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Everything posted by djnattyd
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Problem solved, seems that along with spamming my log with 'GUIContent null. Use GUIContent.none', Custom Biomes broke the contract system is 3rd party agents and Texture Replacer were present. One or the other was fine, both together killed the mission control building as long as Custom Biomes was installed.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
I appear to have accidentally discovered that the cause of issue seems to be caused by Custom Biomes. I pulled it out on the off-chance that it was what was causing my log to be spammed with 'GUIContent null. Use GUIContent.none' and the contracts are back. Thanks for the assist anyway Shaw, if anything crops up again I'll dump my log file here for you. Apologies for taking up your time. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
Will do. For reference, this is my current mod list (its quite lengthy) All mods except TAC Fuel Balancer are up to date. I'm going to pull all but TR and DMagic out and get back to you with a log file. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
This is with TR and with Agents. This is with TR but without Agents on the same save. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
Yep. Started a new game without the agents and the contract system worked fine. Quit out and loaded another brand new game but with the agents added and the contract system died. As it is, the only new (as in updated) mods I've added in recent months are TR and DMagic Orbital Science and DMagic's contracts work fine without TR. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
djnattyd replied to Claw's topic in KSP1 Mod Releases
I can attest to the negative values, in the VAB without your fixes but with TE, decouplers show a default ejection value of 250 which is mid-level on the slider. With your fixes it defaults at -400 and the slider is maxed. As for the symmetrical staging, it's weird. The stage icons drop off one by one with each press of the spacebar, parts are ejected with zero velocity and when they're all gone, an empty stage is left. Example: Stage 1: 2x SRBs Space Stage 1: 1x SRB Space Stage 1: Empty Space Stage 2: Active -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
Shaw, is there any fix (other than deleting the Agents) for the contract system breaking when TR is present and mods add 3rd party agents? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
I made an N7 helmet when Universe Replacer first came out, never got it finished (mainly missing normal maps) but if I still have the file knocking around I'll upload a dropbox link in here. You're welcome to finish it off and claim it as your own. (Although a shout-out would be nice :-) ) EDIT: Nope, it's gone. Shame as well because it was pretty good. http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page102 -
Sorry for the late reply. The Alt+F2 window is being spammed with a "GUIContent is null. Use GUIContent.none" message, I have no idea what's causing it because with or without this mod or Texture Replacer I'm getting it. As for TR itself, I did mention the issue to Shaw but his solution was to just remove all 3rd party agents and flags which does restore the contract system but obviously, given the reason the Agents file exists, isn't a desirable solution. EDIT: For reference sake I'm using the latest build of Texture Replacer.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
djnattyd replied to Claw's topic in KSP1 Mod Releases
Claw I'm experiencing the same issue as Obsessed as well as symmetrical staging not staging symmetrically and I'm also using Tweakable Everything so it is most likely a conflict between the two. -
Disclaimer: This link might not work https://picasaweb.google.com/m/viewer?fgl=true&pli=1#album/102985011242160889151/6086317865797727185
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I converted a load of tga textures to PNG and now the parts for them are showing up white. Did I miss a crucial step or do certain things (most specifically the Klockheed Martin parts) not work with PNG format?
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WIP - Environmental Visual Enhancements Development
djnattyd replied to rbray89's topic in KSP1 Mod Development
x86 You're probably right regarding the memory issue, I am getting close to the 32 bit cap. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
Hi Shaw, Just installed the 1.10 version and I've got an issue to report. Once again I'm unable to access any of the buildings at the KSC screen, with the previous release the log was being spammed with a notice of "GUI content is Null", now it shows the following. [Log]: [TR.TextureReplacer] System.FormatException: Index (zero based)) must be greater than or equal to zero and less than the size of the argument list. at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.Stringformat, System.Object[] args) [0x00000] in <filename unknown>:0 at System.Format (IFormatProvider provider, System.Stringformat, System.Object[] args) [0x00000] in <filename unknown>:0 at System.String.Format (System.Stringformat, System.Object [] args) [0x00000] in <filename unknown>:0 at TextureReplacer.Until.log (System.String s, System.Object[] args) [0x00000] in <filename unknown>:0 at TextureReplacer.Personalised.initialise() [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LastUpdate () [0x00000] in <filename unknown>:0 Also, the environment map visor reflection on the main screen Kerbal has vanished and has been replaced with the reflection they have inside a capsule. EDIT: The log is still showing "GUIContent is null. Use GUIContent.none" Edit Edit: it would seem that the GUIContent message and non-clickable buildings is to do with ATM. I'll go and poke Rbray about it. -
WIP - Environmental Visual Enhancements Development
djnattyd replied to rbray89's topic in KSP1 Mod Development
Installed this version and after much poking and prodding I've managed to get KSP to load up but it seems something isn't playing nice at all with EVE. At the space centre screen the sky appears to have been replaced with a texture of Kerbin (this used to happen with the last overhaul) and it's bright red (this is new). Just for information, I do also have Distant Object (the latest one) and Planetshine installed but I have seen people use both of them and EVE so I'm not sure why my install is borked. Edit: The "GUI content" spam was being caused by Texture Replacer. Not sure about the unclickable buildings however. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
I'm not at my PC currently but as far as I can remember it was showing an NRE regarding contracts. The thing is, when I started a new game, I either had no contracts available in Mission Control or, I did but the flags were white and the text was missing. When this happened, I couldn't leave the Mission Control screen nor could I exit to the main menu. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
It's happening to me on new starts except it's Mission Control instead of R&D (which won't even open) that's locking up. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
djnattyd replied to shaw's topic in KSP1 Mod Releases
Getting that too along with all the contracts breaking by either not existing or not showing any text. -
Wait, there's other throttle settings? I thought 100% FTW was the only one
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What Are You Planning/Hoping To Do In KSP In The Near Future?
djnattyd replied to michaelsteele3's topic in KSP1 Discussion
Make it further than Minmus... -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
djnattyd replied to Claw's topic in KSP1 Mod Releases
I've noticed a weird issue with the decouplers since installing this where they don't fire off together when the stage is activated. I am running Tweakable Everything and the right click menu is showing the stock decouplers as having a force of -200, the highest I can set them to is 0 but this still doesn't fix the issue of them not separating together.