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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)


Andem

Do you want the asteroid spawner to be optional?  

94 members have voted

  1. 1. Do you want the asteroid spawner to be made optional?

    • Yes
      75
    • No
      19


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4 minutes ago, oniontrain said:

Yeah I'm getting that same problem with the UI locking up after transmitting science. Has anybody found a workaround for it? Clearing input lock stack doesn't do any good, if that helps.

I have been looking into it, and It has something to do with an outdated GUI class. I'm still not sure what to do aout it though, because the problem persists after I change things. SoonTM is all I can say, I'm afraid.

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16 hours ago, oniontrain said:

Yeah I'm getting that same problem with the UI locking up after transmitting science. Has anybody found a workaround for it? Clearing input lock stack doesn't do any good, if that helps.

its not that the ui locks up for me, it just won't appear at all for me. If you can get the UI up at least, there may be a mod conflicting. I'll try send a modlist shortly.

 

EDIT: So here's my modlist: https://gyazo.com/d627af23ad704efc1fa3d4e0c3a6d825

 

Edited by Duski
adding modlist
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10 hours ago, Duski said:

its not that the ui locks up for me, it just won't appear at all for me. If you can get the UI up at least, there may be a mod conflicting. I'll try send a modlist shortly.

 

EDIT: So here's my modlist: https://gyazo.com/d627af23ad704efc1fa3d4e0c3a6d825

 

I think I see the issue here.

Inside of the CacteyeOptics folder there are two more folders, one titled "Gamedata" and one called "Example Craft"

You want to merge the "Gamedata" folder with the preexisting folder in the KSP directory.

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1 hour ago, Andem said:

I think I see the issue here.

Inside of the CacteyeOptics folder there are two more folders, one titled "Gamedata" and one called "Example Craft"

You want to merge the "Gamedata" folder with the preexisting folder in the KSP directory.

And yes you're right, my apologies. :)

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On 22/05/2016 at 8:55 PM, oniontrain said:

Yeah I'm getting that same problem with the UI locking up after transmitting science. Has anybody found a workaround for it? Clearing input lock stack doesn't do any good, if that helps.

I take my ticket, in line for a workaround too ^^' for I got the exact same problem.

I uninstalled cacteye to replace it by TST "honeycomb looking" surveyscope... killed my save though (with a 10/10 consecuutive KSC lock bug), so I re-installed cacteye... and I juuuust don't use my cacteye telescopes to get science, they stay up there, for kerbin's high orbit decorum's sake :3

I'll come back to them when Science UI windows lock get solved

Ty a lot for taking along this extremely enjoyable mod up to 1.1.x with us :)

 

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39 minutes ago, icedown said:

Found the issue with the science UI.  Created a pull request to fix it.  The gui styles were defined but never assigned. 

Here is my dll.  Test and verify at your own risk

Updated CactEye2.dll

Oh good lord thank you! I've been pulling my hair out over that!

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43 minutes ago, oniontrain said:

Gonna try that dll out right now

Good, I haven't had a chance to test it.

 

EVERYONE!

Something has happened in my place of work, and I would probably get into trouble if I discussed it here.

Unfortunately, I will be unable to deal with Cacteye or any other mod for the forseeable future. Please remember this is a community effort, and I want all of you to pitch in! Thanks for all of the help and support, and whoever wants to take the lead PM me, and I'll see if a moderator can transfer thread ownership.

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1 hour ago, Andem said:

Something has happened in my place of work, and I would probably get into trouble if I discussed it here.

Unfortunately, I will be unable to deal with Cacteye or any other mod for the forseeable future. Please remember this is a community effort, and I want all of you to pitch in! Thanks for all of the help and support, and whoever wants to take the lead PM me, and I'll see if a moderator can transfer thread ownership.

Ouch; Maybe post this to the OP?

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4 hours ago, oniontrain said:

OK, looks like the fixed DLL is working for me as well. Now to figure out if it's scatterer or distant object enhancement making planets in the GUI look weird...

 

What do you mean by looking weird and can you provide a screen shot?  I haven't tried DOE with it yet so I'm not sure what effects it has but I do run it with scatterer and haven't noticed anything odd. 

I've done some testing with DOE and found that things look odd with DOE flares enabled.  Screenshots from inside the plugin look fine though.  I recommend disabling the DOE flares prior to using the GUI for now. I'm going to look into it further though.

Edited by icedown
Did testing
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3 hours ago, Deimos Rast said:

Ouch; Maybe post this to the OP?

Done. As of now, I can technically tell you guys, but it's pretty disturbing, so I'll keep it to myself. :sealed:

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10 hours ago, icedown said:

 

 

I've done some testing with DOE and found that things look odd with DOE flares enabled.  Screenshots from inside the plugin look fine though.  I recommend disabling the DOE flares prior to using the GUI for now. I'm going to look into it further though.

Yeah I figure it's zooming in on the flare and making it really big. Haven't looked at Eve yet, but Duna is completely transparent as if it's only rendering the cloud layer; that could be EVE causing the problem as well. I suspect it's something to do with the atmosphere, as Ike looks fine. Almost like it's adding the planet on the alpha channel or something, I can usually see my ship through the hole: bHSoIrX.png

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Just putting this one out there to see your thoughts.  What about adding a fine tuning controls for making nice screen shots?

d44f550798251481b0fb6a9bac8b5217.png

 

@oniontrain

That is definitely EVE causing that.  I'll see what can be done about that.

Edited by icedown
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Here is a full release. 

Change log:

  • Compiled against 1.1.2
  • Fixed UI lockup after doing science
  • Fixed AppLauncher button not working
  • Fixed all configs being written to DebugMode
  • Added ability to stop modifications of asteroid spawn rates

This has not been updated on SpaceDock yet

Download at

Github

As you should always do when updating a mod, you should remove the old one before installing the new update.

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