nightingale Posted July 21, 2015 Author Share Posted July 21, 2015 Ahhhh ok I've always wanted to know the difference! You've got both of my logs now. Please help lol.Ah, a classic one:[EXC 22:06:20.687] UnityException: Texture 'SXT/Agencies/KDB' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start ()This happens when it tries to load an agency icon in DDS format and downscale it to make the small logo. Either the mod in question (not familiar with what it is just by the file name) released a buggy release or you used DDS4KSP to convert the entire GameData directory. You'll want to roll-back the one texture in question. That'll make the error go away and the agencies come back (which is why you don't have any contracts). Quote Link to comment Share on other sites More sharing options...
sp1989 Posted July 21, 2015 Share Posted July 21, 2015 Ah, a classic one:[EXC 22:06:20.687] UnityException: Texture 'SXT/Agencies/KDB' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start ()This happens when it tries to load an agency icon in DDS format and downscale it to make the small logo. Either the mod in question (not familiar with what it is just by the file name) released a buggy release or you used DDS4KSP to convert the entire GameData directory. You'll want to roll-back the one texture in question. That'll make the error go away and the agencies come back (which is why you don't have any contracts).Thank you so much! Curious though I have been using SXT for a while now. Never had this problem. Thanks again. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 21, 2015 Author Share Posted July 21, 2015 Thank you so much! Curious though I have been using SXT for a while now. Never had this problem. Thanks again.It could also be that it's with ATM that this issue occurs - I haven't tried without. Perhaps you just installed that? Quote Link to comment Share on other sites More sharing options...
Artfact Posted July 21, 2015 Share Posted July 21, 2015 Hey there,I'm having some problem with CC, I think. At first I thought the problem was with the Aircraft Builders pack, since it took priority over all other contracts. And would not be deleted out of the offered contract list. After removing the pack from my save and from the Game data, all worked fine again. Except that , after two in game days, there have been not CC contracts on offer yet. The Debug screen shows yellow problems with the Kerbin Space Station and Base Construction packs. Could it be these problems that prevent the mod from working? Should I wait out a bit longer to see if any contracts pop up? Quote Link to comment Share on other sites More sharing options...
Targa Posted July 21, 2015 Share Posted July 21, 2015 New release, download now!Contract Configurator 1.5.4Added new extended PartModule mode to PartValidation parameter. Added new methods for determining engine thrust and ISP in expressions. Added additional validation to WaypointGenerator.RANDOM_WAYPOINT_NEAR (thanks Xaegr). Minor changes to VesselSpawner. Fixed issue with VesselNotDestroyed firing for EVA Kerbals boarding a vessel (thanks Cooper42). Fixed Pow() and Log() expression functions to work correctly with types other than double (thanks NathanKell). Fixed major issues with CanResearchTech requirement (thanks NathanKell). Fixed holes where expressions could modify underlying KSP lists (thanks Whyren). Experiments from unsupported science mods won't show up - preventing them from showing up before the right tech has been unlocked. Added Asteroid Day experiment to experiment list (doesn't change behaviour, just quiets a warning). Could you please update the CKAN file also? I checked CKAN once I started getting the "new version available" popup when starting the game, and there's no option to update. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 21, 2015 Author Share Posted July 21, 2015 Hey there,I'm having some problem with CC, I think. At first I thought the problem was with the Aircraft Builders pack, since it took priority over all other contracts. And would not be deleted out of the offered contract list. After removing the pack from my save and from the Game data, all worked fine again. Except that , after two in game days, there have been not CC contracts on offer yet. The Debug screen shows yellow problems with the Kerbin Space Station and Base Construction packs. Could it be these problems that prevent the mod from working? Should I wait out a bit longer to see if any contracts pop up?Possibly, but it depends on what the warnings are (yellow for warnings - I'd be more concerned if they were red). I'd need a log file to say much more beyond that.EDIT: Also, are those the only two contract packs you have? I'm less familiar with those since they aren't my own - it may just be that there are no possible missions to offer (KSS uses a cooldown system for the contracts... so it's possible a contract will come up if you timewarp for a bit).Could you please update the CKAN file also? I checked CKAN once I started getting the "new version available" popup when starting the game, and there's no option to update.I just double checked, it's there (see here for proof). Perhaps you need to refresh the repository? If not you may have an issue you need to report on the CKAN thread. Quote Link to comment Share on other sites More sharing options...
Nori Posted July 21, 2015 Share Posted July 21, 2015 Is it possible to grab the homeworld parent as a target body? If so, could you then grab it's moons but exclude the homeworld? I'm trying to think of a way to make contracts compatible with New Horizons, or just any planet pack where Kerbin is a moon and thus has no moons. Quote Link to comment Share on other sites More sharing options...
Amix2 Posted July 21, 2015 Share Posted July 21, 2015 I have to make new game or can I use it on old one? Quote Link to comment Share on other sites More sharing options...
CosmoBro Posted July 21, 2015 Share Posted July 21, 2015 Hey there,I'm having some problem with CC, I think. At first I thought the problem was with the Aircraft Builders pack, since it took priority over all other contracts. And would not be deleted out of the offered contract list. After removing the pack from my save and from the Game data, all worked fine again. Except that , after two in game days, there have been not CC contracts on offer yet. The Debug screen shows yellow problems with the Kerbin Space Station and Base Construction packs. Could it be these problems that prevent the mod from working? Should I wait out a bit longer to see if any contracts pop up?The base construction pack will show yellow because it has unmetted requirements . If they're on the scan contract means that your game has less than 20 celestial bodies. If you don't have any planet pack that is ok. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 21, 2015 Author Share Posted July 21, 2015 Is it possible to grab the homeworld parent as a target body? If so, could you then grab it's moons but exclude the homeworld? I'm trying to think of a way to make contracts compatible with New Horizons, or just any planet pack where Kerbin is a moon and thus has no moons.I've actually got feature requests raised to add proper New Horizons support to my contract packs... that'll probably happen in the next 2-4 weeks. In the meantime you can do something like this to get a random "non-Kerbin" moon of the home planet:targetBody = HomeWorld().Parent().Children().Exclude(HomeWorld()).Random()I have to make new game or can I use it on old one?Depends on the contract pack, but generally speaking they all work well in existing games. Quote Link to comment Share on other sites More sharing options...
TheReadPanda Posted July 21, 2015 Share Posted July 21, 2015 Well, ran into a new bug for me today. All my archived contracts just plain vanished. Both archived and current. No errors, and new contracts all showed up. Archived shows none, not even failed or anything. More over the contracts appear to be still in the save file. Has anyone seen this behavior before? It is /not/ related to the agency issue, I double/triple checked that... I did update to the latest version of CC. I couldn't find anything wrong in my F2 related to contracts and all either. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 21, 2015 Author Share Posted July 21, 2015 Well, ran into a new bug for me today. All my archived contracts just plain vanished. Both archived and current. No errors, and new contracts all showed up. Archived shows none, not even failed or anything. More over the contracts appear to be still in the save file. Has anyone seen this behavior before? It is /not/ related to the agency issue, I double/triple checked that... I did update to the latest version of CC. I couldn't find anything wrong in my F2 related to contracts and all either.Not an issue I'm aware of, but send a KSP.log and save file and I'll try to line things up. Quote Link to comment Share on other sites More sharing options...
Svannon Posted July 21, 2015 Share Posted July 21, 2015 Ah, a classic one:[EXC 22:06:20.687] UnityException: Texture 'SXT/Agencies/KDB' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start ()This happens when it tries to load an agency icon in DDS format and downscale it to make the small logo. Either the mod in question (not familiar with what it is just by the file name) released a buggy release or you used DDS4KSP to convert the entire GameData directory. You'll want to roll-back the one texture in question. That'll make the error go away and the agencies come back (which is why you don't have any contracts).Issue is with that mod, i have reported it on the proper thread and lack has acknowlaged the issue. Its a faulty convertion to dds on his side. Quote Link to comment Share on other sites More sharing options...
Nori Posted July 22, 2015 Share Posted July 22, 2015 I've actually got feature requests raised to add proper New Horizons support to my contract packs... that'll probably happen in the next 2-4 weeks. In the meantime you can do something like this to get a random "non-Kerbin" moon of the home planet:targetBody = HomeWorld().Parent().Children().Exclude(HomeWorld()).Random()Hmm, ok, that looks simple enough. Looking through your mods, most are pretty planet pack friendly especially the RT one (minus the Mun/Minmus specific relays which do technically still work).To use MM to alter these would the syntax be:@CONTRACT_TYPE[contract name]{@targetBody = xyz} Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 22, 2015 Author Share Posted July 22, 2015 Hmm, ok, that looks simple enough. Looking through your mods, most are pretty planet pack friendly especially the RT one (minus the Mun/Minmus specific relays which do technically still work).To use MM to alter these would the syntax be:@CONTRACT_TYPE[contract name]{@targetBody = xyz}That syntax is correct. And yeah, I've gone and made them planet pack friendly - just not "move Kerbin to a crazy place" friendly. Quote Link to comment Share on other sites More sharing options...
Nori Posted July 22, 2015 Share Posted July 22, 2015 That syntax is correct. And yeah, I've gone and made them planet pack friendly - just not "move Kerbin to a crazy place" friendly. Yeah New Horizons is a bit unorthodox, but I'm liking it. It's like having a little solar system to play in before you get out to the big wide world. I'm super curious how you are planning on handling the potential of Kerbin being a moon. Unless you are going to just have a MM patch for packs like New Horizons. Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 22, 2015 Author Share Posted July 22, 2015 Yeah New Horizons is a bit unorthodox, but I'm liking it. It's like having a little solar system to play in before you get out to the big wide world. I'm super curious how you are planning on handling the potential of Kerbin being a moon. Unless you are going to just have a MM patch for packs like New Horizons.It'll probably looks something like this:... = HomeWorld().Parent() == Sun ? <doSomethingNormal> : <doSomethingNewHorizons> Quote Link to comment Share on other sites More sharing options...
autumnalequinox Posted July 23, 2015 Share Posted July 23, 2015 Speaking of additional planets, what about Outer Planets? (my poor modlist is too great for New Horizons right now). Has anybody made a pack for the new worlds?- - - Updated - - -(I have been looking through the configs for advanced progression and such and I'm wondering: If I copy one of the manned mission to plant a flag on x and change the target body to one from Outer Planets, that's it, right?) Quote Link to comment Share on other sites More sharing options...
CosmoBro Posted July 23, 2015 Share Posted July 23, 2015 Speaking of additional planets, what about Outer Planets? (my poor modlist is too great for New Horizons right now). Has anybody made a pack for the new worlds?- - - Updated - - -(I have been looking through the configs for advanced progression and such and I'm wondering: If I copy one of the manned mission to plant a flag on x and change the target body to one from Outer Planets, that's it, right?)Yeah you can edit that throug a Module Manager Patch Something like thisc on another cfg.Code:@CONTRACT_TYPE[contract name]{@targetBody = xyz} Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 23, 2015 Author Share Posted July 23, 2015 Speaking of additional planets, what about Outer Planets? (my poor modlist is too great for New Horizons right now). Has anybody made a pack for the new worlds?It's at the point where there's too many to list them off, but off the top of my head, at least these ones will work with any* planet mod:* except New HorizonsRemoteTechTourism PlusField ResearchSCANsat LiteThese I'm not sure about, but probably worth looking at:Useful Space StationsRover Contracts by WhyrenBase Construction Quote Link to comment Share on other sites More sharing options...
Whyren Posted July 23, 2015 Share Posted July 23, 2015 It's at the point where there's too many to list them off, but off the top of my head, at least these ones will work with any* planet mod:* except New HorizonsRemoteTechTourism PlusField ResearchSCANsat LiteThese I'm not sure about, but probably worth looking at:Useful Space StationsRover Contracts by WhyrenBase ConstructionI think Rover Contracts will work. I intentionally did not hard code any planet names into it. The only thing is that if the homeworld doesn't have any moon then you won't get any 1-star deployment contracts. The 2 and 3 star should cover any planet/moon that has a surface besides the homeworld. Quote Link to comment Share on other sites More sharing options...
autumnalequinox Posted July 24, 2015 Share Posted July 24, 2015 I think Rover Contracts will work. I intentionally did not hard code any planet names into it. The only thing is that if the homeworld doesn't have any moon then you won't get any 1-star deployment contracts. The 2 and 3 star should cover any planet/moon that has a surface besides the homeworld.Oh ok, sweet. Yea I have yours, Whyren. Outer Planets keeps the Kerbol system the same it just makes Eeloo a moon and adds a few gas giants and distant worlds. Might pick up Tourism too now so I can fund those long, costly expeditions. Quote Link to comment Share on other sites More sharing options...
Nori Posted July 24, 2015 Share Posted July 24, 2015 Ah, so I'm having trouble modifying a contract.I'm trying to change a hard coded planet list into something that just grabs the children of a named body.I thought this would work: targetBody = Sun.Children().Random()But it crashes the game. I've tried a bunch of other stuff but can't seem to get it to work.Ideally I could also exclude a planet too.For instance:targetBody = Sun.Children().Exclude(Sonnah).Random() Quote Link to comment Share on other sites More sharing options...
nightingale Posted July 24, 2015 Author Share Posted July 24, 2015 Ah, so I'm having trouble modifying a contract.I'm trying to change a hard coded planet list into something that just grabs the children of a named body.I thought this would work: targetBody = Sun.Children().Random()But it crashes the game. I've tried a bunch of other stuff but can't seem to get it to work.Ideally I could also exclude a planet too.For instance:targetBody = Sun.Children().Exclude(Sonnah).Random()Both of those should work. I've had occasions where an expression would just crash on load - it's due to a bug in Mono's handling of try/finally blocks that I can't really easily reproduce. Send the contract and I'll take a look to see if I can fix the problem. Quote Link to comment Share on other sites More sharing options...
Nori Posted July 24, 2015 Share Posted July 24, 2015 Sure. I'm modifying Advanced Progression's contracts.Here is the MM cached output:UrlConfig{ name = FirstPlanetFlyby type = CONTRACT_TYPE parentUrl = AdvancedProgression/Progression url = AdvancedProgression/Progression/FirstPlanetFlyby CONTRACT_TYPE { name = FirstPlanetFlyby group = AdvancedProgression title = Send the first manned mission to another planet. description = Our space program is ready to enter the next phase of exploration : the planets. Send the first manned mission to flyby another planet, and return safely to Kerbin. notes = Complete the following: synopsis = Launch a manned flyby mission to another planet. It doesn't matter which one. completedMessage = You did it! We've launched the very first manned mission to another planet! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 70000.0 REQUIREMENT { name = CompleteContract11002 type = CompleteContract contractType = FirstPlanetProbe } PARAMETER { name = VesselParameterGroup11001 type = VesselParameterGroup define = Planetary Flyby PARAMETER { name = HasCrew11001 type = HasCrew minCrew = 1 } PARAMETER { name = Any11001 type = Any PARAMETER { name = ReachState11001 type = ReachState targetBody = Sun.Children().Random() situation = ESCAPING disableOnStateChange = true } } PARAMETER { name = ReturnHome11001 type = ReturnHome completeInSequence = true } } }}These are the changes I made:@CONTRACT_TYPE[FirstPlanetFlyby]{ @PARAMETER[VesselParameterGroup11001] { !PARAMETER[Any11001]{} !PARAMETER[ReturnHome11001]{} PARAMETER { name = Any11001 type = Any PARAMETER { name = ReachState11001 type = ReachState targetBody = Sun.Children().Random() situation = ESCAPING disableOnStateChange = true } } PARAMETER { name = ReturnHome11001 type = ReturnHome completeInSequence = true } }}And here is the original:CONTRACT_TYPE{name = FirstPlanetFlybygroup = AdvancedProgressiontitle = Send the first manned mission to another planet.description = Our space program is ready to enter the next phase of exploration : the planets. Send the first manned mission to flyby another planet, and return safely to Kerbin.notes = Complete the following:synopsis = Launch a manned flyby mission to another planet. It doesn't matter which one.completedMessage = You did it! We've launched the very first manned mission to another planet!agent = Kerbin World-Firsts Record-Keeping Society//deadline = 100 cancellable = truedeclinable = trueprestige = SignificantmaxCompletions = 1maxSimultaneous = 1rewardScience = 10.0rewardReputation = 10.0rewardFunds = 80000.0advanceFunds = 70000.0REQUIREMENT{ name = CompleteContract11002 type = CompleteContract contractType = FirstPlanetProbe}PARAMETER{ name = VesselParameterGroup11001 type = VesselParameterGroup define = Planetary Flyby PARAMETER { name = HasCrew11001 type = HasCrew minCrew = 1 } PARAMETER { name = Any11001 type = Any PARAMETER { name = ReachState11001 type = ReachState targetBody = Moho situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11002 type = ReachState targetBody = Eve situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11003 type = ReachState targetBody = Duna situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11004 type = ReachState targetBody = Dres situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11005 type = ReachState targetBody = Jool situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11006 type = ReachState targetBody = Eeloo situation = ESCAPING disableOnStateChange = true } } PARAMETER { name = ReturnHome11001 type = ReturnHome completeInSequence = true }}} Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.