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[.25.x] RealRoster - Editor Crew Tab Fixed


enneract

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So, I basically ended up rewriting a good portion of the mod from scratch. Woo.

I'd like to share with those interested in testing it a pre-release beta version.

The overall configuration of the mod has been simplified, all options in regard to automatic crewing and randomization have been removed in favor of a system of 'Crew Selection Modes'. 'Default Crew' does initial crew selection exactly the same as vanilla, except that it respects the blacklist of crew who should not be automatically assigned. 'No Crew' does exactly what it sounds like. 'Random Crew' does exactly what it sounds like (and respects the blacklist. 'Rotate Crew' is still in the process of being implemented, but (when finished) will assign the crew who have not been on a mission for the longest period of time. Furthermore, options are now per-save, instead of being configured via ini.

Additionally, automatic crewing options are now applied when launching directly from the launchpad or runway, not just through the editor.

Full crew assignment persistence is maintained.

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Test build testing started.

I hate to ask this because your the dev, but for my filing purposes, version numbers make it so much easier to keep track of what vers we are on. Consider that on next update por favor. :)

Unless of course you're doing it on purpose to be cheeky. If so I can appreciate that and I'll shut right the hell up.

Oh and one other thing. I'm not sure if it matters to anyone else but most people package their mods so that Gamedata is the root folder after opening the zip. Just a suggestion. Obviously we arent stupid, but you never know who's poking around the forum.

EDIT: God that whole post sounded really entitled and whiny. Please don't take it that way.

Edited by UAL002
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Test build testing started.

I hate to ask this because your the dev, but for my filing purposes, version numbers make it so much easier to keep track of what vers we are on. Consider that on next update por favor. :)

Unless of course you're doing it on purpose to be cheeky. If so I can appreciate that and I'll shut right the hell up.

Oh and one other thing. I'm not sure if it matters to anyone else but most people package their mods so that Gamedata is the root folder after opening the zip. Just a suggestion. Obviously we arent stupid, but you never know who's poking around the forum.

EDIT: God that whole post sounded really entitled and whiny. Please don't take it that way.

Fair enough, though I suppose the difference is that I see the game version which the mod is designed for as the 'major' version.

As for GameData being the root... uh, yea - I actually kinda hate it when mod authors do that. Personal preference, I suppose.

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Good to know. Yea I sort of have a panic attack if its not, otherwise I think "shoot, did they get the folder structure right?" I had a mod once that was jacked until you gave it a special folder but I think it was super old and from before they moved everything over to the gamedata folder and separated it by mods. I guess I can not worry about it now since most mods are post structure change. Thanks for hearning me out. Cheers.

Oh and no issues so far with randomization. New career so I haven't got a launch system I like to use multiple times. Haven't tested the launchpad load but once, but it did work. Looks good. I think the rewrite smoothed things out a bit.

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Hi Enneract.... I have your rev2 bete (latest release) and your mod does not work with blizzys toolbar. Is there going to be a fix soon?

That is not the latest release. And... that version should work with blizzys toolbar.

Either way, check the download page again. There is a 'prerelease' with no reported bugs (other than crew rotation mode not working) that you should try out.

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For some reason, I'm getting the purple square button that indicates a missing texture. The button itself works, the icon textures are in the right place, and your source code seems to be pointing the toolbar in the right place to get them, but there's still a break somewhere. I've tried going through the toolbar config file and deleting the old RealRoster.button buttons, and then deleting the config entirely, but that hasn't worked.

Tomorrow, I'm going to see if putting the Enneract folder back in (with textures only) fixes this, and I'm also going to look for a way to make the toolbar mod refresh its icon locations (if it does do any caching or storing of those things).

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For some reason, I'm getting the purple square button that indicates a missing texture. The button itself works, the icon textures are in the right place, and your source code seems to be pointing the toolbar in the right place to get them, but there's still a break somewhere. I've tried going through the toolbar config file and deleting the old RealRoster.button buttons, and then deleting the config entirely, but that hasn't worked.

Tomorrow, I'm going to see if putting the Enneract folder back in (with textures only) fixes this, and I'm also going to look for a way to make the toolbar mod refresh its icon locations (if it does do any caching or storing of those things).

It doesn't do caching. Grab the freshest zip and try it.

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I got a question, what does this mean? This is from my log......

[LOG 22:48:31.800] AddonLoader: Instantiating addon 'RealRoster' from assembly 'RealRoster'

[EXC 22:48:31.807] IsolatedStorageException: Could not find a part of the path "C:\Users\420\Desktop\Kerbal Space Program\GameData\Enneract\RealRoster\Plugins\RealRoster.cfg".

System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options)

System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)

System.IO.File.Open (System.String path, FileMode mode)

ConfigNode.Save (System.String fileFullName, System.String header)

ConfigNode.Save (System.String fileFullName)

RealRoster.Settings.Save ()

RealRoster.Settings.Load ()

RealRoster.Settings.get_Instance ()

RealRoster.RealRoster..ctor ()

UnityEngine.GameObject:AddComponent(Type)

AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)

AddonLoader:StartAddons(Startup)

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

GameDatabase:StartLoad()

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

LoadingScreen:Start()

i play on win 32bit opengl

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I got a question, what does this mean? This is from my log......

[LOG 22:48:31.800] AddonLoader: Instantiating addon 'RealRoster' from assembly 'RealRoster'

[EXC 22:48:31.807] IsolatedStorageException: Could not find a part of the path "C:\Users\420\Desktop\Kerbal Space Program\GameData\Enneract\RealRoster\Plugins\RealRoster.cfg".

System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options)

System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)

System.IO.File.Open (System.String path, FileMode mode)

ConfigNode.Save (System.String fileFullName, System.String header)

ConfigNode.Save (System.String fileFullName)

RealRoster.Settings.Save ()

RealRoster.Settings.Load ()

RealRoster.Settings.get_Instance ()

RealRoster.RealRoster..ctor ()

UnityEngine.GameObject:AddComponent(Type)

AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)

AddonLoader:StartAddons(Startup)

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

GameDatabase:StartLoad()

:MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)

LoadingScreen:Start()

i play on win 32bit opengl

That means you are using a crazy old version that is also installed incorrectly.

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It was the previous version but how was it installed wrong? I just put your folder in my game data. maybe i reinstalled the new version wrong too, cuz i did the same thing by putting your folder in my game data.

It might be a problem for KSP to be installed to your desktop in the same way that installing it to Program Files causes permissions problems for plugins.

Try creating a Games folder just off of your drives root then install and run KSP from there. Or call the folder whatever you like.

Edited by Starwaster
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It was the previous version but how was it installed wrong? I just put your folder in my game data. maybe i reinstalled the new version wrong too, cuz i did the same thing by putting your folder in my game data.

I changed the folder structure with the new version, to remove the 'enneract' folder. The RealRoster.dll file should be in ../GameData/RealRoster/Plugins. You probably just installed the new version on top of the old version, which was still using the .cfg file.

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  • 4 weeks later...
Any plans for a 0.90 update?

Sort of. I have plans, but since crew persistence is now stock, the original purpose of this mod is unneeded.

That being said, I am working out how I want to modify automatic crew selection. It may be released as a new mod, or an update to this one.

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Sort of. I have plans, but since crew persistence is now stock, the original purpose of this mod is unneeded.

That being said, I am working out how I want to modify automatic crew selection. It may be released as a new mod, or an update to this one.

Well if you do it as a brand new plugin, feel free to use the code I contributed. Especially since I want crew rotation again :D

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