sorry it's not working for you. I've just tried out the issue with spending science and reloading the game, and I see the problem happening as well. I haven't yet been able to reproduce the issue with it not going to the right save time, though it might be the same underlying problem. I'll continue to investigate. Edit: Actually I can reproduce the save time issue as well. It looks like its broken when you load any game which was saved while at the space center. It just seems to load the persistent save somehow instead.
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Released v2.0 Changes: Major rewrite to improve performance. Now opens and scrolls much faster, and uses less space on disk for screenshots. As always, if you have any ideas for changes, features, or find any problems, please let me know and I'll be happy to update it
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It doesn't change the regular load/save window, you have to press F7 to bring up my window. I'm not sure how or even if I can change the real one. I'm also working on a new version of this mod at the moment to improve performance and other things.
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Ok, understood about the logs. Thanks for clarifying that. I'm surprised that you're having no problems with using it with GPP, since as mentioned, I can reproduce the problem quite easily using a clean install with just GPP and ScienceAlert. Perhaps it is just isolated to my environment somehow. Looking at the code, I'm convinced there is a threading bug here, in the code I wrote to fix the lag issue in the biome filter previously. If I do fix it, and if it's a general case problem, I will certainly provide it to you. Edit: I've submitted a PR with some proposed changes to fix the problem.
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I'm getting a crash when using this with Galileo's Planet Pack, when launching into flight mode from the VAB. I've narrowed it down to a conflict between GPP and ScienceAlert, with the crash happening in a clean install with just these two mods (and their dependencies) installed. Both mods are working fine independently if I remove one or the other. Steps to reproduce: Go into the VAB Create a rocket (e.g. basic capsule and srb) Click launch Dialog box appears saying KSP has crashed, and generated a dump file Versions: KSP v1.4.3.2152 GPP v1.6.3 ScienceAlert ReAlerted v1.9.3, with dependencies: Click Through Blocker v0.1.6.5 Toolbar Controller v0.1.6.10 I've been attempting to debug it in VS without much success. The crash is an access violation reading a null pointer, but I haven't been able to narrow down what's causing it. I would attach the logs, but the website appears to just time out if I try to submit the reply with the logs included. I've looked through them though, and there doesn't seem to be anything useful. Edit: I've figured out the bug, it's a problem with the way the biome filter code works. I'm working on a fix.
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Actually, I'm getting an error when using it my regular playthrough with a bunch of other mods. Not sure what might be conflicting. When experiments become available, it plays a sound and shows the experiment buttons in the UI, but the toolbar icon doesn't animate. In the log: [EXC 12:06:12.077] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[System.String].get_Item (Int32 index) ScienceAlert.ScienceAlert+<DoAnimation>d__30.MoveNext () ScienceAlert.ScienceAlert.Update () Edit: Actually it's easy to reproduce without any other mods installed except for the dependencies. Simply revert to launch, and the problem starts happening. I'll see if I can debug it. Edit 2: Yep, fixed it. I'll send a PR.
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@linuxgurugamer no objections from me. I did already update it for 1.4.1, but any further updates would be welcome. I was just about to try it out in 1.4.3 last night but ran out of time, so I'm not sure if it works or not. I never received any response from @DennyTX when I contacted him about the mod, so I'm not sure what his intentions are.
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That's odd. From the log, this would still seem to be a problem with the toolbar mod: [Toolbar] [ERROR] Cannot find texture to load:D:/Kerbal Space Program/KSP_x64_Data/../GameData/ScienceAlert/textures/flask It shouldn't be trying to load the file from disk, it doesn't exist. I can't reproduce the problem though, so not sure.
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@UnanimousCoward Sorry it's spamming the log. The issue is as @linuxgurugamer described, where ScienceAlert is using its own mechanism to load the textures from within the DLL, but the Toolbar mod is trying to load them as files from disk, to get around an apparent compression issue. Sounds like he was onto a fix/workaround of some kind to avoid trying to load them from file in this case.
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Thanks, yeah. Haven't updated this in a while, though I was planning to make some improvements to it at some point.
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Please find my updated version here: https://github.com/jefftimlin/ScienceAlert-Updated/releases Changes: Fixed issue with low FPS for 20 seconds or so when entering flight or changing SOI Fixed EVA and surface sample experiments to respect the facility level restrictions in career mode Fixed issue with not being able to overwrite existing profiles Edit: This is built for KSP v1.3.1.