OnlyLightMatters Posted December 28, 2023 Share Posted December 28, 2023 Hiiiiiii! I'm back! I've just installed the mod from CKAN. OMG that's a really better user experience I can see you kept a few propositions I've made Thanks for the work provided ! Quote Link to comment Share on other sites More sharing options...
Hide1nbush1 Posted December 29, 2023 Share Posted December 29, 2023 Hello Love the mod it looks very clean. I am playing RP-1 and there are UI changes (see photo) that add things and I wanted to ask if u have the time to maybe update those too would be nice. https://imgur.com/a/sZpI8Q9 Quote Link to comment Share on other sites More sharing options...
zapsnh Posted December 30, 2023 Author Share Posted December 30, 2023 (edited) 14 hours ago, Hide1nbush1 said: Hello Love the mod it looks very clean. I am playing RP-1 and there are UI changes (see photo) that add things and I wanted to ask if u have the time to maybe update those too would be nice. https://imgur.com/a/sZpI8Q9 Unfortunately my main computer that can run KSP is broken. I am writing this on a laptop I bought in 2022 with 2020 hardware that is actually just repackaged hardware from 2017 that rivals mid-range desktops from 2011. (and is less powerful than my phone which was cheaper) As soon as I fix my computer though, I'll try to investigate and fix the issue ASAP. (but it may be unfixable since HUDReplacer doesn't do well with mods.) -- And now the main post formatting is messed up Edited December 30, 2023 by zapsnh Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted December 30, 2023 Share Posted December 30, 2023 (edited) On 12/29/2023 at 11:51 AM, Hide1nbush1 said: Hello Love the mod it looks very clean. I am playing RP-1 and there are UI changes (see photo) that add things and I wanted to ask if u have the time to maybe update those too would be nice. https://imgur.com/a/sZpI8Q9 Maybe you could help with this: Every UI element use images to render, and every image has a name. HUDReplacer (at least, in debug mode) can get the name images associated with UI elements your mouse pointer is on. So you can tell us the name and dimensions of the images for the two problematic elements, so we can try making images for them. To enable debug mode, edit the file under <KSP directory>/GameData/HUDReplacer/Settings.cfg and change showDebugToolbar to 'true' (without the quotes). Then start KSP and open your save. There will be a new button in the toolbar, which looks like this: [bg=black][/bg]. Click on it to toggle debug (it should turn to [bg=black][/bg]. After that, open the console (alt-F12, or rightshift-F12 if on Linux), place the mouse cursor above the UI elements (one after another) and press 'd'. This will print stuff to the console, in which there is some info on these elements, so that's what we'll need; either copy the output to the forums, or take a screenshot and post it. We should be able to figure out how to make a new image for them. For some elements, HUDReplacer is unable to get image data, so I hope it's not the case. If it were though, there is another way, but it requires trial-and-error, so we'll avoid it unless necessary. Edited December 30, 2023 by Nazalassa Quote Link to comment Share on other sites More sharing options...
Hide1nbush1 Posted December 30, 2023 Share Posted December 30, 2023 (edited) 18 minutes ago, Nazalassa said: Maybe you could help with this: Every UI element use images to render, and every image has a name. HUDReplacer (at least, in debug mode) can get the name images associated with UI elements your mouse pointer is on. So you can tell us the name and dimensions of the images for the two problematic elements, so we can try making images for them. To enable debug mode, edit the file under <KSP directory>/GameData/HUDReplacer/Settings.cfg and change showDebugToolbar to 'true' (without the quotes). Then start KSP and open your save. There will be a new button in the toolbar, which looks like this: [bg=black][/bg]. Click on it to toggle debug. After that, open the console (alt-F12, or rightshift-F12 if on Linux), place the mouse cursor above the UI elements (one after another) and press 'd'. This will print stuff to the console, in which there is some info on these elements, so that's what we'll need; either copy the output to the forums, or take a screenshot and post it. We should be able to figure out how to make a new image for them. For some elements, HUDReplacer is unable to get image data, so I hope it's not the case. If it were though, there is another way, but it requires trial-and-error, so we'll avoid it unless necessary. https://imgur.com/a/oUY8kkT I just hovered and pressed d it popped out two texts. https://imgur.com/a/adGszxH This is from the missing wallpaper in the Mission Control Center Edited December 30, 2023 by Hide1nbush1 Forgot Smthing Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted December 30, 2023 Share Posted December 30, 2023 (edited) 2 hours ago, Hide1nbush1 said: https://imgur.com/a/oUY8kkT I just hovered and pressed d it popped out two texts. https://imgur.com/a/adGszxH This is from the missing wallpaper in the Mission Control Center OK, so we need to make an image that is 204x52, named RP-1/Resources/rep_background, and another that has the same size, and is named RP-1/Resources/confidence_background. Problem is, these textures have slashes in their names, and since HUDReplacer uses the filename to get what texture to replace, we can't replace them. (at least, not until @UltraJohn updates his mod). I am going through the ztheme files rn, maybe a copy of UiElement_03? Or UiElement_10. -- Upd. -- UiElements_xx 03: Funds display bg 04: Funds display tape 05: green Funds icon 06: red Funds icon 10: science display bg 11: science display 12: science display icon 13: some kind of background 14: reputation display bg 17: reputation tape 20: VAB/SPH vessel price display 24: Funds/rep/science show/hide in flight So, a copy of UiElements_03 would be fine. (I think) Although we just lack the icon I guess. Just looked and yup, we'll have to draw the icon as well. But that is feasible. Just need to resize the image (add 1 px in width) and add an icon, rename it, and done. (and wait for HR to support slashes in texture names - see <link>) -- Upd. 2 -- @zapsnh pull request opened with both requested images: I copied the rep icon for rep_background, but since I had no icon for confidence_background I made a crude one. Also added a node in the config, to load these textures. https://github.com/zapSNH/ZTheme/pull/7 Edited December 30, 2023 by Nazalassa Quote Link to comment Share on other sites More sharing options...
Hide1nbush1 Posted December 30, 2023 Share Posted December 30, 2023 I forgot to mention that there is another texture in the VAB https://imgur.com/a/PGHf1Pj The Icons name when u hover over it is "Hide Experimental Parts" I tried to do the debug method but all I got was HUDReplacer : [][][][][][][][][]. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted December 31, 2023 Share Posted December 31, 2023 9 hours ago, Hide1nbush1 said: I forgot to mention that there is another texture in the VAB https://imgur.com/a/PGHf1Pj The Icons name when u hover over it is "Hide Experimental Parts" I tried to do the debug method but all I got was HUDReplacer : [][][][][][][][][]. The image path (obtained by browsing RP-1's github) is RP-1/PluginData/Icons/KCT_dev_parts_{on|off}.png. But since they're in PluginData, I don't know whether they are loaded under that name or not. To figure that out: enter HR debug mode, go to the VAB, press 'e' (that will dump the names of all loaded textures to the log), open your KSP.log (which you'll find under either your KSP install directory, or your home directory) in any text editor, and give us either all the lines that contain "KCT_dev_parts_" (without the quotes), or just the whole log. (whatever you prefer) Hopefully, that will give the correct, full internal name of the texture. Quote Link to comment Share on other sites More sharing options...
Hide1nbush1 Posted December 31, 2023 Share Posted December 31, 2023 20 minutes ago, Nazalassa said: The image path (obtained by browsing RP-1's github) is RP-1/PluginData/Icons/KCT_dev_parts_{on|off}.png. But since they're in PluginData, I don't know whether they are loaded under that name or not. To figure that out: enter HR debug mode, go to the VAB, press 'e' (that will dump the names of all loaded textures to the log), open your KSP.log (which you'll find under either your KSP install directory, or your home directory) in any text editor, and give us either all the lines that contain "KCT_dev_parts_" (without the quotes), or just the whole log. (whatever you prefer) Hopefully, that will give the correct, full internal name of the texture. so I did it but I did not find anything related to "KCT_dev_parts_" idk u can check if u want. https://drive.google.com/file/d/1SFLW6vEiUSJZrPBG6JyZxZ-RMN_NUPQi/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted December 31, 2023 Share Posted December 31, 2023 (edited) 5 hours ago, Hide1nbush1 said: so I did it but I did not find anything related to "KCT_dev_parts_" idk u can check if u want. https://drive.google.com/file/d/1SFLW6vEiUSJZrPBG6JyZxZ-RMN_NUPQi/view?usp=sharing That's weird. Hmmm... I guess we'll have to see how RP-1 handles this UI element. -- Upd. -- OK. In RP-1 source, file RP0/UI/KCT/GUI_TopRightButtons.cs: Spoiler internal void Start() { _uiScale = GameSettings.UI_SCALE; if (HighLogic.LoadedSceneIsEditor) { int _offset = 260; if (IsMechJebInstalled) _offset += 140; else if (SteamManager.Initialized) _offset += 46; var btn = new GUI_DevPartsButton(_offset) { DefaultTexturePath = "GameData/RP-1/PluginData/Icons/KCT_dev_parts_off", DefaultHovTexturePath = "GameData/RP-1/PluginData/Icons/KCT_dev_parts_off", OnTexturePath = "GameData/RP-1/PluginData/Icons/KCT_dev_parts_on", OnHovTexturePath = "GameData/RP-1/PluginData/Icons/KCT_dev_parts_on", TooltipDefaultText = "Show Experimental parts", TooltipOnText = "Hide Experimental parts", IsOn = SpaceCenterManagement.Instance.ExperimentalPartsEnabled }; btn.Init(); _buttons.Add(btn); } [...] } } It appears the textures are directly loaded from the files, without passing through loaded KSP files. Will look at class GUI_DevPartsButton -> Inherits from GUI_TopRightButton -> loads textures with 'ToolbarControl.LoadImageFromFile' -> no way to change the image without also changing the source image :( OR accessing the button instance's texture paths (easy/hard?) Edited December 31, 2023 by Nazalassa Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 5 Author Share Posted January 5 (edited) About A relatively minor release to address a couple of issues. HUDReplacer v1.2.11 or higher is recommended. Changelog RP-1 support has been added. The loading icons for RSS should now depict the RSS planets (AKA the irl planets). These have not been tested however. Icons in the tracking station have been themed. Minor design adjustments The stage add and remove buttons are now less garish. Reputation bar should now be more accurate. The decline contract button is now less blurry. The recover and space center buttons should no longer overlap eachother. The SAS and RCS buttons should now look more sleek. Other minor stuff. Known Issues KAL Editor icons sometimes don't show up. v1.1.0b -> v1.1.2 release notes Spoiler ZTheme v1.1.0b About The zip file was broken so CKAN couldn't install it properly. Apparently SpaceDock can't update the zip download for the latest version so here's another version with the fixed zip file. HUDReplacer v1.2.11 or higher is recommended. Changelog Fixed the zip file. -- ZTheme v1.1.1 About HUDReplacer v1.2.11 or higher is recommended. Changelog Fixed the RP-1 reputation bar. -- ZTheme v1.1.2 About HUDReplacer v1.2.11 or higher is recommended. Changelog Fixed the RP-1 reputation bar again. (hopefully) Edited January 6 by zapsnh Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 8 Author Share Posted January 8 (edited) I've been """"learning"""" how to create plugins for KSP and I made one that makes the navball mimick the behavior of the KSP2 one. Source Code and Download: https://github.com/zapSNH/zui Edited January 8 by zapsnh i kinda want to rename this to kZUI... for reasons Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 8 Share Posted January 8 10 minutes ago, zapsnh said: I've been """"learning"""" how to create plugins for KSP and I made one that makes the navball mimick the behavior of the KSP2 one. Source Code: https://github.com/zapSNH/zui (will publish code as soon as I clean it up) Would be nice if HUDReplacer had an option to make the throttle/gee gauges fo straight instead of being curved. Quote Link to comment Share on other sites More sharing options...
HighTechPizza Posted January 9 Share Posted January 9 hey just want to say thank you, this mod greatly enhances my experience. the interface looks awesome and modern Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 9 Share Posted January 9 (edited) On 1/8/2024 at 8:56 AM, Nazalassa said: Would be nice if HUDReplacer had an option to make the throttle/gee gauges fo straight instead of being curved. It actually sounds feasible, though not something I'm going to implement. I reckon you'd have to go into the two classes ThrottleGauge and GeeGauge, recreate these two classes to have a LinearGauge property instead of a RotationalGauge. Then finally figure out where these two classes are originally instantiated and use a harmony patch to replace the instantiation with the new version. Though honestly I doubt it would be that easy lol. I think the scope of this change alters too much the original code of the game for it to be included in HUDReplacer. Edited January 9 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Xaned Kerman Posted January 10 Share Posted January 10 *old car honk* i sense that ztheme is 1.12.5 compatible! Quote Link to comment Share on other sites More sharing options...
shelshok Posted January 10 Share Posted January 10 On 1/9/2024 at 7:13 AM, UltraJohn said: Though honestly I doubt it would be that easy lol. Would probably be easier to hide them and make your own. Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 12 Author Share Posted January 12 I found a way to "remove" the loading text without using Harmony! Spoiler Basically the loading screen is a GameObject (either LoadingBuffer or LoadingMask) and I can rotate and translate stuff with ZUI so I just rotated the loading text out of the screen. With default textures With loading text visible Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 12 Share Posted January 12 7 hours ago, zapsnh said: I found a way to "remove" the loading text without using Harmony! Hide contents Basically the loading screen is a GameObject (either LoadingBuffer or LoadingMask) and I can rotate and translate stuff with ZUI so I just rotated the loading text out of the screen. With default textures With loading text visible Wow! How exactly did you do? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 12 Share Posted January 12 (edited) 13 hours ago, zapsnh said: I found a way to "remove" the loading text without using Harmony! Basically the loading screen is a GameObject (either LoadingBuffer or LoadingMask) and I can rotate and translate stuff with ZUI so I just rotated the loading text out of the screen. Did you use the LoadingBufferMask class? I wonder what would happen if you were to run: LoadingBufferMask.Instance.Hide(); Edit: I nevermind, that's an internal property. Edited January 12 by UltraJohn Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 13 Author Share Posted January 13 8 hours ago, Nazalassa said: Wow! How exactly did you do? See: https://github.com/zapSNH/zui/blob/main/Transformer.cs and https://github.com/zapSNH/zui/blob/main/config.cfg It's basically wheeeUI does but without the wheee. I wonder if you can achieve a linear(ish) throttle/gee gauge by making the rotation and x-position constant. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 13 Share Posted January 13 Btw, I wouldn't really recommend doing this loop in a method that runs during gameplay. I would imagine it's gonna cause a cpu time spike whenever your navball changes. Instead I think you should run this once on Start() and cache the reference to the Texture2D object. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 13 Share Posted January 13 12 hours ago, zapsnh said: See: https://github.com/zapSNH/zui/blob/main/Transformer.cs and https://github.com/zapSNH/zui/blob/main/config.cfg It's basically wheeeUI does but without the wheee. I wonder if you can achieve a linear(ish) throttle/gee gauge by making the rotation and x-position constant. Glad my wheeeUI found some use ;) Quote Link to comment Share on other sites More sharing options...
Monteir0 Posted February 17 Share Posted February 17 Does anyone know where to change the color of this? thanks Spoiler Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted February 17 Share Posted February 17 5 hours ago, Monteir0 said: Does anyone know where to change the color of this? thanks There are some limited options available inside KER itself. Click the KER button on the app bar. Select Edit beside the HUD you want to change. To apply a dark shaded background to the HUD panel click the BG button at the top of the editor window Each value colour can be changed individually by clicking on the coloured square next to its label in the installed section The labels are fixed as bold white text. Spoiler Quote Link to comment Share on other sites More sharing options...
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