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[1.12] Space Age 1.3.8 (2023-02-25)


garwel

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Space Age 1.3.3

  • Changed: Asteroids and comets are no longer included in vessel's mass for achievements
  • Fixed: Issues with tracking of flag plant event (they weren't added to the Chronicle; achievements didn't record the kerbal's name)
  • Fixed: When switching to a vessel's log, the page number wasn't reset to 1
  • Fixed: NRE when loading invalid or corrupted (e.g. empty) achievements
  • Various small UI and localization improvements
  • Code improvement for better performance, maintainability and compatibility

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Edited by garwel
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Space Age 1.3.4

  • Added: Setting to use default (stock or mod-provided) date & time format instead of Space Age's own
  • Changed: Unwarp time on Chronicle events when notifications are enabled; removed redundant setting
  • Changed: Vessels are now marked as destroyed at a celestial body if they are destroyed in the atmosphere, regardless of altitude
  • Fixed: Incorrect messages in Chronicle for achievement-related events

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Space Age 1.3.5

  • Added: New achievement for Total Science Collected (for relevant game modes, of course) and the related ScienceAdded event (not displayed in the Chronicle but can be used in achievements)
  • Added: Search feature now recognizes phrase search and looks for whole words only. E.g., when you search for "Eve", it will only include the entries related to the planet, not everything with "eve" inside (such as "achievement"). Put phrases in quotation marks to search for them (for instance "Apollo 11" will find all entries with this exact phrase while Apollo 11 will find anything with words "Apollo" and "11").
  • Added: Button to quickly clear search box and return back to unfiltered results
  • Added: Space Age window now automatically updates to reflect new achievements
  • Fixed; More data validity checks to prevent issues if you load a corrupted save
  • Various small UI and performance improvements

Download here

Edited by garwel
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  • 1 month later...

@garwel

Was testing mods in 1.12, found a problem with this mod

Snippets from the log:

[GameParameters]: Couldn't find type for custom parameter SpaceAgeChronicleSettings. 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

and


Exception loading ScenarioModule SpaceAgeScenario: System.ArgumentException: Couldn't find custom parameter SpaceAgeChronicleSettings!
  at GameParameters.CustomParams[T] () [0x0004d] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
  at SpaceAge.SpaceAgeChronicleSettings.get_Instance () [0x00005] in <ba21344515484166a67594353b1f7f87>:0 
  at SpaceAge.Core.get_Level () [0x00000] in <ba21344515484166a67594353b1f7f87>:0 
  at SpaceAge.Core.Log (System.String message, SpaceAge.LogLevel messageLevel) [0x00001] in <ba21344515484166a67594353b1f7f87>:0 
  at SpaceAge.SpaceAgeScenario.OnLoad (ConfigNode node) [0x00001] in <ba21344515484166a67594353b1f7f87>:0 
  at ScenarioModule.Load (ConfigNode node) [0x0000e] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
  at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <a1ca58b5ca7140639de29a81de5e3f32>:0  
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Complete logs are here:  https://www.dropbox.com/s/6cb9fqsww8bw8ye/SpaceAgeErrors.zip?dl=0

 

Edit:  I took a look at the code, and while I haven't tested this yet, I think your problem is here:

https://github.com/GarwelGarwel/SpaceAge/blob/873e8ab4f8696e8e5daca5cbaa79e59f14f825d6/SpaceAgeChronicleSettings.cs#L108

The var shouldn't be a static because what it's referring to isn't a static:

 public static SpaceAgeChronicleSettings Instance => HighLogic.CurrentGame.Parameters.CustomParams<SpaceAgeChronicleSettings>();

 

Edit 2:  another test, clean install, only this mod installed, got the following:

16246 TypeLoadException: VTable setup of type SpaceAge.GarwelDateTimeFormatter failed
16247   at SpaceAge.SpaceAgeScenario.DisplayData () [0x0022e] in <ba21344515484166a67594353b1f7f87>:0 
16248   at (wrapper delegate-invoke) <Module>.invoke_void()
16249   at KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, KSP.UI.UIRadioButton+CallType callType) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
16250   at UnityEngine.Events.InvokableCall`2[T1,T2].Invoke (T1 args0, T2 args1) [0x00010] in <12e76cd50cc64cf19e759e981cb725af>:0 
16251   at UnityEngine.Events.UnityEvent`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00025] in <12e76cd50cc64cf19e759e981cb725af>:0 
16252   at KSP.UI.UIRadioButton.SetState (KSP.UI.UIRadioButton+State state, KSP.UI.UIRadioButton+CallType callType, UnityEngine.EventSystems.PointerEventData data, System.Boolean popButtonsInGroup) [0x00079] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
16253   at KSP.UI.UIRadioButton.ToggleState (KSP.UI.UIRadioButton+CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00026] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
16254   at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x0011e] in <a1ca58b5ca7140639de29a81de5e3f32>:0 
16255   at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <2d96a890bfa54a0e8b00b1a5c3019a1a>:0 
16256   at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <2d96a890bfa54a0e8b00b1a5c3019a1a>:0 

 

Edit 2:  Found the problems.

First, the IDateTimeFormatter got a new method, so the mod needs to have it added and recompiled against 1.12:

        public string PrintDateDeltaCompact(double time, bool includeTime, bool includeSeconds, bool b1, int i1) => throw new NotImplementedException();

Second, the first error also seems to be solved with a recompile against 1.12

Edited by linuxgurugamer
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  • 4 weeks later...
On 7/23/2021 at 5:38 AM, linuxgurugamer said:

Love this mod.  One thing, could you add the names of the crew members to the achievements and/or ship logs?  Would make it easier for keeping track of missions

Eventually, yes. It will require quite a few changes to the code though, and I'm not sure how better to display long lists of crew members without exploding the UI.

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41 minutes ago, garwel said:

Eventually, yes. It will require quite a few changes to the code though, and I'm not sure how better to display long lists of crew members without exploding the UI.

How about a button to display a window with the crew, or possible a small scrollbox?

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  • 5 months later...

Would be nice to have funds changes in the Chronicle.
Also probably Science and Rep.

something like:

Y2D7 5:05 Funds Changed: 3,800,000 (+300,000) 

Y2D2 3:03 Funds Changed: 3,500,000 (-500,000) 

Edited by flart
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  • 5 months later...

@garwelThanks for this, though I am wondering if the window is supposed to be retaining it's screen position or not. I've not seen a setting for it, and watching it constantly reset position while flying, while somewhat entertaining at times, is probably not what you had intended. Also, given how long it's been since there were any updates, I also understand that it may be an abandoned mod at this point, but no harm in asking at this point. ;)

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  • 4 months later...
On 11/14/2022 at 5:17 AM, linuxgurugamer said:

@garwel

I found a small bug in SpaceAge, I've pushed a PR to the repo.  Essentially, a game Event (OnScienceChanged) was being added instead of removed in the OnDisable method

Thanks! Actually, I've already fixed it in the dev branch, but been too lazy... er, busy to release the update yet.

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Actuall

53 minutes ago, Gordon Dry said:

Please make it compatible to ToolbarControl (and ClickThroughBlocker, if it's not yet).

And, please make it save the settings in a cfg file inside a PluginData folder, not inside the persistent.sfs

Ummm, if you play multiple games the plugindata will get collisions, for something like this, which has save-specific info, either save it in the persistent.sfs OR save it in a cfg file in the save game folder (I do that with a few mods)

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5 hours ago, Gordon Dry said:

I prefer that. A seperate config file is good for backing up preferred settings and can be easily copied from the backup to the new save folder after starting a career.

but in this case, the info is specific to a save.  Other than making the save file a bit smaller, you aren't gaining that much

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Gosh this is a very cool mod that I pretty much only found out about because of recent posts. What a very cool idea. I will be using this!

I'm particularly interested that there's a way to gain to configure funds/sci/rep by score, which might be a great way to add motivation to achieve things (rather than futzing about).

From what I can see there's no tracking, scoring of contracts, I'm assuming because that's something you can already see/work out from Mission Control?

 

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On 11/19/2022 at 7:10 PM, 610yesnolovely said:

From what I can see there's no tracking, scoring of contracts, I'm assuming because that's something you can already see/work out from Mission Control?

TBH, I never really thought of that. You can see all your completed (and failed) contracts in stock, so I never had a need to add this functionality to the mod. But maybe someday I'll do it.

Edited by garwel
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Using this mod, and I love it.

Noticed a slightly weird thing in that the window position moves down and right each time you click something like "Achievements" or "Log" or open or close it.The default starting position for me was somewhere in the bottom right, so after closing Space Age via the icon I thought I had disappeared for ever.

The solution was putting it at the top right and moving it back every so often :-)

I took a look at the code, possibly the issue is in UndisplayData():

https://github.com/GarwelGarwel/SpaceAge/blob/af500c541acc95418a46a7afe6f3d27664f59804/SpaceAgeScenario.cs#L799

                windowPosition = new Rect(v.x / Screen.width + 0.5f, v.y / Screen.height + 0.5f, windowWidth, 50);

I think adding 0.5 isn't required and causes this behaviour?

Edited by 610yesnolovely
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  • 2 months later...
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