I'd recommend voting on the bug report related to auto-staging. Voting on stuff helps us prioritize our work, focusing on the features & bug fixes the community is most interested in seeing.
@SoccerFox586 @NoIDontWanna @TitanIncorporated @Revolt
So %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\ exists but the Settings.xml file does not? If you don't have any craft or saved games you care about saving, you could try deleting that whole folder: %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\
Sorry to hear you are having trouble. After the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?
The game log file should be located here:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\output_log.txt
@ruivaz I am really sorry for the delay... I've been out of the office. Can you try deleting the following file and see if the game will then load properly?
Sorry to hear you are having trouble. After the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?
The game log file should be located here:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\output_log.txt
@NoName101 More details? Are you trying to make a custom detacher? Existing detacher not working with a custom engine? Do you have a link to the mod and an example craft that demonstrates the problem?
@Adraesh I'm not sure... Is it possible its not been created yet? Maybe trying to early in the first frame or something? Or has another error been thrown first which is causing a cascade of errors?
@Adraesh
Yes, sorry... forgot to mention that detail. I was hooking into SceneLoaded in the OnModInitialized() method.
I went ahead and posted some of my testing code on pastebin. Its not a complete picture but maybe it could help a bit. Let me know if you have any more questions.
1. In this particular test case, I hooked into the SceneLoaded event: Game.Instance.SceneManager.SceneLoaded. We also have some UI specific events on Game.Instance.UserInterface such as OnUserInterfaceLoading and OnUserInterfaceLoaded.
2. This is a little tricky. There are a few ways to investigate the game object hierarchy. We ship the XML UIs with the mod tools for reference. I believe any "name" attribute value in the UI XML will be used for the game object name of the UI element. Another other option, though tedious, would be to use the dev console. Open up the dev console (no keybinding by default), type "Help" then click on the entry that pops up. The help text should explain a bit on how to use it, but basically, you can search through the game object hierarchy using forwards slashes and game object names. You can also use it to find components on each of these game objects. Another option would be to just write some code in your mod that you can execute to dump the current game object hierarchy to the log or an external file.
3. The new UI component will be added as the last child under the specified parent, however, you can set the parent order using SetSiblingIndex on the transform. I did something similar in the test case from which I pulled the example code below. I used this line following the creation of the menuButtonScript: menuButtonScript.transform.SetAsFirstSibling();
The (XmlLayoutController) cast should be ok, but I wouldn't think it would be necessary. In my case, the MainMenuModButtonScript was a custom MonoBehaviour that I wrote, so the OnLayoutRebuilt() that I called could have been named anything or taken any parameter I wanted.
@Mrmaraunet Those stack traces look like they errors are coming from Unity's code, not ours. No idea what is causing it. That prefab you posted definitely looks corrupted. I've not seen that happen before...
@Mrmaraunet stack traces help tell you where the error is coming from. A couple of those errors you posted look like the first line of a stack trace. That might be all there is, but if there are additional lines directly below, it might help narrow down the source and possibly the cause.
@pedro16797 I am a little less concerned with conflicts (with part modifiers) since the 0.7.2.1 update as I have started prefixing the custom part modifiers with the mod name in the XML.
@Brields95 People are welcome to try and port mods between the two, but it will be more involved than copying/pasting files, as so much as changed with SR2 since SP.
@SuperCracket Are you building on Windows but didn't install MacOS build components when installing Unity? You need both Windows and MacOS build components installed to build a release version of your mod, but you should be able to successfully build a debug version. Is that the issue you are seeing or is it something different?
@legohelobilly You mean step 3? I was talking about the Window menu in the menu bar at the top of Unity. There may be a video tutorial at some point. I'm working on a text/image tutorial or two now, but not done yet.
@PorkyClown3 I'm not sure what you mean? I'm looking for a way to see that rocket burn 85+ seconds in the previous version, then load it in the new version and see it burn 52 seconds. Right now, I see it burn 52 seconds in both, which sounds like what I'd expect.
@WNP78 The Service provider menu option should no longer be there... do you have some old mod tool assemblies hanging around? Maybe try restarting Unity?
@WNP78
I killed it. It kinda became poorly named and unnecessary. The only purpose it served at this point was access to the Mod's resource loader.
Instead, there should now be a 'Mod' class that gets auto-generated when you click the 'Start Creating Mod' button. This class inherits from ModApi.Mods.GameMod. So, if you are wanting the resource loader, you would now do something like this: Mod.Instance.ResourceLoader. It also has a virtual 'OnModInitialized' method, so you don't necessarily need a persistent object or anything to start running code.
If you are working with a mod created with the old mod tools, you may consider restarting it with the new mod tools, and just pulling over any code and/or assets you need from the old mod. There have been many significant changes under the hood with the modding framework.
@PorkyClown3 With that SRB you tagged me on, I get a 52 second burn time on 0.7.1.4 and 0.7.2.0. Looks ok to me. Do you have an upload of that same exact rocket uploaded with 0.7.1.4 that has a longer burn time in 0.7.1.4?
@AnotherFireFox Not sure what you are seeing... Are you talking about uploading mods to the website? If so, you would (typically) re-upload the mod to the existing post, instead of creating a new mod post.
@KitKart I intend to try and get some text/picture based tutorials put together in the upcoming week. There was talk of William possibly doing a video tutorial.
So the joystick itself is recognized by the game and the other inputs work but the throttle does nothing? Does the calibration screen show the throttle input? If so, does the calibration screen react at all with throttle selected when you adjust the throttle on the joystick?
@CasualCrusade @pedro16797 Do either of you have a reproducible scenario in which this problem occurs? It would be helpful to have a reproducible bug report that we could investigate. We thought we had a fix for this in the 0.7.0.5 release, but it sounds like the problem is still occurring...
@MateiDuta Last I looked into it, back in the SimplePlanes days before SimpleRockets2, it looked really bad on Mac. Cubemap seams were very visible. I'll need to look into it again, maybe that is no longer an issue.
Try downloading and installing the Microsoft Visual C++ Redistributable for Visual Studio 2017. Direct link: https://aka.ms/vs/15/release/vc_redist.x64.exe.
4.9 years agoI'd recommend voting on the bug report related to auto-staging. Voting on stuff helps us prioritize our work, focusing on the features & bug fixes the community is most interested in seeing.
5.0 years ago@SoccerFox586 @NoIDontWanna @TitanIncorporated @Revolt
https://www.simplerockets.com/Feedback/View/4jm79u/Auto-staging-needs-improvement
If you have an easily reproducible scenario, please upload it as a bug report with any steps necessary on how to reproduce the issue.
5.1 years agoDid you try running the game as an Administrator?
5.1 years agoCan you access SimpleRockets.com on this same computer outside of the game? Can you access it via the Steam overlay browser while in game?
5.1 years agoAlso try launching the game without using Steam, see if that makes a difference. If not, try doing the same thing but running it as an administrator.
5.1 years agoIf you do a Debug.Log in the awake and/or start methods of your script, can you find them in your log file (or see them in the dev console?)
5.1 years agoCan you access SimpleRockets.com on this same computer outside of the game? Can you access it via the Steam overlay browser while in game?
5.1 years agoAre you running any anti-virus or firewall software?
5.1 years agoAre you running any anti-virus or firewall software?
5.1 years agoAfter the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?
The game log file should be located here:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
@Dogfish5550 Sorry, that link doesn't work. Looks like it expired maybe?
5.1 years agoSo %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\ exists but the Settings.xml file does not? If you don't have any craft or saved games you care about saving, you could try deleting that whole folder: %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\
5.1 years agoTry deleting your Settings.xml file and launching the game again.
5.1 years ago%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\Settings.xml
Sorry to hear you are having trouble. After the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?
5.2 years agoThe game log file should be located here:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\output_log.txt
@GongJiTianZhuZhuYiLianMengDang No mod support on mobile unfortunately, sorry.
5.3 years ago@ruivaz I am really sorry for the delay... I've been out of the office. Can you try deleting the following file and see if the game will then load properly?
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\ControlInputData.xml
5.3 years agoSorry to hear you are having trouble. After the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?
The game log file should be located here:
5.3 years ago%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\output_log.txt
The crashing should hopefully be fixed in the current release (version 0.7.3.2).
5.4 years ago@pedro16797 Thank you for the reminder. I completely forgot.
5.4 years ago@NoName101 More details? Are you trying to make a custom detacher? Existing detacher not working with a custom engine? Do you have a link to the mod and an example craft that demonstrates the problem?
5.4 years ago@Adraesh I'm not sure... Is it possible its not been created yet? Maybe trying to early in the first frame or something? Or has another error been thrown first which is causing a cascade of errors?
5.4 years ago@Adraesh
5.4 years agoYes, sorry... forgot to mention that detail. I was hooking into SceneLoaded in the OnModInitialized() method.
I went ahead and posted some of my testing code on pastebin. Its not a complete picture but maybe it could help a bit. Let me know if you have any more questions.
Assets.Scripts.Mod
Assets.Scripts.Ui.MainMenuModButtonScript
Assets.Scripts.Ui.ModTestDialogScript
MainMenuModButton.xml
ModTestDialog.xml
@Adraesh
5.4 years ago1. In this particular test case, I hooked into the SceneLoaded event:
Game.Instance.SceneManager.SceneLoaded
. We also have some UI specific events onGame.Instance.UserInterface
such asOnUserInterfaceLoading
andOnUserInterfaceLoaded
.2. This is a little tricky. There are a few ways to investigate the game object hierarchy. We ship the XML UIs with the mod tools for reference. I believe any "name" attribute value in the UI XML will be used for the game object name of the UI element. Another other option, though tedious, would be to use the dev console. Open up the dev console (no keybinding by default), type "Help" then click on the entry that pops up. The help text should explain a bit on how to use it, but basically, you can search through the game object hierarchy using forwards slashes and game object names. You can also use it to find components on each of these game objects. Another option would be to just write some code in your mod that you can execute to dump the current game object hierarchy to the log or an external file.
3. The new UI component will be added as the last child under the specified parent, however, you can set the parent order using SetSiblingIndex on the transform. I did something similar in the test case from which I pulled the example code below. I used this line following the creation of the menuButtonScript:
menuButtonScript.transform.SetAsFirstSibling();
The (XmlLayoutController) cast should be ok, but I wouldn't think it would be necessary. In my case, the MainMenuModButtonScript was a custom MonoBehaviour that I wrote, so the OnLayoutRebuilt() that I called could have been named anything or taken any parameter I wanted.
@Adraesh Not sure what is going wrong, but if you would like to zip up and send me your mod project, I'd be happy to take a look.
5.4 years ago@Mrmaraunet Those stack traces look like they errors are coming from Unity's code, not ours. No idea what is causing it. That prefab you posted definitely looks corrupted. I've not seen that happen before...
5.4 years ago@Mrmaraunet stack traces help tell you where the error is coming from. A couple of those errors you posted look like the first line of a stack trace. That might be all there is, but if there are additional lines directly below, it might help narrow down the source and possibly the cause.
5.4 years agoI assume you are using Unity 2018.3.8f1? If there are any stack traces to go along with those errors, please post those as well.
5.4 years ago@MartianSoil Yes, Mono is required. Mod support will not work with IL2CPP
5.4 years ago@pedro16797 I am a little less concerned with conflicts (with part modifiers) since the 0.7.2.1 update as I have started prefixing the custom part modifiers with the mod name in the XML.
5.4 years ago@Brields95 People are welcome to try and port mods between the two, but it will be more involved than copying/pasting files, as so much as changed with SR2 since SP.
5.4 years ago@MorrissetteAirplaneCo yes
5.4 years ago@SuperCracket Are you building on Windows but didn't install MacOS build components when installing Unity? You need both Windows and MacOS build components installed to build a release version of your mod, but you should be able to successfully build a debug version. Is that the issue you are seeing or is it something different?
5.4 years ago@legohelobilly You mean step 3? I was talking about the Window menu in the menu bar at the top of Unity. There may be a video tutorial at some point. I'm working on a text/image tutorial or two now, but not done yet.
5.4 years ago@Mrmaraunet You can't directly edit our scripts, but you can use a tool like ILSpy to poke around in them.
5.4 years ago@PorkyClown3 I'm not sure what you mean? I'm looking for a way to see that rocket burn 85+ seconds in the previous version, then load it in the new version and see it burn 52 seconds. Right now, I see it burn 52 seconds in both, which sounds like what I'd expect.
5.4 years ago@WNP78 The Service provider menu option should no longer be there... do you have some old mod tool assemblies hanging around? Maybe try restarting Unity?
5.4 years ago@WNP78 Awesome, looking forward to it! Let me know if you run in to any issues or have any questions.
5.4 years ago@WNP78
5.4 years agoI killed it. It kinda became poorly named and unnecessary. The only purpose it served at this point was access to the Mod's resource loader.
Instead, there should now be a 'Mod' class that gets auto-generated when you click the 'Start Creating Mod' button. This class inherits from ModApi.Mods.GameMod. So, if you are wanting the resource loader, you would now do something like this: Mod.Instance.ResourceLoader. It also has a virtual 'OnModInitialized' method, so you don't necessarily need a persistent object or anything to start running code.
If you are working with a mod created with the old mod tools, you may consider restarting it with the new mod tools, and just pulling over any code and/or assets you need from the old mod. There have been many significant changes under the hood with the modding framework.
@PorkyClown3 With that SRB you tagged me on, I get a 52 second burn time on 0.7.1.4 and 0.7.2.0. Looks ok to me. Do you have an upload of that same exact rocket uploaded with 0.7.1.4 that has a longer burn time in 0.7.1.4?
5.4 years ago@AnotherFireFox Not sure what you are seeing... Are you talking about uploading mods to the website? If so, you would (typically) re-upload the mod to the existing post, instead of creating a new mod post.
5.4 years ago@KitKart I intend to try and get some text/picture based tutorials put together in the upcoming week. There was talk of William possibly doing a video tutorial.
5.4 years ago@Brields95 Great! Glad to hear it.
5.5 years agoSo the joystick itself is recognized by the game and the other inputs work but the throttle does nothing? Does the calibration screen show the throttle input? If so, does the calibration screen react at all with throttle selected when you adjust the throttle on the joystick?
5.5 years ago@CasualCrusade @pedro16797 Do either of you have a reproducible scenario in which this problem occurs? It would be helpful to have a reproducible bug report that we could investigate. We thought we had a fix for this in the 0.7.0.5 release, but it sounds like the problem is still occurring...
5.5 years ago@MateiDuta Last I looked into it, back in the SimplePlanes days before SimpleRockets2, it looked really bad on Mac. Cubemap seams were very visible. I'll need to look into it again, maybe that is no longer an issue.
5.6 years ago@tommos16 The next time you are in the game and experiencing the issue, could you use the in-game bug reporting tool and submit a bug. Thanks!
5.6 years ago@tommos16 In the 'Map View' panel under 'Item Visibility', do you have 'Craft Orbits' selected?
5.6 years agoAll of them are black? Always?
5.6 years ago@pedro16797 Probably possible, it might looks strange though...
5.7 years agoNo problem, glad I could help!
5.8 years ago