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blizzy78

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Everything posted by blizzy78

  1. The only plugins where there are achievements for as of now are Kragrathea's Planet Factory and HyperEdit. But yes, I think I will add that should there ever be more achievements for more third-party plugins. Achievements are save-based now, is that what you mean? Did you update to 1.5.3? Did you try without other mods? Are there any errors in output_log.txt?
  2. Added that, too. Needless to say, it makes me really happy to see that list now.
  3. I've edited the players' thread to add a list of mods currently using the Toolbar Plugin. Please yell at me if I forgot you.
  4. I've edited the OP to add a list of mods that are currently using the Toolbar Plugin. I hope I didn't forget any.
  5. In version 1.2.0, there is a minor bug that moves the toolbar to the top-left corner of the screen the first time you enter a game scene after installing version 1.2.0. For example, after installing version 1.2.0, if you enter the flight scene for the first time, the toolbar will be at the top-left corner of the screen. After that, it should always stay where you positioned it for that particular scene. Note that it should never get inaccessible if it has been accessible in that game scene before. That would be a bug. I don't think TAC LifeSupport, TAC FuelBalancer and Kerbal Alarm Clock use the Toolbar Plugin as of now? You see, the Toolbar Plugin is providing a programming interface for third-party plugin authors. If those authors do not use it, nothing will happen - their buttons will appear and function as before.
  6. It's always funny to see modders get up to full speed updating their mods as soon as they can. I myself have updated three mods yesterday.
  7. Assuming your RCS thrusters are well-positioned, the following are all the keys to use them: J/L - translate left/right I/K - translate down/up H/N - translate forward/back A/D - yaw left/right (same as without RCS) W/S - pitch down/up (same as without RCS) Q/E - roll left/right (same as without RCS) There is no such thing as RCS working as "rotational", whatever that means. Also, you don't need a target to use RCS. Edit: I'm assuming staging mode, not docking mode.
  8. No, I think that is enough information. I'll see what I can do regarding the cursor textures. The ones in 1.1.0 have been tested with the older version of Unity in KSP 0.22, perhaps things have changed with 0.23.
  9. I like! Will need to figure out what to do with the auto-hide option, though.
  10. They still look awful after your conversion. Anyway, I have been having lots of trouble with the cursor textures, and at least they work for me right now. I think sarbian has been testing these in 1.1.0 and they worked for him, too. Since then I've only been changing the alpha channel on the TGA files, so that shouldn't really have an effect. Have you tried without other mods, especially the "active memory reducer" (or what it's called) that compresses textures on the fly? There is the little triangle button on the side of the toolbar that gives access to a toolbar-specific menu. I'd rather not unlock it by default since in unlocked mode, all buttons need to be disabled to prevent a click. That would lead to even more confusion if none of the buttons "work." Also, button tooltips are hidden in unlocked mode, preventing discoverability of what is what.
  11. I don't think KAS uses the Toolbar Plugin, so these two wouldn't interact with one another. Is there more to that error in the output_log.txt?
  12. Achievements Plugin 1.5.3 is now available for download, having been updated for Toolbar Plugin 1.2.0 and KSP 0.23.0.
  13. Nice, does it include Toolbar 1.1.0 or 1.2.0? I've just released 1.2.0 about half an hour ago
  14. Internet Relay Chat Plugin 0.6.3 is now available for download, having been updated to Toolbar Plugin 1.2.0 and KSP 0.23.0.
  15. Toolbar Plugin 1.2.0 is now available for download. The toolbar position is now stored separately for every game scene. There is also the new API for "important" buttons.
  16. Toolbar Plugin 1.2.0 is now available for download. The toolbar position is now stored separately for every game scene.
  17. I've added new API to the Toolbar Plugin that allows a button to be marked as "important" (not yet released.) You may know that the toolbar can be configured by the user to auto-hide if it is positioned at any screen edge. Now the "important" feature will make the toolbar show itself again as long as any of the buttons is marked as "important." If there no longer is a button that is "important," auto-hiding will continue to work as normal. Note that all of this is only relevant if the toolbar really is in auto-hide mode: If it has not been positioned at the screen edge, it will never auto-hide itself, regardless of the user's configuration of that setting. Also in this case, the "important" button will not do anything special, because it is shown all the time already. So what is all this good for? I'd like to give a concrete example: In the next version of my IRC plugin, I will be using this feature to signal the arrival of a private message to the user. So even if the toolbar would normally be auto-hidden, it will temporarily unhide itself so that the user is notified of the message. The button will reset its "important" flag as soon as the user reads the message. Please use this feature only sparingly, because it is obviously quite intrusive.
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