Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<xShadowx> when eva, and close enough to a hatch - thus popping up the board button - is kerbals hitting a collider?
<xShadowx> tryin to figure out how to make an eva resource xfer (which i got) but only if at a hatch :)
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<Technicalfool_> I seem to have a message from Warsoul asking for ModuleManager help. o_O
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<Sarbian> Sigma88: you ll notice I managed to stay polite ;)
<Sigma88> poor guy got confused between 1.1.3 and 1.3.0
<Sigma88> he just missed by 1
<Sigma88> and kinda swapped the 3
<Sigma88> :D
<Sarbian> I wonder if all those crash reports are related to launching with 1.1.3 mods dll presents
<Sigma88> I wonder how one can be using mods that are years old and can blame the only one that is up-to-date
<Sigma88> is it like "I've been using these for years, must have been the one I just updated"
<Sigma88> ?
<Sigma88> xD
<Sarbian> "What are those directory things you keep talking about ?"
<Sigma88> GameData/GameData (2)
<Sigma88> GameData/GameData (3)
<Sigma88> GameData/GameData (4)
<Sigma88> I got a bug report like that once
<Sarbian> No users, no bugs
<Sigma88> on the other hand, I enjoy making snarky remarks at users when they post stuff like that :D
<Thomas> I think one of the best bugreports in the /topic :D
<Sigma88> which one?
<Thomas> <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf"
<Sigma88> ah :D
<Sigma88> I told you that happened to me while at work :D
<Sigma88> s/that/that the same thing
<Qboid> Sigma88 meant to say: I told you that the same thing happened to me while at work :D
<Sarbian> 1.3.0 2nd major feature: More loading screen
<Thomas> Aparently, 1.3's KSPAssembly sais 1,2
<Sarbian> The build chain of that game is far too manual...
<Sigma88> Sarbian I noticed
<Sigma88> The array type also changed
<Sarbian> But it seems to load faster ? I wish I knew why
<Sigma88> From Texture2D to Object
<Sigma88> For some reason
<Sarbian> uh
<Sigma88> Yup
<Sarbian> Can I do 3D loading screen ?
<Sigma88> Kerbalmechanic is an obj
<Sigma88> For some reason
* Sarbian sees glorious NyanCat dogfight in the future
<Sarbian> You sure it s not your decompiler having a fit ?
<Sigma88> I checked the type of all obj
<Sigma88> And kerbalmechanic is a UnityEngine.GameObject
<Sigma88> Everything else is Texture2D
<Sigma88> The array is UnityEngine.Object[]
<Sarbian> Go home Unity, you re drunk
<Sigma88> Or at least that's what VS tells me
<Sarbian> I guess they show/hide object now then.
<Sigma88> I had to add a (Texture2D) cast to get the stuff in the array
<Sarbian> I ll have a look at what I can do later
<Sigma88> No I think it's just an error
<Sigma88> It's the same texture from 1.2 2
<Sigma88> Unless is some kind of rare easteregg
<Sigma88> I made a plugin to remove everything except that one obj
<Sigma88> And ran the game multiple times
<Sigma88> Always showed up identical
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<Sarbian> "Sarbian, my reflection code does not work !". "Ok, I ll have a look". "Dude, it works"
<Sarbian> Master the true spirit of KSP modding and add a print every 2 lines to debug your code.
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<Sigma88> Sarbian if the new loading screens allow for 3D animated stuff it's a shame that april 1st is just gone
<Sigma88> xD
<egg> Sarbian: we do that too, but we have better logging libraries, so we can log a whole lot more :D
<egg> also we can journal \o/
<egg> gigabytes of logs \o/
<pi|Zzz|aoverhead> xShadowx: Yes, there are trigger colliders for hatches and ladders. You can view them in game using DebugStuff: http://forum.kerbalspaceprogram.com/index.php?/topic/135726-12-debugstuff-2016-10-25-see-the-hidden-secrets-of-the-game-objects/
<xShadowx> didnt see a gameevent fired during touchy hatch
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<pizzaoverhead> It'll most likely be OnCollisionStay for the hatch collider, whatever that's hooked to.
<pizzaoverhead> OnTriggerStay actually
<xShadowx> pizzaoverhead: current thinkin is CrewHatchController.hoveredPart looks like it might be the part, and looks like it sets to null if not at hatch
<xShadowx> downside is private :D
<xShadowx> and saw no no non-collider events for it when set :|
<pizzaoverhead> xShadowx: If all else fails, you could add your own event watcher to any airlock colliders :D
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