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Cheat Menu 1.2.0 - now works for 0.1.5.0


ShadowDev

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  • 2 months later...
  • 3 weeks later...

due to an update to uitk, cheatmenu 1.0.0 is limited to UITK for KSP 0.4.0. This is due to an arbitrary limitation implemented by that mod author where the screen is limited to 1080p. if you are on a display thats 1080p you should be fine to use UITK versions above 0.4.0, but if you are using a display thats bigger than 1080p you will find the mod UI elements are off screen, bigger than expected or smaller than expected. 

I am working on an update to make cheat menu compatible with this limitation. 


This warning can be ignored if you are using the latest version of shadow utility lib (0.0.4+)

Edited by ShadowDev
removed warning
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3 hours ago, ShadowDev said:

This is due to an arbitrary limitation implemented by that mod author where the screen is limited to 1080p.

For reference, I am not the mod author of UITK for KSP2, @munix is, but this is incorrect.
What was changed between 0.4.0 and 1.0.0, is that a reference resolution was added, what this means is that it should automatically scale UIs up to the resolution of the screen, if they are designed for a specific resolution, that being 1080p here. Space Warp uses this and it works perfectly (except for one minor bug in space warp on higher resolutions). Also of note, is that this is what KSP2 does for its UI internally.
Why this is breaking for Cheat Menu is because it was doing all the scaling calculations manually, and by doing so, the automatic calculations took the already scaled UI and scaled it again. This change in UITK was meant to prevent having to manually do those calculations, but anything that did do those calculations beforehand will be broken until they are updated to use the automatic calculations.

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1 hour ago, cheese3660 said:

For reference, I am not the mod author of UITK for KSP2, @munix is, but this is incorrect.
What was changed between 0.4.0 and 1.0.0, is that a reference resolution was added, what this means is that it should automatically scale UIs up to the resolution of the screen, if they are designed for a specific resolution, that being 1080p here. Space Warp uses this and it works perfectly (except for one minor bug in space warp on higher resolutions). Also of note, is that this is what KSP2 does for its UI internally.
Why this is breaking for Cheat Menu is because it was doing all the scaling calculations manually, and by doing so, the automatic calculations took the already scaled UI and scaled it again. This change in UITK was meant to prevent having to manually do those calculations, but anything that did do those calculations beforehand will be broken until they are updated to use the automatic calculations.

Cheat menu did no Scaling manually. im not sure why you keep saying that but its false.

Cheat menu had one set size that used to work on all resolutions. now with the enforced scaling it looks fine at one resolution but at another it takes up more screen space than it needs to or its so small that you cannot see the text.

what's happening is the size of the elements and the position of elements are messed up by the arbitrary limits that are forced, just so one mod can have scaling when no other mods that use uitk actually need it. 

"This is incorrect" - its very much correct, if it was incorrect it would work. 

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4 hours ago, ShadowDev said:

just so one mod can have scaling when no other mods that use uitk actually need it. 

That is only due to the fact that you're the only one with released UITK mods so far, other than SpaceWarp itself.

4 hours ago, ShadowDev said:

Cheat menu had one set size that used to work on all resolutions. now with the enforced scaling it looks fine at one resolution but at another it takes up more screen space than it needs to or its so small that you cannot see the text.

This also doesn't make much sense, since like Cheese said above, the new scaling works the same way it does for the game UI itself. If you have two monitors of the same size, one 4k and one 1080p, then the game should look the same on both of them, not have 2x as small UI on the 4k monitor, that would make the text small and unreadable. The UITK library was in an experimental pre-release state before the 1.0 update (as was evident from the version numbers being 0.x and me specifically giving a disclaimer about it). It is only finally working from version 1.0 on as it was intended to. The previous non-scaling behavior was simply due to the fact that I didn't know how to fix it earlier.

Edit: Note that it's still possible to achieve the previous (broken) behavior where your UI simply ignores resolutions and either becomes larger than the screen itself at small resolutions, or so small that you can barely read the text at larger resolutions. Simply take the ratio between the reference resolution (1920x1080) and the current resolution (Screen.width x Screen.height) and multiply all your numerical values by that number.

Edited by munix
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9 hours ago, ShadowDev said:

This is due to an arbitrary limitation implemented by that mod author where the screen is limited to 1080p.

Also, I would just like to point out that this is very misleading. If anything, it's the exact opposite. UI made in the earlier versions of the UITK for KSP 2 library only natively supported one fixed resolution and size. If you were to make your window 1000px wide, it would be 1000px wide on an 800x600 screen, same as on a 3840x2160 screen. That's obviously less than ideal, and the only way one could deal with it is by recalculating the size of all UI elements with a multiplier based on the current resolution, resulting in much more unnecessary work for modders.

With the automatic scaling introduced in the newer versions of the library, now if you make your window 1000px wide, it will be 1000px wide on a 1920x1080 screen, ~417px wide on a 800x600 screen and ~1812px wide on a 3840x2160. This is the way that KSP 2 itself handles the scaling of all its UI elements, and thus also the correct and intended way for the extra UI library to handle it.

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  • 5 months later...

Thank you for this - nice to have the Aero Debug GUI available again.  So, the icon for this menu doesn't show up in the App.Bar, as it probably should.  Further, in the VAB it's dedicated icon is labeled Engineering Report, and in flight it is labeled "No Stageable Resources".  

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