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xEvilReeperx
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Everything posted by xEvilReeperx
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
This is very strange. Can you tell me more about what you were doing or provide any reproduction steps? Something has gone wrong in initialization or destruction or both. Any chance of getting the full log? @WololoW: It should work fine (assuming ArcFurnace's bug isn't affecting everyone) -
The current version has some serious security holes. It's a good enough reason not to share data with its creator's web site or allow it to run until those holes are patched, whatever your stance on privacy and data collection may be.
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[0.25] Aligned/Formatted Currency Indicator
xEvilReeperx replied to xEvilReeperx's topic in KSP1 Mod Releases
Yep, already does: -
I'm sure many have noticed the stock currency cost/funds display: And wished it was more like one of these: Now it can! What more is there to say? Download 1.2 Here Configuring style: Edit the settings.cfg file, located in (by default) /GameData/AlignedCurrencyIndicator/settings.cfg. See file for detailsNote: Default is the "Calculator" (right) style Changelog 1.2Updated for 0.25 Small bug that prevented the indicators from updating correctly when a craft was loaded is fixed [*]1.1 Critical: Fixes a serious bug that occurs when completing contracts if you use the "Calculator" style widgets Now automatically disables in game modes other than Career [*]1.0 first release Known Issues If total funds are changed while in the editor with the 'tumbler/altitude' widget style, the cost widget tumblers will jump briefly If you discover any bugs or other issues, let me know. Source Licensed under the MIT License, included in download
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
xEvilReeperx replied to TriggerAu's topic in KSP1 Mod Releases
I meant using EzGUI directly where you have essentially full control and can do whatever you want. I think your version uses the standard Unity GUI, if I'm looking at the right thing. Here's an example that will prevent any interaction with the SpaceCenter buildings or view but still allow the player to click on the various buttons: [KSPAddon(KSPAddon.Startup.SpaceCentre, true)] class TriggerUIButtonTest : MonoBehaviour { UIButton blocker; void Start() { var uiCamera = Camera.allCameras.ToList().Find(c => c.name == "EZGUI Cam"); blocker = UIButton.Create("ButtonTest.Blocker", Vector3.zero); blocker.SetAnchor(SpriteRoot.ANCHOR_METHOD.UPPER_LEFT); blocker.renderCamera = uiCamera; blocker.gameObject.layer = LayerMask.NameToLayer("EzGUI_UI"); var texture = new Texture2D(1, 1, TextureFormat.ARGB32, false); texture.SetPixels(new Color[] { new Color(0f, 0f, 1f, 0.1f)}); // nice peaceful blue for debug purposes texture.Apply(); blocker.Setup(Screen.width, Screen.height, new Material(Shader.Find("Sprite/Vertex Colored")) { mainTexture = texture }); // just cover the screen with it var buttonPosition = uiCamera.ScreenToWorldPoint(new Vector3(0f, Screen.height, 0f)); buttonPosition.z = 0f; blocker.transform.position = buttonPosition; blocker.AddValueChangedDelegate(delegate(IUIObject obj) { ScreenMessages.PostScreenMessage("You clicked the background button", 3f); }); } } If you placed one invisibly behind each of your windows, you needn't worry about scene clickthrough in most scenes although you'll still have a problem if somebody's Unity GUI window gets placed on top of yours -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
xEvilReeperx replied to TriggerAu's topic in KSP1 Mod Releases
Have you tried disabling the building colliders when your window is moused over, or creating an invisible UIButton background for them? That's how I'd do it -
Could you set this situation up again? Press Alt+F2 to bring up the debug menu and then hop out on eva to get the report to temporarily appear again. There should be a mention of which experiment(s) exactly ScienceAlert thought was available along with some other info. It'll look like this: [Log]: ScienceAlert, Experiment evaReport@KerbinSrfLandedLaunchPad just became available! Total potential science onboard currently: 0 (Cap is 2.4, threshold is Unresearched, current sci is 0, expected next report value: 2.4) Knowing that would be a big help in tracking this down
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I'll look into this, thanks. What's most likely happening is that ScienceAlert is alerting you for EVA science available while on landed on the LaunchPad. When you pop out on EVA (and are holding onto a ladder/not on the ground), the game considers you to be flying. The static object "biomes" only count if you're landed on them so there is no way to get something like "eva report while flying over LaunchPad/KSC/etc". I'll find out if the way ScienceAlert does things is somehow adding an impossible entry like that to the science archives. Fixing it shouldn't be hard if that's the case. Thanks for the feedback!
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Yep thanks for reminding me. Went ahead and updated it for 0.24.
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You currently assign textures to a button using TexturePath. I want to be able to assign a Texture2D directly using a similar property. I already have direct access to the pixels in the toolbar. I just want changing the texture to be more convenient and less inefficient. Every time I change an animation frame, toolbar will waste time performing 500+ string comparisons to find a texture I already have and could just hand to it.
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Animated buttons/Direct texture access. That was a flat no with strange justification. Consistent drawable placement. Added! PopupMenuDrawable customization, specifically: Consistent placement of menu (solved by #3) Ability to customize menu background or skin to avoid jarring with KSP theme (nope) Remove buttons at runtime (nope, whole menu needs to be recreated) Other control options, especially labels. Still not an option even though I feel there's very good justification to have one It doesn't really matter now, anyway. There are two toolbar options and developers can decide based on their needs
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Why the negative comment about forking then? It's not any of your concern what they decide to do with it after that. I know from experience that it's extremely difficult to convince you to change or add any toolbar features so if I read a post like #304, my first instinct would be to fork the project (if I had the time) also
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We tried to convince Majiir to put this kind of functionality into ModStatistics. He said, quote, "I will say it [ed: error reporting] is definitely outside the scope of this project, and it introduces a number of privacy issues" and "It would be neat to have a tool that collects logs and other diagnostic information and compiles it into a single report for a modder to view; but that is not this tool" So unfortunately, while ModStatistics will tell you how often a mod will crash in general from a pool of users, it does not include any of the interesting info for modders that would be helpful. In your scenario, there's no way to identify Poster, what version he's using, which mods he's using, or anything like that at all.
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That has nothing to do with my comment. You phrased your post like we somehow don't know what Majiir's stance is. We do know and tried to convince him differently more than a month ago. If you submitted your merge request two weeks ago, Majiir wouldn't have bothered to respond let alone accept them (or implement similar himself). Now he might be forced to do both. That is all I was saying.
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You might have not been following this situation since it first began a month and a half ago, but the reason Majiir didn't include it as an option to begin with is that it is a deliberate tactic to increase user count. We know what he thinks about it. The only question is whether there's been enough community backlash yet to force him to fix the issue or if he'll continue to stand on his mountain
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If it was just a toggle button, it'd take maaaaaaaaaaaybe 25 seconds to add. 2-5 minutes for a nice interface that shows the information you want. 15-45 seconds to just add a popup toggle on start like the autoupdate one, depending on whether you got fancy and added code to wait for the other popup to close before you opened the next. Let's call it 6 minutes of work on the very outside, including time spent testing
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Majiir and co won't say it because "how 2 install?" (or other similarly simple question readily answered by reading instructions) pops up so often when supporting a mod, even when you put a "How to install" in the forum post and a README in the zip itself carefully explaining it. A quick perusal of your forum history makes it seem like you haven't released any plugins so I guess it's forgivable that you wouldn't know. You'd be surprised at how many people would stumble at 5a and you end up having to explain basic tasks like opening windows explorer or where to find the KSP directory