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[1.3.0] Filter Extensions 3.0.4 (Jul 11)


Crzyrndm

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@Crzyrndm

Hi sir

some people already mentioned it but they say it happens in stock game to, well, I tried the stock game and there was no problem, how ever, when i add your mod to the game, the filter section will flicker as soon as i move my mouse on one of the parts or change tho crew assignment, also, it makes the launch button go behind the top section of gui until you move your mouse on it, some times even the whole filtering section gets hidden and u can only see parts. last update helped but the flicker is there, only smaller time between hidden phase

wait, i just have 2.7.1 will test and update this post

Edited by Jiraiyah
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2 hours ago, Jiraiyah said:

@Crzyrndm

Hi sir

some people already mentioned it but they say it happens in stock game to, well, I tried the stock game and there was no problem, how ever, when i add your mod to the game, the filter section will flicker as soon as i move my mouse on one of the parts or change tho crew assignment, also, it makes the launch button go behind the top section of gui until you move your mouse on it, some times even the whole filtering section gets hidden and u can only see parts. last update helped but the flicker is there, only smaller time between hidden phase

wait, i just have 2.7.1 will test and update this post

FE doesn't cause flicker in a pure stock install but it does make the flicker occur faster in a modded install. In my install, with FE I get flicker as soon as I enter the VAB.  Without FE it takes some time before the flicker starts.

Edited by Tarheel1999
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FE doesn't currently touch the sorting, and doesn't go deep enough to filter by max thrust. I do have some thoughts around improvements in that area, but anything like that will have to wait until after the bugs stop flooding in... (and fix a few annoyances that aren't "bugs" per se... :sealed:)

Edited by Crzyrndm
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2 hours ago, Tarheel1999 said:

FE doesn't cause flicker in a pure stock install but it does make the flicker occur faster in a modded install. In my install, with FE I get flicker as soon as I enter the VAB.  Without FE it takes some time before the flicker starts.

same here, now i'm trying to find which mod is causing it

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1 minute ago, Jiraiyah said:

same here, now i'm trying to find which mod is causing it

I don't think its any one particular mod. It seems to be related to part count.  If you look in the Tech Support forums for modded and unmodded you will see posts discussing this.  It can be replicated by simply adding 300 parts to a stock install.

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3 minutes ago, Tarheel1999 said:

I don't think its any one particular mod. It seems to be related to part count.  If you look in the Tech Support forums for modded and unmodded you will see posts discussing this.  It can be replicated by simply adding 300 parts to a stock install.

did anyone open an issue on kerbal issue track about this then? because right now, my game is so flickering that is almost unplayable and i don't want to take any parts out :/

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I have seen the flickering too, deinstalling all mod doesn't help, but after removing the CommunityResourcePack it stopped. This was strange because there is no DLL in this mod. Flickering started in career game after some playtime. Maybe at a point when I had more then 300 parts in VAB available.

 

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trust me, i have tried mod after mod, in my case, as soon as i added all the USI mods that has models at once, the flickering came back looks like Tarheel1999 is right, because the very first few mods that i tested had community resource pack in them and it looks like after i added the rest of USI (those that add many parts) it started. so i think someone should start an issue tracker and yell at devs :P

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H'mm, very strange indeed.

I have just finished testing where I have a test area where i 'force' test all new mods in 1.2

currently over 60 mods loaded and when filter extension is loaded I have flicker, when i remove it I don't have flicker.

I will start new test area to see if can be tracked down better, but for now, i am NOT showing it to be part count related.

who know's.

win7 64 bit machine running ksp 1.2 64 bit

32 gig ram

gfx 690 with2 gig ram

amd 8 core

cheers.

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11 hours ago, pheenix99 said:

Does anyone have a config for fuel tanks they can link? I just realized that I don't have a fuel tanks button. 

I'm looking for a log from anyone (more than one would be even better...) who has the missing fuel tank issue. Preferably with debug enabled (esc => settings => difficulty options => editor settings)

Edited by Crzyrndm
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will do.  I will run once with FE and the 60+ mods and then once without FE.

I will open my saved Sand Box game, fiddle a bit with parts and then exit.

repeat for both.

ksp.log and output_log.txt is OK, or more.

just let me know.

Cheers.

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dropbox with the two different runs.

hope this helps.

let me know if anything else i can do.

Cheers.\

 

after 45 min of use / play, the install without FE started doing the jitter as well.  This confirms what other above have said.  For some reason, FE seems to make this 'issue' appear sooner. ???

anyway, hope this all helps.

cheers.

Edited by drtedastro
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Hi you all guys! This mod is a MUST for me so i dowloaded the latest vers yesterday, played on a sandbox game. All went fine. Made a rocket with multiple probes, launched it, no problems at all.
Back to te KSC, entered a VAB first aaaaaand BOOM! Filter extension gone.
Went to the SPH... also gone. The Filter Extensions just dissapeared.

i tried to pin point the error in the log so, this is what i've encountered:

 

Spoiler

[LOG 12:24:20.926] editor started
[LOG 12:24:21.006] FF: EventObserver:: OnGameStateCreated 6212.90109866067, game status: ONGOING, scene EDITOR
[LOG 12:24:21.009] Loading Depletion Nodes
[LOG 12:24:21.010] DepNodeCount:  0
[LOG 12:24:21.011] Loading Biome Nodes
[LOG 12:24:21.012] BiomeNodeCount:  0
[LOG 12:24:21.013] Loading Planet Nodes
[LOG 12:24:21.014] PlanetNodeCount:  0
[LOG 12:24:21.016] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 12:24:21.018] 10/17/2016 12:24:21 PM,KerbalAlarmClock,BaseLoadDone. Alarms Count (Should be 0):0
[LOG 12:24:21.021] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 12:24:21.023] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 12:24:21.024] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize
[LOG 12:24:21.026] 10/17/2016 12:24:21 PM,KerbalAlarmClock,ScenarioLoadDone. Alarms Count:3
[WRN 12:24:21.203] [RDTechTree]: No tech node found called ORPHANS
[WRN 12:24:21.204] [RDTechTree]: No tech node found called ORPHANS
[WRN 12:24:21.211] [RDTechTree]: No tech node found called ORPHANS
[WRN 12:24:21.212] [RDTechTree]: No tech node found called ORPHANS
[WRN 12:24:21.214] [RDTechTree]: No tech node found called ORPHANS
[WRN 12:24:21.216] [RDTechTree]: No tech node found called ORPHANS
[ERR 12:24:21.227] Exception handling event onGUIEditorToolbarReady in class Editor:System.NullReferenceException: 
  at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator)
  at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 
  at FilterExtensions.Editor.StartEditor () [0x00000] in <filename unknown>:0 
  at EventVoid.Fire () [0x00000] in <filename unknown>:0 

[EXC 12:24:21.233] NullReferenceException
    UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine)
    FilterExtensions.Editor.StartEditor ()
    EventVoid.Fire ()
    UnityEngine.Debug:LogException(Exception)
    EventVoid:Fire()
    KSP.UI.Screens.<SetInitialState>c__Iterator123:MoveNext()
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    KSP.UI.Screens.PartCategorizer:Setup()
    EventVoid:Fire()
    KSP.UI.Screens.EditorPanels:ShowPartsList(Action)
    EditorLogic:SelectPanelParts(Boolean)
    EditorLogic:StartEditor(Boolean)
    <Start>c__Iterator30:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[LOG 12:24:21.248] *****Adding icon for Construction
[LOG 12:24:21.251] *****Adding icon for Rovers
[LOG 12:24:21.258] Untitled Space Craft loaded!
[LOG 12:24:21.336] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Searching for RSS
[LOG 12:24:21.341] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Searching for KER
[LOG 12:24:21.343] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,Attempting to Grab KER Types...
[LOG 12:24:21.347] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,KER Version:1.1.2.0
[LOG 12:24:21.348] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,Creating Wrapper Objects
[LOG 12:24:21.350] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,p not NULL
[LOG 12:24:21.351] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,BurnTimeProp Success: True
[LOG 12:24:21.353] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,HalfBurnTimeProp Success: True
[LOG 12:24:21.354] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,HasDeltaVProp Success: True
[LOG 12:24:21.356] 10/17/2016 12:24:21 PM,KerbalAlarmClock-KERWrapper,UpdateMethod Success: True
[LOG 12:24:21.357] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Successfully Hooked KER
[LOG 12:24:21.359] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Searching for VOID
[LOG 12:24:21.360] 10/17/2016 12:24:21 PM,KerbalAlarmClock-VOIDWrapper,Attempting to Grab VOID Types...
[WRN 12:24:21.381] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled.
[LOG 12:24:21.390] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Loading Textures
[LOG 12:24:21.462] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Loaded Textures
[LOG 12:24:21.465] 10/17/2016 12:24:21 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[WRN 12:24:22.094] The referenced script on this Behaviour (Game Object '<null>') is missing!
[WRN 12:24:22.095] The referenced script on this Behaviour (Game Object '<null>') is missing!
[WRN 12:24:22.096] The referenced script on this Behaviour (Game Object '<null>') is missing!
[WRN 12:24:22.096] The referenced script on this Behaviour (Game Object '<null>') is missing!
[WRN 12:24:22.097] The referenced script on this Behaviour (Game Object '<null>') is missing!
[LOG 12:24:22.128] [AddonLoader]: Instantiating addon 'DarkenSky' from assembly 'DistantObject'
[LOG 12:24:22.130] [AddonLoader]: Instantiating addon 'SettingsGui' from assembly 'DistantObject'
[LOG 12:24:22.134] [AddonLoader]: Instantiating addon 'KIS_UISoundPlayer' from assembly 'KIS'
[LOG 12:24:22.136] Loading UI sounds for KIS...
[LOG 12:24:22.137] Loading clip: KIS/Sounds/bipwrong
[LOG 12:24:22.139] Loading clip: KIS/Sounds/click
[LOG 12:24:22.140] Loading clip: KIS/Sounds/attachScrewdriver
[LOG 12:24:22.142] [AddonLoader]: Instantiating addon 'KISAddonCursor' from assembly 'KIS'
[LOG 12:24:22.145] [AddonLoader]: Instantiating addon 'Core' from assembly 'scatterer'
[LOG 12:24:22.146] [Scatterer] Destroying duplicate instance, check your install for duplicate mod folders
[LOG 12:24:22.151] 1
[LOG 12:24:22.178] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1404]
[LOG 12:24:22.180] [AddonLoader]: Instantiating addon 'renderTypeFixer' from assembly 'scatterer'
[LOG 12:24:22.181] [AddonLoader]: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen'
[LOG 12:24:22.184] [AddonLoader]: Instantiating addon 'TRActivator' from assembly 'TextureReplacer'
[LOG 12:24:22.187] [AddonLoader]: Instantiating addon 'WBISettingsMonitor' from assembly 'WildBlueTools'
[LOG 12:24:22.189] [UIMasterController]: ShowUI
[LOG 12:24:22.272] [AddonLoader]: Instantiating addon 'DarkenSky' from assembly 'DistantObject'
[LOG 12:24:22.274] [AddonLoader]: Instantiating addon 'SettingsGui' from assembly 'DistantObject'
[LOG 12:24:22.278] [AddonLoader]: Instantiating addon 'KIS_UISoundPlayer' from assembly 'KIS'
[LOG 12:24:22.280] Loading UI sounds for KIS...
[LOG 12:24:22.281] Loading clip: KIS/Sounds/bipwrong
[LOG 12:24:22.283] Loading clip: KIS/Sounds/click
[LOG 12:24:22.284] Loading clip: KIS/Sounds/attachScrewdriver
[LOG 12:24:22.286] [AddonLoader]: Instantiating addon 'KISAddonCursor' from assembly 'KIS'
[LOG 12:24:22.289] [AddonLoader]: Instantiating addon 'Core' from assembly 'scatterer'
[LOG 12:24:22.290] [Scatterer] Destroying duplicate instance, check your install for duplicate mod folders
[LOG 12:24:22.295] 1
[LOG 12:24:22.321] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1404]
[LOG 12:24:22.323] [AddonLoader]: Instantiating addon 'renderTypeFixer' from assembly 'scatterer'
[LOG 12:24:22.325] [AddonLoader]: Instantiating addon 'PersistentEmitterManager' from assembly 'SmokeScreen'
[LOG 12:24:22.327] [AddonLoader]: Instantiating addon 'TRActivator' from assembly 'TextureReplacer'
[LOG 12:24:22.330] [AddonLoader]: Instantiating addon 'WBISettingsMonitor' from assembly 'WildBlueTools'
[LOG 12:24:22.332] [UIMasterController]: ShowUI
[WRN 12:24:22.333] The loaded level has a different lightmaps mode than the current one. Current: 1. Loaded: 0. Will use: 1.
[WRN 12:24:22.448] [UiApp] Awake: EngineersReport
[WRN 12:24:22.449] [UiApp] Awake: KSPedia
[LOG 12:24:22.450] [ApplicationLauncher] OnSceneLoadedGUIReady: scene EDITOR ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop False
[LOG 12:24:22.458] ScaleModList: listSize 82 maxListSize 1216
[LOG 12:24:22.483] ScaleModList: listSize 123 maxListSize 1216
[LOG 12:24:22.508] ScaleModList: listSize 164 maxListSize 1216
[LOG 12:24:22.512] ScaleModList: listSize 205 maxListSize 1216
[LOG 12:24:22.514] ScaleModList: listSize 164 maxListSize 1216
[LOG 12:24:22.516] ScaleModList: listSize 205 maxListSize 1216
[LOG 12:24:22.518] ScaleModList: listSize 164 maxListSize 1216
[LOG 12:24:22.519] FF: using stock toolbar button
[LOG 12:24:22.524] [UIApp] OnDestroy: ContractsApp
[LOG 12:24:22.796] [MessageSystem] Reposition 0.02 120186
[WRN 12:24:22.804] UIList: RemoveItem didn't find any item to remove.
[WRN 12:24:22.805] UIList: RemoveItem didn't find any item to remove.
[WRN 12:24:22.806] UIList: RemoveItem didn't find any item to remove.
[WRN 12:24:22.808] UIList: RemoveItem didn't find any item to remove.
[LOG 12:24:22.965] [UIApp] Adding EngineersReport to Application Launcher
[LOG 12:24:22.969] ScaleModList: listSize 164 maxListSize 1175
[LOG 12:24:22.991] [UIApp] Adding KSPedia to Application Launcher
[LOG 12:24:22.995] ScaleModList: listSize 164 maxListSize 1134
[LOG 12:24:22.997] [GenericAppFrame] Reposition 0.1804276 120192
[LOG 12:24:23.368] [UIMasterController]: ShowUI
[LOG 12:26:18.831] [MessageSystem] Save Messages
[LOG 12:26:18.892] Game State Saved to saves/Prueba 2/persistent
[LOG 12:26:18.917] 10/17/2016 12:26:18 PM,KerbalAlarmClock,AppLauncher: Destroying Button-Button Count:7
[LOG 12:26:18.919] ScaleModList: listSize 164 maxListSize 1134
[LOG 12:26:18.921] ScaleModList: listSize 164 maxListSize 1134
[LOG 12:26:18.923] ScaleModList: listSize 164 maxListSize 1134
[LOG 12:26:18.924] ScaleModList: listSize 164 maxListSize 1134
[LOG 12:26:18.926] [AtmosphereAutopilot]: cleaning modules hash table
[LOG 12:26:18.953] [UIMasterController]: HideUI
[LOG 12:26:18.974] FF: EventObserver:: OnGameSceneLoadRequested: SPACECENTER current=EDITOR

If you want a full LOG please let me know!
 

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@Crzyrndm The .dll that you provided have fixed the problem for me. Thanks for the quick response man! your mod is AWESOME, must have for me as i said. Next time ill upload the full LOG, i promise :)

PD: the title description of the dll on github i'ts so funny :D (Fixed editor reentry blowing up :confused:) jajajajaja

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52 minutes ago, linuxgurugamer said:

FE is not my mod, it's @Crzyrndm .  I would consider it rude to ask another modder to change a mod that is actively under development

 

Oh, I thought it was yours, duh.  I was just kidding around anyway.

Edited by Probus
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