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About me
snazzy
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Opposite Side of The World^tm
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(from most liked to least) Iced tea. People whose names start with Z. Being zapped. The Firefox web browser. The Gecko browser engine. The SpiderMonkey JS engine. Cascading Style Sheets. Kerbal Space Program. The Kerbal Space Program Forums. The C# programming language. Breathing. Iced coffee. People named Joyce. Being Alive. ZTheme. Take Two Interactive. Iced Coffee.
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Unfortunately, I believe that this seems to be an issue with either the indicator mod or HUDReplacer itself. I've taken a glance at the code of the indicator mod and it doesn't seem that it should be problematic as it's just copying the prograde marker and not messing with any textures. You can try to delete some textures in the ZTheme folder but that's probably not gonna fix it. =============================================== Apparently the forums now merge replies. :p anyways... About Here's a ""gift"" (i.e. random in-between release) while I'm (not) working on ZTheme + ZUI v2.0.0 Feedback would be greatly appreciated! (if you *really* want ZUI, then you can download the ZTheme repo and place the 999_ZUI folder into your GameData folder) HUDReplacer v1.2.12 or higher is required. Changelog Added and recolored VAB Category icons. Cursor has been "KSP 2"-ified(???) Remade the navball and made text more readable (note: Open Sans is now the official ZTheme font, in line with KSP (it's actually noto sans lol not open sans)) Better numbers on the reputation bar (thanks alexionstar!). New sandbox, career, and science mode icons. Minor adjustments to other icons. Minor UI changes. Known Issues KAL Editor icons sometimes don't show up.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Thank yous[sic]! I can't take all the credit tho. UltraJohn made HUDReplacer (the backbone of ZTheme) and OnlyLightMatters (and others) did a ton of work with the icons. Unfortunately, I believe this is a problem with the way HUDReplacer themes things; it can't theme some mod UIs due to how they're implemented. Some UIs do work with ZTheme though (iirc Trajectories and ScanSat with some settings tweaked). There is a janky workaround for this tho. If you enable HUDReplacer's debug mode (follow instructions here), turn on debug mode, and press Q, (most of) the textures for mods will become ZThemified. I miiiiight add an option in ZUI for this in the future.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Snazzy! Though, the icons should prolly be a tad smaller so that it doesn't look akward.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Hi, am still alive! How does this look? (ignore the messed up gee gauge position that's been fixed) https://i.imgur.com/VERLiAk.mp4- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
The navball thumbs would go beyond the screen edge though I could add an option to make the throttle gauge use all of the available space without the thumbs (or just remove the red bits).- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
What does look like without ZTheme? Can you send a screenshot of it (with and without ZTheme)?- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Probably, depending on how simple they are to implement. Not really, I just think of features in my head and attempt to implement them. I would gladly consider community feedback if there is some. Theoretically, you could just rip out the entire KSP UI out and replace it with your own but that would be way too time consuming and also might interfere with other mods that do stuff with the UI. Aside from that, adding new UI elements often requires cloning an existing UI element and messing with it until you get what you want with it. I could look into making the elements in Unity and importing them in KSP though.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
The gauges actually are already relocatable with the object transformer (based off of wheeeUI ). You just have to find the name of the gauges' GameObjects. IIRC the names are ThrottleGaugePointer and GeeGaugePointer.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
I made these navball 'thumbs' (idk what they're called) that display the throttle/g-force values. You can drag the throttle thumb around and set the throttle with your mouse just like the one in KSP 2! What do y'all think? source: https://github.com/zapSNH/ZTheme/tree/main/ZUI/ZUI (GaugeThumbs.cs and ThumbDrag.cs specifically) (please ignore the misaligned throttle gauge pointer and texture, i'll fix that soon)- 160 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
zapsnh replied to UltraJohn's topic in KSP1 Mod Development
I'm trying to create an in-game GUI for configuring theme options with HUDReplacer (kinda similar to this but changes are triggered by a custom GUI). I currently have a system with a config file which has nodes that look like this: which are converted to HUDReplacer nodes and saved to a config file depending if the nodes are enabled (which is in another node). This seems to work if I enable/disable nodes while the game isn't running but whenever nodes are enabled/disabled at runtime it seems that HUDReplacer (or KSP) doesn't recognize a change if I forced a reload. I tried using GameDatabase.CompileConfig(configNode)but it the game still doesn't recognize a change. I think I have a solution that would require modification of HUDReplacer's code (which I would rather not do for my silly GUI (but also could allow other less silly mods to use HUDReplacer to dynamically change/recolor stuff)). Potential solution: -
[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
The icons should probably have a thicker outline since they are much smaller in-game. (at least at 100% scaling)- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
It would probably depend on how those mods implement their VAB icons. You could try to follow the HUDReplacer guide here and see if that works. If it doesn't, you can also try to see if the icons are in the mod folder and replace thw icons there.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Delete the following in ZTheme/PluginData/flight: true_down.png true_over.png true_up.png false_down.png false_over.png false_up.png disabled.png- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
The PAW title bar is called `PAWTitleBar`. It's on line 82 for v1.1.3.1, but for v1.1.3 it's on line 76.- 160 replies
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[1.12.x] ZTheme v1.2.0 - A dark theme for KSP (2025-03-14)
zapsnh replied to zapsnh's topic in KSP1 Mod Development
Sorry for the (really) late reply. Can you try this version: https://github.com/zapSNH/ZTheme/releases/tag/v1.1.3.1- 160 replies
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