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KSP2 Release Notes
Everything posted by sarbian
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As I can not see the log posted in the other thread it is hard to extrapolate. The MM 4.1.2 new code does something only if a ReflectionTypeLoadException is thrown and not handled so something is triggering it. I see that the message I log is a bit obscure so I could improve that and I guess I could make sure this does not throw an other exception on top... Can you share the list of mod that triggers the endless loading for you ? zip the whole thing if it is not too large and I could have a look when I am back home.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
sarbian replied to FreeThinker's topic in KSP1 Mod Releases
I posted in MM thread about this but it is quite unlikely that MM 4.1.2 break anything. You see the "ModuleManager.UnityLogHandle.InterceptLogHandler:LogException" because an other mod did not catch an Exception and that MM version has some code that intercepts unhanded Exception to diagnose them. I can not look at the dropbox file from work but I suspect there is a useful line just after that Exception.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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The last version of MM only added code that intercept the Exception logging so it can find out which dll generated a ReflectionTypeLoadException. I highly doubt it could break anything that is not already broken without it. I ll try to duplicate the poster problems but it is likely that I will find a problem somewhere else.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
sarbian replied to Shadowmage's topic in KSP1 Mod Releases
You will have to re export the asset bundles with a Unity 2019.2.2. And Shaders names changed so you need to fix them (Adding "Legacy Shaders/" in front usually does the trick). It is likely that this covers all the required changes. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
sarbian replied to Shadowmage's topic in KSP1 Mod Releases
I replied in the other thread but the short version is that you left the old code in KSPWheelDustEffectsOld and it is still included in the DLL. -
First let me make something clear so we do not waste time: I disagree with @Lisias about the source of those "stuck loading". We exchanged before and still disagree so you can think that he is right or I am. No need to try to convince me again since I am quite sure that my view is the right one (obviously ) I just had a look at KSPWheel and it does indeed uses the old particule system that was removed from Unity 2019: 1>------ Rebuild All started: Project: KSPWheel, Configuration: Debug Any CPU ------ 1>KSPWheel\PartModules\KSPWheelDustEffectsOld.cs(87,17,87,32): error CS0246: The type or namespace name 'ParticleEmitter' could not be found (are you missing a using directive or an assembly reference?) 1>KSPWheel\PartModules\KSPWheelDustEffectsOld.cs(88,17,88,33): error CS0246: The type or namespace name 'ParticleAnimator' could not be found (are you missing a using directive or an assembly reference?) 1>KSPWheel\PartModules\KSPWheelDustEffectsOld.cs(90,17,90,32): error CS0246: The type or namespace name 'ParticleEmitter' could not be found (are you missing a using directive or an assembly reference?) 1>KSPWheel\PartModules\KSPWheelDustEffectsOld.cs(91,17,91,33): error CS0246: The type or namespace name 'ParticleAnimator' could not be found (are you missing a using directive or an assembly reference?) ========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ========== As I explained in an other thread it creates a problem for reflexion call that puts Unity mono in an instable state which then breaks the extension loading that does a lot of reflexion. MJ uses some stock code (KSP.IO) that do reflexion and trigger this but other mods could do it. And it could also break stuff in game silently and mess up saves. The mod need some new code to move to the Shuriken particle system. Either @Shadowmage has the time to do it soon-ish or some else feels up to it. I did this migration in SmokeScreen a while ago and I guess I could do it but it does require time which is a limited ressource. My recommendation here would be to have a version of KSPWheel without KSPWheelDustEffectsOld. Given the name it may not even be used anymore and it just need a recompile without this file. This is why I added some code to catch this problem in the last MM. This way we can identify the problematic mods and either fix them or avoid them.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
sarbian replied to Shadowmage's topic in KSP1 Mod Releases
Which is the thing I was most afraid of, because 100% of my crafts have "Kerbal Foundries" parts on them. I was able to play the game fine and prevent crashes using the method @Azic Minar mentioned and helped me via PM Great, it works as intended then. And I am not surprised that KSPWheel has the problem since it includes code that uses the now removed legacy particles. -
I am amazed at how you manage to reach a conclusion so far from the mark. MM did not trigger the problem before and it does not now. You did try to understand how the code added intercepts Exception from other mods and the stock game and went straight to "It was MM all along!". I doubt players would read a 40 lines explanation. However I see that I am missing a verb in the first sentence (?!). The purpose of the message is to help diagnose a problem, not instruct everyone on the fine point of assembly loading. As to generating NRE when you have a broken conf it is nothing new.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
sarbian replied to Shadowmage's topic in KSP1 Mod Releases
For now what I would like to see is what the last ModuleManager report on those installs. Just update MM and wait for the extension load. It should display a message in the lower part of the screen (and the log) -
Here is v2.9.1 Changelog ReflectionTypeLoadException will now list the DLLs that are the actual source of the exception in the log. tinygrox on GithUb took on the huge work required to add localization to MJ. People who want to translate MJ should have a look at this file The DeltaV window now has buttons to hide the empty stages and switch between s and dhms for burn time
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Loading saved game resets collider?
sarbian replied to jeancallisti's topic in KSP1 C# Plugin Development Help and Support
My guess would be that you just need to add [SerializeField] to _overrideFingertipScale. The value is private so Unity will not serialize/deserialize it when it reload objects. -
I already had a look in your logs and nothing stood out. But then I do not know each of those mods. My guess would be something adding some particle effect which would be the same problem there was with firespitter. It s actually an interesting puzzle to solve but the timing is terrible on my side since I do not have that much time/will to look into it. But it is something I want to solve because there is nothing obvious in the log that can show the real origin of the problem and I would love to add something to ModuleManager that could detect this.