blowfish Posted April 7, 2016 Share Posted April 7, 2016 13 minutes ago, Athlonic said: You are right, but I had no other choice. Update() seems to no longer being part of ModuleLight class which this mod belong. This is also why I called this fix "dirty" But it works ^^ I'm guessing the relevant code moved to OnUpdate(), which is the KSP equivalent of Update() (both are called). SurfaceLights shouldn't have to intract with FixedUpdate() or OnFixedUpdate() at all. Also, for the Unity methods (Update and FixedUpdate), I'm pretty sure that calling the base isn't necessary at all - Unity will call everything in the inheritance hierarchy up to MonoBehaviour. These methods can even be private and Unity will still call them. Link to comment Share on other sites More sharing options...
Athlonic Posted April 7, 2016 Share Posted April 7, 2016 (edited) 2 hours ago, blowfish said: ... Also, for the Unity methods (Update and FixedUpdate), I'm pretty sure that calling the base isn't necessary at all ... This is exactly what I was wondering also, will do some testing. Thanks Tested without calling base.OnUpdate and ... nothing exploded. Dropbox file updated. New changelog from original below (along new references to be added) : Spoiler SurfaceLight.cs Thu Apr 07 19:47:30 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; @@ -43,10 +43,8 @@ loadedFromSavedCraft = true; } - new protected virtual void Update() + protected virtual void Update() { - base.Update(); - // Setting material color is expensive. Only do this in the editor where light // color can change, and only do it when the color has changed. if (HighLogic.LoadedSceneIsEditor) SurfaceNavLight.cs Thu Apr 07 10:22:22 2016 @@ -2,7 +2,7 @@ using System.Collections.Generic; using System.Linq; using System.Text; -using System.Threading.Tasks; +using System.Threading; using UnityEngine; Edited April 7, 2016 by Athlonic Link to comment Share on other sites More sharing options...
TheRadioGuy Posted April 21, 2016 Share Posted April 21, 2016 You might want to upload this to SpaceDock, following KS's departure... :\ Link to comment Share on other sites More sharing options...
klesh Posted April 23, 2016 Share Posted April 23, 2016 Anyone tried these fantastic lights in 1.1 yet? Link to comment Share on other sites More sharing options...
LeCosmopilot Posted April 23, 2016 Share Posted April 23, 2016 I did. It works fine for me. Love it. Link to comment Share on other sites More sharing options...
Foxx01 Posted April 24, 2016 Share Posted April 24, 2016 I just did they stay on without the option to turn off so needs update but if you don't mind them staying on permanently then use it lol I sure am lol Link to comment Share on other sites More sharing options...
Athlonic Posted April 24, 2016 Share Posted April 24, 2016 https://www.dropbox.com/s/js0m8ufpemb6i0h/SurfaceLights_devtemp_forKSP_V1.1.zip?dl=0 While waiting for Why485 update, my temporary fixed dll, still works here. Just install the original mod and replace the "GameData\SurfaceLights\SurfaceLights.dll" file with this one. I just recompiled it with KSP v1.1(final) references just to be safe. Link to comment Share on other sites More sharing options...
LeCosmopilot Posted April 24, 2016 Share Posted April 24, 2016 5 hours ago, Athlonic said: https://www.dropbox.com/s/js0m8ufpemb6i0h/SurfaceLights_devtemp_forKSP_V1.1.zip?dl=0 While waiting for Why485 update, my temporary fixed dll, still works here. Just install the original mod and replace the "GameData\SurfaceLights\SurfaceLights.dll" file with this one. I just recompiled it with KSP v1.1(final) references just to be safe. It really works. Thanks ) Link to comment Share on other sites More sharing options...
Warezcrawler Posted April 24, 2016 Share Posted April 24, 2016 21 hours ago, klesh said: Anyone tried these fantastic lights in 1.1 yet? The dll is bust, but I don't se what we need it for? I just changed the modules in the cfg files to the stock "ModuleLight". Color changing on lights are stock now.... Do that and delete the plugins, and you are good to go. Link to comment Share on other sites More sharing options...
IgorZ Posted April 25, 2016 Share Posted April 25, 2016 6 hours ago, Warezcrawler said: The dll is bust, but I don't se what we need it for? I just changed the modules in the cfg files to the stock "ModuleLight". Color changing on lights are stock now.... Do that and delete the plugins, and you are good to go. In general it works but 4Way light behaves odd: you cannot turn on/off only one of the four light. Btw, to set default RGB on the part a different property need to be used. Instead of: MODULE { startingRGB = 1.0, 0.9, 0.8 } Use: MODULE { lightR = 1.0 lightG = 0.9 lightB = 0.8 } Is the code source for the mod available somewhere? Link to comment Share on other sites More sharing options...
djphllps Posted April 26, 2016 Share Posted April 26, 2016 Is the author of this mod still maintaining it....he hasn't made a post on this forum in like 5 months..???? Link to comment Share on other sites More sharing options...
Kiro Posted April 26, 2016 Share Posted April 26, 2016 (edited) If anyone has been able to get the cfg files working without the DLL as mentioned in the posts above, could you share them somewhere please? Much appreciated! Actually, it was pretty easy. I made the changes as outlined in the previous posts and the lights work great. The 4way light does have the limitation of either all on or all off, but they can all have different colors. Here is a repack of the dirty fix used for anyone that doesn't like editing files. Just extract the zip into your GameData folder. SurfaceLights Dirty Fix for 1.1 Edited April 27, 2016 by Kiro update Link to comment Share on other sites More sharing options...
IgorZ Posted May 2, 2016 Share Posted May 2, 2016 (edited) Anyone has an idea what is "Creative Commons" license? Given inactivity of the original author I think I could reverse engineer the code and put it on Github but not sure if this license permits it. These lights are really useful, and it's pity the mod is not supported anymore. Edited May 2, 2016 by IgorZ Link to comment Share on other sites More sharing options...
blowfish Posted May 2, 2016 Share Posted May 2, 2016 4 minutes ago, IgorZ said: Anyone has an idea what is "Creative Commons" license? The license is linked in the OP Link to comment Share on other sites More sharing options...
IgorZ Posted May 2, 2016 Share Posted May 2, 2016 (edited) 2 minutes ago, blowfish said: The license is linked in the OP It is linked there but do you understand it? Can you explain in human language what can and what cannot be done with the binary and models? Edited May 2, 2016 by IgorZ Link to comment Share on other sites More sharing options...
blowfish Posted May 2, 2016 Share Posted May 2, 2016 8 minutes ago, IgorZ said: It is linked there but do you understand it? Can you explain in human language what can and what cannot be done with the binary and models? Ah, it links the legalese version. Maybe try the more human readable version which summarizes the main points. Link to comment Share on other sites More sharing options...
IgorZ Posted May 2, 2016 Share Posted May 2, 2016 5 minutes ago, blowfish said: Ah, it links the legalese version. Maybe try the more human readable version which summarizes the main points. Thanks! Now it's a human language Looks like I can decompile, change and publish the new version as long as I give credits to the original author. Sounds good to me. Link to comment Share on other sites More sharing options...
Athlonic Posted May 2, 2016 Share Posted May 2, 2016 On 25/4/2016 at 2:30 AM, IgorZ said: Is the code source for the mod available somewhere? Source code is in the zip file ^^ Link to comment Share on other sites More sharing options...
IgorZ Posted May 2, 2016 Share Posted May 2, 2016 21 minutes ago, Athlonic said: Source code is in the zip file ^^ Lol. I so get used to Github that totally missed the other alternative of giving sources With the sources it's much easier. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 3, 2016 Share Posted May 3, 2016 4-way light needs a node orientation adjustment. If @IgorZ is working on a new version he can make the change, but in the meantime just edit the config or patch it: @PART[W485_Surface4WayLight] { @node_stack_bottom = 0, 0, 0, 0, -1, 0, 0 } Link to comment Share on other sites More sharing options...
IgorZ Posted May 4, 2016 Share Posted May 4, 2016 (edited) 14 hours ago, Gaiiden said: 4-way light needs a node orientation adjustment. If @IgorZ is working on a new version he can make the change, but in the meantime just edit the config or patch it: @PART[W485_Surface4WayLight] { @node_stack_bottom = 0, 0, 0, 0, -1, 0, 0 } Thanks! A really useful fix. So, I did some code re-factoring (mostly style), compiled it for 1.1, and put on Guthub. For now it technically works with the original (SurfaceLights) parts. Though, the issue with 4-way light is still there. Looks like it's some change in the stock `ModuleLight`. Will figure it out later. If you have any hints you're welcome to suggest (or send pull requests). A version for KSP 1.1 can be downloaded here. Once all issues are resolved I'll try to publish it on CKAN. Edited May 4, 2016 by IgorZ Link to comment Share on other sites More sharing options...
IgorZ Posted May 5, 2016 Share Posted May 5, 2016 So, I was trying to fix 4Way light and figured out the problem is in the animation. Then I ran 1.0.5 to figure out why it was working there and... discovered it wasn't working there! Am I crazy or it was broken from the beginning? Link to comment Share on other sites More sharing options...
meyerweb Posted May 5, 2016 Share Posted May 5, 2016 (edited) NOTE: the following is not a bug in SurfaceLights (or kOS, as it happens). I think I’ve found a fascinatingly weird interaction with Surface Mounted Lights parts and kOS parts. If I have a craft that has both a SurfaceLights part and a kOS part, it will yaw slightly to the left (as I look at the YAW display) whenever SAS is off, building up rotational speed. I noticed this on a small probe I’d built, and then on a large craft with a very different configuration. I’ve launched variants of both craft with just SurfaceLights parts but no kOS parts; they did not yaw. Then I sent up variants with kOS parts but no SurfaceLights parts; again, no yaw. It’s only seen when both kinds of parts are on the same craft. These tests were all done without any other non-Squad mods installed, so it really seems to be an interaction between these two mods. Here’s a gist of the small probe that has the yaw problem: https://gist.github.com/meyerweb/b479f062b29266c2eb4b0f327bceaf5d . Note that while this craft has the light atop the kOS processor part, I observed the same problem in another craft where the KAL9000 part was attached to the craft, and no lights were anywhere near it. When I launched that same craft again without KAL9000, there was no yaw. I’ll be reporting this over at the kOS thread as well, in case it’s their part and not the SurfaceLights part. Edited May 6, 2016 by meyerweb Clarification that this is not a bug in SurfaceLights Link to comment Share on other sites More sharing options...
IgorZ Posted May 6, 2016 Share Posted May 6, 2016 18 hours ago, meyerweb said: I think I’ve found a fascinatingly weird interaction with Surface Mounted Lights parts and kOS parts. If I have a craft that has both a SurfaceLights part and a kOS part, it will yaw slightly to the left (as I look at the YAW display) whenever SAS is off, building up rotational speed. I noticed this on a small probe I’d built, and then on a large craft with a very different configuration. I’ve launched variants of both craft with just SurfaceLights parts but no kOS parts; they did not yaw. Then I sent up variants with kOS parts but no SurfaceLights parts; again, no yaw. It’s only seen when both kinds of parts are on the same craft. These tests were all done without any other non-Squad mods installed, so it really seems to be an interaction between these two mods. Here’s a gist of the small probe that has the yaw problem: https://gist.github.com/meyerweb/b479f062b29266c2eb4b0f327bceaf5d . Note that while this craft has the light atop the kOS processor part, I observed the same problem in another craft where the KAL9000 part was attached to the craft, and no lights were anywhere near it. When I launched that same craft again without KAL9000, there was no yaw. I’ll be reporting this over at the kOS thread as well, in case it’s their part and not the SurfaceLights part. These lights are physics parts so, technically they can affect craft behavior. Did you place the parts symmetrically? Link to comment Share on other sites More sharing options...
IgorZ Posted May 6, 2016 Share Posted May 6, 2016 (edited) v1.2.3 alpha 2 is available Cumulative updates from the stock version: [Change] Minor code adjustments to compile under KSP 1.1 [Change] Disable animation on 4-way light since it doesn't work properly anyways. [Change] Rename GUI action and event names in 4-way light to identify which light they control. [Internal] Create a multipoint light module and use it in 4-way light. [Internal] Migrate spot and omny lights to the stock LightModule. [Internal] Drop incomplete SurfaceNavLight module. [Internal] Drop unused SurfaceLight module. In this state the mod provides all the functionality, is usable and looks stable. Though, I'll wait with the final release until animation issue in 4-way light is resolved. Luckily, @Shatten has offered his help in fixing the model. Edited May 6, 2016 by IgorZ Link to comment Share on other sites More sharing options...
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