pmborg Posted July 26, 2020 Share Posted July 26, 2020 1 hour ago, linuxgurugamer said: Ok, where did you get the data from? Was it copied from a stock part, and if so, which one? Stock just have 2 drills, was based on minidrill but updated, please check the new version on: https://www.dropbox.com/s/ro0endkmgzylgmc/pipeNetwork.cfg?dl=0 Quote Link to comment Share on other sites More sharing options...
Jhaxxar Posted August 9, 2020 Share Posted August 9, 2020 I am running KSP 1.10 and civilian-population fails near the end of the loading process. The error says that the DLL is not compatible. This happens after all the modules seem to have loaded and after both of the Expansion Modules have loaded. The Version file is up to date. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 21, 2020 Share Posted August 21, 2020 (edited) Hey @linuxgurugamer I'm messing with this mod and WBI in KSP 1.9.1. I've tried to run with prior advice from a previous maintainer (Pamynx) that I could easily integrate this mod (by using just one partmodule, and skip out on the parts) into other mods and it seemed to work out well. However, when a Childbirth timer reaches zero, it often goes negative, sometimes for a very long time, and when a kerbal is finally born, if I try to quicksave or quickload, the exception (given) happens and I'm unable to quickload, quicksave or change scenes. Also, if I click the Time UI button at any point, the UI breaks and goes blank and can't be closed. To be clear, I cut out all the parts and the configs (patches) that concern them or supported mods that I don't use. If you have any suggestions or recommendations I would be grateful. Otherwise, I can simply leave this alone. It's not vital to my gameplay goals. And there's a good chance I've damaged the particular install. Spoiler Although, this is something I've wanted for a long time. Spoiler 000_ClickThroughBlocker 000_TexturesUnlimited 001_ToolbarControl AnyRes B9AnimationModules B9PartSwitch CivilianPopulation CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConformalDecals CraftManager CryoTanks CustomPreLaunchChecks DeepSky EasyVesselSwitch EnvironmentalVisualEnhancements ExtraplanetaryLaunchpads FShangarExtender GPP_Replacements HeatControl JetSoundsUpdated JNSQ KerbalAtomics KerbalEngineer KerbalFoundries KerbalKonstructs Kerbaltek Kopernicus KSP-AVC KSPWheel KXAPI ModularFlightIntegrator NearFutureProps NodeHelper OPT OPT_Legacy OPT_Reconfig OSSNTR PartInfo PlumeParty PortraitStats RationalResources RationalResourcesParts RCSBuildAid REPOSoftTech ReStock ReStockPlus SCANsat scatterer Shabby ShipManifest Sigma Stock folder: Squad SurfaceLights TriggerTech TweakScale TweakScaleCompanion VesselMover Waifu Waterfall WaypointManager WildBlueIndustries WorldStabilizer ZeroMiniAVC 999_Scale_Redist.dll Clouds2Donly.cfg CryoTanksOmni.txt HafCoSpaceCenter_update.zip ModuleManager.4.1.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ModuleManagerLicense.md NeverBasicTweaks.dll NoScattererOcean.cfg OPTMiscTweaks.cfg RR_StripStockConverters.cfg RR_TankswitchForSquad.cfg StockHollowCargoShield.cfg WBIPlayMode.cfg WBI_CivPop.cfg Installed mods that can affect kerbal traits and statuses are WBI/Pathfinder, Snacks!, Civilian Population itself, and JPLRepo's DeepFreeze. (I removed DeepFreeze but proved it's not the problem.) [LOG 16:04:40.523] Flight State Captured [EXC 16:04:40.527] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (Game st) (at <55ba45dc3a43403382024deac8dcd0be>:0) Game.Updated (GameScenes startSceneOverride) (at <55ba45dc3a43403382024deac8dcd0be>:0) Game.Updated () (at <55ba45dc3a43403382024deac8dcd0be>:0) PauseMenu.<draw>b__25_12 () (at <55ba45dc3a43403382024deac8dcd0be>:0) DialogGUIButton.OptionSelected () (at <55ba45dc3a43403382024deac8dcd0be>:0) DialogGUIButton.<Create>b__23_1 () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e7863072d20d4124957779539fa3ff58>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Edited August 21, 2020 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Cant think of a username Posted August 24, 2020 Share Posted August 24, 2020 (edited) This has some problems in 1.10. Here's the loading log: [LOG 14:08:04.775] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/flightSchoolInternal/flightschoolinternal' [ERR 14:08:04.776] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/flightschoolinternal' as model does not exist [ERR 14:08:04.776] PartCompiler: Model was not compiled correctly [LOG 14:08:04.776] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/flightSchoolInternal/flightschoolinternal' FAILED: Cannot find model [LOG 14:08:04.776] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumPodInternals/mediumCivilianPodInternals' [ERR 14:08:04.778] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.778] PartCompiler: Model was not compiled correctly [LOG 14:08:04.778] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumPodInternals/mediumCivilianPodInternals' FAILED: Cannot find model [LOG 14:08:04.778] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumQuartersInternal/mediumQuartersInternal' [ERR 14:08:04.779] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.779] PartCompiler: Model was not compiled correctly [LOG 14:08:04.779] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumQuartersInternal/mediumQuartersInternal' FAILED: Cannot find model [LOG 14:08:04.779] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/smallApartmentInternal/smallApartmentInternal' [ERR 14:08:04.780] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/surfaceAttachHouseSmallInternal' as model does not exist [ERR 14:08:04.780] PartCompiler: Model was not compiled correctly [LOG 14:08:04.780] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/smallApartmentInternal/smallApartmentInternal' FAILED: Cannot find model [LOG 14:08:04.780] PartLoader: Compiling Internal Space 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/mediumQuartersInternal/mediumQuartersInternal' [ERR 14:08:04.781] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.781] PartCompiler: Model was not compiled correctly [LOG 14:08:04.781] LoadInternalPart 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/mediumQuartersInternal/mediumQuartersInternal' FAILED: Cannot find model [LOG 14:08:04.781] PartLoader: Compiling Internal Space 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/smallApartmentInternal/smallApartmentInternal' [ERR 14:08:04.782] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/surfaceAttachHouseSmallInternal' as model does not exist [ERR 14:08:04.782] PartCompiler: Model was not compiled correctly [LOG 14:08:04.782] LoadInternalPart 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/smallApartmentInternal/smallApartmentInternal' FAILED: Cannot find model I love this mod, so if you can fix it, it would be great! Edited August 24, 2020 by Cant think of a username Quote Link to comment Share on other sites More sharing options...
Dazza23 Posted September 4, 2020 Share Posted September 4, 2020 After reading the last few comments, am I correct in assuming this is not working in 1.10? Quote Link to comment Share on other sites More sharing options...
Cant think of a username Posted September 5, 2020 Share Posted September 5, 2020 21 hours ago, Dazza23 said: After reading the last few comments, am I correct in assuming this is not working in 1.10? Yes. I hope they update it! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted October 25, 2020 Share Posted October 25, 2020 (edited) ok... soo... Im in 1.10.1 and when i click on the time GUI, a NullRef error spams the log. Spoiler [EXC 21:41:53.965] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:53.986] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:53.989] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.012] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.040] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.061] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.064] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.086] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.115] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.136] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. Its only when i click on Time GUI, it also entirely breaks the window too... Also, i have the latest version of the mod... Edited October 25, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted October 25, 2020 Share Posted October 25, 2020 (edited) wait a second..... I dont have ModuleAnimateGenericEffects installed lol.... Edit: it still spams the exact same thing..... hmm.... Edited October 25, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
TheMultiVitamin Posted October 28, 2020 Share Posted October 28, 2020 Has anyone managed to get this to work with 1.10/1.10.1 without it messing up yet? This is by far one of my favorites and have been badly wanting it for my current modded campaign playthrough. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Author Share Posted October 28, 2020 (edited) Would have been nice if someone had pinged me about this. i will look at the problem in the next day or so. 1 hour ago, linuxgurugamer said: Would have been nice if someone had pinged me about this. i will look at the problem in the next day or so. @JadeOfMaar looks like I missed your ping back in August On 8/24/2020 at 2:36 PM, Cant think of a username said: This has some problems in 1.10. Here's the loading You didn’t install it correctly Edited October 28, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
pmborg Posted October 28, 2020 Share Posted October 28, 2020 (edited) 2 hours ago, TheMultiVitamin said: Has anyone managed to get this to work with 1.10/1.10.1 without it messing up yet? This is by far one of my favorites and have been badly wanting it for my current modded campaign playthrough. Hello @TheMultiVitamin I am still using "civilian population" in 1.9.1, and work great as before, once the current version (the latest from @linuxgurugamer) was compiled in 1.8.1 but work also on 1.9.1 compiled against 1.9.1 libs and also like stated in OP Title . I added now "civilian population" to my SpaceX "test bed" mod environment, just to do a simple test in KSP 1.10.1 All is working fine for me in KSP 1.10.1: Edited October 28, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Author Share Posted October 28, 2020 4 minutes ago, pmborg said: I am still using "civilian population" in 1.9.1, and work great as before, once the current version (the latest from @linuxgurugamer) was compiled against 1.9.1 libs and also like stated in OP Title . So the current version on Spacedock does NOT work in 1.10.1, but when you recompile it against the 1.10 libs, it does? Please confirm. FYI, my release builds are still being done against a 1.8.1 library, if you confirm the above, I'll update my Jenkins server to 1.10.1 (about time anyway, but would like confirmation) Quote Link to comment Share on other sites More sharing options...
pmborg Posted October 28, 2020 Share Posted October 28, 2020 (edited) 17 minutes ago, linuxgurugamer said: So the current version on Spacedock does NOT work in 1.10.1, but when you recompile it against the 1.10 libs, it does? Please confirm. FYI, my release builds are still being done against a 1.8.1 library, if you confirm the above, I'll update my Jenkins server to 1.10.1 (about time anyway, but would like confirmation) For me the original version CivilianPopulation v3.0.0.9 published, work apparently in 1.10.1, if something is not working... I did not noticed yet. I used this craft to test: https://kerbalx.com/pmborg/CivilianPopulation-tstbed Edited October 28, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Author Share Posted October 28, 2020 On 8/8/2020 at 9:50 PM, Jhaxxar said: I am running KSP 1.10 and civilian-population fails near the end of the loading process. The error says that the DLL is not compatible. This happens after all the modules seem to have loaded and after both of the Expansion Modules have loaded. The Version file is up to date. That error can be ignored, it's from ModuleManager, and it's not always accurate. Providing a complete Player.log file would be helpful in confirming this On 10/25/2020 at 1:32 PM, JcoolTheShipbuilder said: wait a second..... I dont have ModuleAnimateGenericEffects installed lol.... Edit: it still spams the exact same thing..... hmm.... Please provide the entire Player.log On 7/26/2020 at 4:39 PM, pmborg said: Stock just have 2 drills, was based on minidrill but updated, please check the new version on: https://www.dropbox.com/s/ro0endkmgzylgmc/pipeNetwork.cfg?dl=0 I'll be including this in my next release Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Author Share Posted October 28, 2020 On 8/24/2020 at 2:36 PM, Cant think of a username said: I love this mod, so if you can fix it, it would be great! On 8/24/2020 at 2:36 PM, Cant think of a username said: [LOG 14:08:04.778] LoadInternalPart 'CivilianPopulation-master I have no idea where you got your copy of CP, because the "-master" is not from my release (or even my repo). Directories cannot be renamed, it breaks things Quote Link to comment Share on other sites More sharing options...
pmborg Posted October 28, 2020 Share Posted October 28, 2020 (edited) checking log... Edited October 28, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted October 28, 2020 Share Posted October 28, 2020 Log: https://www.dropbox.com/s/6z2k268ouqurlvn/Player-for-civ-1.10.1.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 28, 2020 Author Share Posted October 28, 2020 2 hours ago, pmborg said: Log: https://www.dropbox.com/s/6z2k268ouqurlvn/Player-for-civ-1.10.1.zip?dl=0 I need to know what you did, type of save (career, science, sandbox) Quote Link to comment Share on other sites More sharing options...
pmborg Posted October 28, 2020 Share Posted October 28, 2020 (edited) 1 hour ago, linuxgurugamer said: I need to know what you did, type of save (career, science, sandbox) I loaded the demo base: (career save): Here the direct link SPACE-X Realism Overhaul Configs [WIP] PATH: Dropbox\Kerbal\Pmborg-RealFalcons-v2\saves\InterStar\DEMO-BASE-DroneShip-LZ1-LZ2-ISS.sfs (In KSP 1.10.1 is normal that you cant load that ISS) Edited October 28, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2020 Author Share Posted November 1, 2020 (edited) On 10/28/2020 at 10:08 AM, pmborg said: Log: https://www.dropbox.com/s/6z2k268ouqurlvn/Player-for-civ-1.10.1.zip?dl=0 I just went through this log file, I didn't see anything bad about CP. A number of errors in other mods, but nothing for CP. On 10/24/2020 at 11:06 PM, JcoolTheShipbuilder said: ok... soo... Im in 1.10.1 and when i click on the time GUI, a NullRef error spams the log. Reveal hidden contents [EXC 21:41:53.965] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:53.986] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:53.989] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.012] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.040] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.061] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.064] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.086] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. [EXC 21:41:54.115] NullReferenceException: Object reference not set to an instance of an object CivilianPopulation.GUI.CivilianPopulationGUI.drawWindow (System.Int32 windowId) (at <c709311330414923a5d9dcefca5d12a2>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 21:41:54.136] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. Its only when i click on Time GUI, it also entirely breaks the window too... Also, i have the latest version of the mod... On 10/25/2020 at 1:32 PM, JcoolTheShipbuilder said: wait a second..... I dont have ModuleAnimateGenericEffects installed lol.... Edit: it still spams the exact same thing..... hmm.... I really need a log file, the Player.log, please. I'm starting to look at this mod again, but need the logs. Save file will be useful as well 5 minutes ago, linuxgurugamer said: I just went through this log file, I didn't see anything bad about CP. A number of errors in other mods, but nothing for CP. I really need a log file, the Player.log, please. I'm starting to look at this mod again, but need the logs On 8/24/2020 at 2:36 PM, Cant think of a username said: This has some problems in 1.10. Here's the loading log: [LOG 14:08:04.775] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/flightSchoolInternal/flightschoolinternal' [ERR 14:08:04.776] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/flightschoolinternal' as model does not exist [ERR 14:08:04.776] PartCompiler: Model was not compiled correctly [LOG 14:08:04.776] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/flightSchoolInternal/flightschoolinternal' FAILED: Cannot find model [LOG 14:08:04.776] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumPodInternals/mediumCivilianPodInternals' [ERR 14:08:04.778] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.778] PartCompiler: Model was not compiled correctly [LOG 14:08:04.778] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumPodInternals/mediumCivilianPodInternals' FAILED: Cannot find model [LOG 14:08:04.778] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumQuartersInternal/mediumQuartersInternal' [ERR 14:08:04.779] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.779] PartCompiler: Model was not compiled correctly [LOG 14:08:04.779] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/mediumQuartersInternal/mediumQuartersInternal' FAILED: Cannot find model [LOG 14:08:04.779] PartLoader: Compiling Internal Space 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/smallApartmentInternal/smallApartmentInternal' [ERR 14:08:04.780] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/surfaceAttachHouseSmallInternal' as model does not exist [ERR 14:08:04.780] PartCompiler: Model was not compiled correctly [LOG 14:08:04.780] LoadInternalPart 'CivilianPopulation-master/GameData/CivilianPopulation/Spaces/smallApartmentInternal/smallApartmentInternal' FAILED: Cannot find model [LOG 14:08:04.780] PartLoader: Compiling Internal Space 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/mediumQuartersInternal/mediumQuartersInternal' [ERR 14:08:04.781] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/mediumQuartersInternal' as model does not exist [ERR 14:08:04.781] PartCompiler: Model was not compiled correctly [LOG 14:08:04.781] LoadInternalPart 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/mediumQuartersInternal/mediumQuartersInternal' FAILED: Cannot find model [LOG 14:08:04.781] PartLoader: Compiling Internal Space 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/smallApartmentInternal/smallApartmentInternal' [ERR 14:08:04.782] PartCompiler: Cannot clone model 'CivilianPopulation/Models/Utility/surfaceAttachHouseSmallInternal' as model does not exist [ERR 14:08:04.782] PartCompiler: Model was not compiled correctly [LOG 14:08:04.782] LoadInternalPart 'CivilianPopulation-master/Source/assets/src/main/resources/Spaces/smallApartmentInternal/smallApartmentInternal' FAILED: Cannot find model I love this mod, so if you can fix it, it would be great! Without a log file I can't help. I just installed and tested this, all the models compiled properly Edited November 1, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2020 Author Share Posted November 1, 2020 @JcoolTheShipbuilder This fixes the problem with the time button: https://www.dropbox.com/s/f3zdagve6eflu1v/CivilianPopulation-3.0.0.9-beta.zip?dl=0 Please test and get back to me with your results. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted November 1, 2020 Share Posted November 1, 2020 ok. i will also get the log if needed Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2020 Author Share Posted November 1, 2020 On 8/21/2020 at 5:12 PM, JadeOfMaar said: Hey @linuxgurugamer I'm messing with this mod and WBI in KSP 1.9.1. I've tried to run with prior advice from a previous maintainer (Pamynx) that I could easily integrate this mod (by using just one partmodule, and skip out on the parts) into other mods and it seemed to work out well. However, when a Childbirth timer reaches zero, it often goes negative, sometimes for a very long time, and when a kerbal is finally born, if I try to quicksave or quickload, the exception (given) happens and I'm unable to quickload, quicksave or change scenes. Also, if I click the Time UI button at any point, the UI breaks and goes blank and can't be closed. To be clear, I cut out all the parts and the configs (patches) that concern them or supported mods that I don't use. If you have any suggestions or recommendations I would be grateful. Otherwise, I can simply leave this alone. It's not vital to my gameplay goals. And there's a good chance I've damaged the particular install. I am interested in this issue, if you can recreate it. The Time UI bug has been fixed last night, and I just fixed another bug which was occuring when trying to update funds in a Science or Sandbox game. If you are up to it, please try to recreate the issue using this beta: https://www.dropbox.com/s/oyq89kr113mfrqb/CivilianPopulation-3.0.1-BETA.zip?dl=0 and let me know the result. I'd also need the save file and the modified parts. @JcoolTheShipbuilderThis is a slightly updated beta. Thanks Quote Link to comment Share on other sites More sharing options...
DR_RDR Posted November 2, 2020 Share Posted November 2, 2020 23 hours ago, linuxgurugamer said: @JcoolTheShipbuilder This fixes the problem with the time button: https://www.dropbox.com/s/f3zdagve6eflu1v/CivilianPopulation-3.0.0.9-beta.zip?dl=0 Please test and get back to me with your results. @JcoolTheShipbuilder@linuxgurugamer I just started playing with CivPop after several disappointments over the years -- glad you've taken it under your care. I only just tried a sandbox test. I was originally getting the NullRef from the Time button, but using the 3.0.1 beta you provided fixed it. So far all I've done is put a Dock and Apt in orbit and warped until a civvy arrived, but that all worked great. I've got a USI-LS career game going, but I'm not quite to the point where CivPop matters yet. I'll keep you posted as that save progresses if I notice anything odd. I'm also happy to beta test anything you need a quick read on. Thanks for all you do for us @linuxgurugamer -- KSP wouldn't be KSP without you Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 2, 2020 Share Posted November 2, 2020 @linuxgurugamer I tried your update and I was going along well at first but I eventually had the issue again of the birth countdown going negative and losing the abilities to recover craft, quicksave/quickload, switch scenes. [EXC 17:56:58.488] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (Game st) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Game.Updated (GameScenes startSceneOverride) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Game.Updated () (at <c1858a3f77504bd1aaa946fdccf84670>:0) PauseMenu.<draw>b__25_7 () (at <c1858a3f77504bd1aaa946fdccf84670>:0) DialogGUIButton.OptionSelected () (at <c1858a3f77504bd1aaa946fdccf84670>:0) DialogGUIButton.<Create>b__23_1 () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() I've made a zip with save file (as asked), the KSP.log at the time, and the MM patch that adds this mod's features to Pathfinder. OneDrive link. Used in KSP 1.10.1. The only mods you'll need to install are Pathfinder (and its dependencies: Wild Blue Tools, Classic Stock). The sample vessel with working/fixed Time UI open. Quote Link to comment Share on other sites More sharing options...
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