eberkain Posted February 11, 2017 Share Posted February 11, 2017 I get this on load, probably harmless. [EXC 05:33:50.919] NullReferenceException: Object reference not set to an instance of an object JanitorsCloset.Log.Info (System.String msg) JanitorsCloset.JanitorsClosetLoader.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>c__Iterator4A:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>c__Iterator49:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>c__Iterator5D:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2017 Author Share Posted February 11, 2017 It is. What's surprising is that it is in Log.Info, which shouldn't even be in that build. I'll take a look at it later, thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2017 Author Share Posted February 12, 2017 New release, 0.2.14 Fixed problem with quickload and scene changes not properly resetting toolbar Added Identify menu item to be able to specify an identity for a button Added tooltips for buttons in the JCToolbar, for those buttons which have been identified There are lots of toolbar buttons, I'd appreciate it if you would all take a few minutes and use the new Identity menu to label each button, and then send me the contents of your config file: PluginData/JanitorsCloset.cfg so that I can add your button identities to the default file. Quote Link to comment Share on other sites More sharing options...
smokytehbear Posted February 12, 2017 Share Posted February 12, 2017 10 hours ago, linuxgurugamer said: New release, 0.2.14 Fixed problem with quickload and scene changes not properly resetting toolbar Added Identify menu item to be able to specify an identity for a button Added tooltips for buttons in the JCToolbar, for those buttons which have been identified There are lots of toolbar buttons, I'd appreciate it if you would all take a few minutes and use the new Identity menu to label each button, and then send me the contents of your config file: PluginData/JanitorsCloset.cfg so that I can add your button identities to the default file. Will do. Do you still want us to run the test from the previous page? Didn't get to it yesterday. I'm also going to try clearing my blacklist. Like I said I don't remember putting anything in there, but your description fits what's happening almost perfectly with my "immune" buttons so maybe I did. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2017 Author Share Posted February 12, 2017 New release: 0.2.14.1 Fixed nullrefs (harmless) when no buttonidentifiers are found for a hovered-over button 4 minutes ago, smokytehbear said: Will do. Do you still want us to run the test from the previous page? Didn't get to it yesterday. I'm also going to try clearing my blacklist. Like I said I don't remember putting anything in there, but your description fits what's happening almost perfectly with my "immune" buttons so maybe I did. No need, I'm pretty sure I found it. But, never hurts to test. You guys are doing things I just don't have time for, so it's good that you all test and give me feedback. Let me know how you like the new Identify option, be sure to turn it on in the settings (Enable Button Identification, Enable Button Tooltip) Quote Link to comment Share on other sites More sharing options...
smokytehbear Posted February 12, 2017 Share Posted February 12, 2017 So I had some issues but I don't think related to this. Loading the game now to categorize the buttons then I'll promptly send you the file in a message. One quick thing to report though: I notice this actually with all sorts of mods with text box entries actually, but is there any way to restrict control to the entry box when you've clicked it? To explain further what I mean, right now if I'm in editor and want to rename my vessel to something long (e.g. Cool Massive Interplanetary Exploration Rocketship) it opens and sometimes then closes a half dozen windows and changes my symmetry count/changes mode/moves the camera/etc. This mod was doing the same while I was in-flight testing the identifiers. Don't even remember what I typed, but deactivated SAS, RCS, turned the ship a little, and switched off my persistent camera focus mod ("o") all in the span of less than a seconds while typing the name in the box. Super long-winded way of saying, can we have control temporarily suspended while we're entering the text names? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2017 Author Share Posted February 12, 2017 3 hours ago, smokytehbear said: So I had some issues but I don't think related to this. Loading the game now to categorize the buttons then I'll promptly send you the file in a message. One quick thing to report though: I notice this actually with all sorts of mods with text box entries actually, but is there any way to restrict control to the entry box when you've clicked it? To explain further what I mean, right now if I'm in editor and want to rename my vessel to something long (e.g. Cool Massive Interplanetary Exploration Rocketship) it opens and sometimes then closes a half dozen windows and changes my symmetry count/changes mode/moves the camera/etc. This mod was doing the same while I was in-flight testing the identifiers. Don't even remember what I typed, but deactivated SAS, RCS, turned the ship a little, and switched off my persistent camera focus mod ("o") all in the span of less than a seconds while typing the name in the box. Super long-winded way of saying, can we have control temporarily suspended while we're entering the text names? It's a KSP bug, there is a workaround, but not easy. I'll see what I can do. But for now: New release: 0.2.14.2 Really fixed those nullrefs, were causing icons to disappear Quote Link to comment Share on other sites More sharing options...
eLDude Posted February 13, 2017 Share Posted February 13, 2017 looks like you really got it, buttons stay where they supposed to. big thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 13, 2017 Author Share Posted February 13, 2017 1 hour ago, eLDude said: looks like you really got it, buttons stay where they supposed to. big thanks Great news! Now, how are the tooltips working? I'm still waiting for people's identifiers for the buttons they are using, right now all I have are the ones that I have in my main game Quote Link to comment Share on other sites More sharing options...
eLDude Posted February 13, 2017 Share Posted February 13, 2017 i found some... Spoiler 74b2422d scansat 55b890a9 automated sciece sampler //not working coz kerbokatz c12d3072 far bbbc2ad1 usi life support a37b50a3 remote tech d63bab68 deep freeze 3679b99c texture replacer //not really necessary, space center only 761c75c8 sep 48fa28f9 deadly reentry c1a0712d time control 678937b6 amp year 41ef015a alarm clock 012365d2 stage recovery 6a18e895 kvv 8f1d52b7 ir editor aba5b128 ir sequencer 200c0d2b hangar grid 35a203be cls f486866f transferwindow planner 67f02e0a servo controller c387ad4d eex 620ba829 kerbnetaccess 8a0ec4c6 atmosphere autopilot 24c004f3 waypoint manager 5d7c989b plane mode da0510cc ship manifest 89a70170 sm setting 835f44fe sm rooster 36dadc51 precise maneuver bc8e3042 ker 0086a042 esld beacon 73e58361 planet shine 9caa85cf mechjeb 1212fe8a distant object 475ae78e rt vessel list Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 13, 2017 Author Share Posted February 13, 2017 Thanks, but there is no need to remove the = sign. I'll merge this later Quote Link to comment Share on other sites More sharing options...
eLDude Posted February 13, 2017 Share Posted February 13, 2017 (edited) i did this the other way... thought the new tooltip was bugged, realized then i didnt pressed accept in the settings tab... twice better rename to eLDumb Edited February 13, 2017 by eLDude Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 Does anybody else have identify information they can send me on the buttons? I'd like to have as many as possible before the next release. Thanks Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 14, 2017 Share Posted February 14, 2017 18 minutes ago, linuxgurugamer said: Does anybody else have identify information they can send me on the buttons? I'd like to have as many as possible before the next release. Ah, I didn't got yet, that you wanted us to send in the data of the mods/icon we use. Tried that feature now. However, when I enter some text and press the button after that, I get a NRE: Spoiler 170214T204609.924 [EXCEPTION] [JanitorsCloset.JanitorsCloset+<>c__DisplayClass72_0.<Update>b__2] NullReferenceException: Object reference not set to an instance of an object at JanitorsCloset.JanitorsCloset+<>c__DisplayClass72_0.<Update>b__2 (System.String n) at DialogGUITextInput.<Create>m__6F4 (System.String n) at UnityEngine.Events.InvokableCall`1[System.String].Invoke (System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) at UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) at TMPro.TMP_InputField.SendOnSubmit () at TMPro.TMP_InputField.DeactivateInputField () at TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute (IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute[IUpdateSelectedHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.EventSystem:Update() Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 11 minutes ago, Jebs_SY said: Ah, I didn't got yet, that you wanted us to send in the data of the mods/icon we use. Tried that feature now. However, when I enter some text and press the button after that, I get a NRE: Hide contents 170214T204609.924 [EXCEPTION] [JanitorsCloset.JanitorsCloset+<>c__DisplayClass72_0.<Update>b__2] NullReferenceException: Object reference not set to an instance of an object at JanitorsCloset.JanitorsCloset+<>c__DisplayClass72_0.<Update>b__2 (System.String n) at DialogGUITextInput.<Create>m__6F4 (System.String n) at UnityEngine.Events.InvokableCall`1[System.String].Invoke (System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) at UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) at TMPro.TMP_InputField.SendOnSubmit () at TMPro.TMP_InputField.DeactivateInputField () at TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute (IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute[IUpdateSelectedHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.EventSystem:Update() I assume this is the same save that you sent me the CKAN info on? What scene are you in, and which button did you do it on? Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 14, 2017 Share Posted February 14, 2017 6 minutes ago, linuxgurugamer said: I assume this is the same save that you sent me the CKAN info on? What scene are you in, and which button did you do it on? Yes. Tried Space Center and VAB. Where should the information be stored in the end? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 Just now, Jebs_SY said: Yes. Tried Space Center and VAB. Where should the information be stored in the end? PluginData/JanitorsCloset.cfg Which buttons were you trying it on, or did it not matter? Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 14, 2017 Share Posted February 14, 2017 (edited) 2 minutes ago, linuxgurugamer said: Which buttons were you trying it on, or did it not matter? From left to the right... Quick Start, Real Chute, on main screen, KVV in VAB... then I gave up. Can do another test, if needed. Edited February 14, 2017 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2017 Author Share Posted February 14, 2017 35 minutes ago, Jebs_SY said: From left to the right... Quick Start, Real Chute, on main screen, KVV in VAB... then I gave up. Can do another test, if needed. No need. Just make sure you are on the latest, then send me the entire log file. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 16, 2017 Author Share Posted February 16, 2017 New release, 0.2.14.3: Fixed nullref when identifying buttons Added many identifiers to default identifier file Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 17, 2017 Author Share Posted February 17, 2017 New release, 0.2.14.4; Fixed problem with duplicate identifiers Added more default identifiers Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 18, 2017 Author Share Posted February 18, 2017 New release, 0.2.14.6 Fixed null ref which returned from an earlier fix, caused buttons to disappear on the JC toolbar Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 22, 2017 Share Posted February 22, 2017 (edited) I've been trying to use JC, but when I install it and alt-right click on my stock toolbar nothing comes up, the interface acts like I did nothing. I've tried deleting and reinstalling. I just realized I only tried to reinstall from CKAN, should I try to download from github and try that? I also tried to remove any references to Janitor's Closet from other places, but I'm not seeing anything in my save files or outside of the mod's folder? Is there any other place the config is stored? EDIT: I can block parts in the VAB/SPH. Edited February 22, 2017 by Liquid5n0w Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 22, 2017 Author Share Posted February 22, 2017 CKAN is the best way to install it. Log file, please. Also, are you running Mac or Linux? Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted February 22, 2017 Share Posted February 22, 2017 6 minutes ago, linuxgurugamer said: CKAN is the best way to install it. Log file, please. Also, are you running Mac or Linux? I am on Windows. https://1drv.ms/u/s!Av1EdAOGC27IirBjHS64N98JODmNmw Quote Link to comment Share on other sites More sharing options...
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