I've pushed a release for version 1.2.1. in the process of fixing the errors, I also discovered some old unreleased content in the project files including inspection logic for fluid containers like motor oil and brake fluid, so I went ahead and bundled those in! the new version should work on the current MSCLoader and also comes with that new functionality. I haven't extensively playtested it, so please let me know if you run into any more issues and I'll take a look.
With today's update of MSCLoader, Part Inspector eventually gets disabled because it "spams too many errors per frame". The specific error is "Object reference not set to an instance of an object".
seen! I don't have my PC atm (hopefully will be here on Monday, unless it gets damaged in shipping...) but if it's all good, I'll try and figure out the bug and patch it. if you have a Player.log file somewhere, it'd definitely be helpful
Would it be possible to use the green bolt/screw logic to mouseover the various parts and highlight them as an rgb colour representation of their present condition? Like Green good, yellow fair, red impending engine bay fire and all the shades in between.
The user could have fun in their psychedelic engine bay as they move their mouse around!
that's actually kind of a neat idea. I like that. I don't know that I have the knowledge of MSC's architecture to make it work -- especially due to Unity materials being kind of bizarre even in modern versions, let alone ones as ancient as this -- but if it seems simple to do then I could definitely see that being fun. I wouldn't expect it to happen but it's a pretty fun idea to keep in the back of my mind, at minimum
still alive! got the MSC itch again, figured I'd update this while I was at it even if I haven't started a new playthrough yet. the latest version has logic for spark plugs and alternator belts, which I think leaves light bulbs as the only part that doesn't have tracking logic. as always, source code and documentation is on GitHub.
indeed; I mentioned in the OP that alternator belts and spark plugs don't have logic yet. I'll probably get around to putting out an update with some extra additions like that and some other stuff that I've mentioned in the comments, but I don't have access to my main PC right now, alas. still, it's open source if someone else decides to pick it up :P
I'm guessing that you're trying to look at parts that are fully installed/fastened - as mentioned in the OP/description, those aren't currently inspectable and you'll have to unfasten them to see the durability. It's something I tried to fix on my end, but I was running into trouble with the detection method; for the time being, at least, it's kinda what I have to roll with unless I can finagle a solution (probably by checking each part individually to see if they're in the raycast and then returning for the closest one even if the normal raycast would get interrupted by the whole engine object, which isn't perfect but should work for external parts at least.)
I have both MSCLoader and MSCLoaderPro and neither of them can run this mod. I did everything to make it work but hasn't worked yet, could somebody help me out?
Thank you for making a better version. The mod i co designed and then updated was functional for awhile but the spaghetti topless did and his constant part reworks just made it a hassle to update. The part system is a disaster so glad you were able to decypher it.
Though its sad it doesnt give vague messages like the original. Is it possible to import string from a txt in asset folder to allow better user customizability?
thanks! I was worried that I'd come off as rude by making something with the same concept, even though it's original code; it seemed like the mod was abandoned and I couldn't find any links to source code, so I figured the most etiquette-friendly thing to do was to make something from the ground up. and yes, the part system is extremely spaghetti, which you can probably see in some of my documentation - never before have I hated something in code as much as playmaker. did you know that the strawberry field is a single entire mesh, with trigger colliders with FSMs placed above each bush? you do now. god help me.
there's not a customization system for the exact text at the moment, though the "general description" setting exists to try and give that general feel. it's possible I could make a "vague description" setting as well that's less precise, though; if nothing else and I end up not following through, the code should also be trivial to edit if you can be bothered to compile it.
A fair enough point on the compiling it myself. It's not rude to improve a concept, saying it was like your own original idea or etc is but that of course didn't happen. I never knew the strawberry field was like that i... i hurt hearing that. There was source code for the mod but it was the old version which probably isn't much help anymore.
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The user could have fun in their psychedelic engine bay as they move their mouse around!
Though its sad it doesnt give vague messages like the original. Is it possible to import string from a txt in asset folder to allow better user customizability?
there's not a customization system for the exact text at the moment, though the "general description" setting exists to try and give that general feel. it's possible I could make a "vague description" setting as well that's less precise, though; if nothing else and I end up not following through, the code should also be trivial to edit if you can be bothered to compile it.