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If Phil ever comes back to this, I'll take it down as soon as I'm asked:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3445276947
I'm now getting program error no matter what i try.
I hope you come back to this PH1L1P...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2344510837
1) Replace every instance of the "WritePublicText" LCD function with "WriteText" to get rid of those deprecated warnings. Also, I commented out the line that has "txt.ShowPublicTextOnScreen()". That function is also deprecated, and I might be wrong but commenting it out seemed to not change the behavior as I saw it. Correct me if I am wrong.
2) Important: I was seeing flickering on the "screen_diagnostic_report" lcd. This was due to several calls to WriteText. To speed this up a bit, I took all of the strings you were writing and stored them in a local variable, then called WriteText only once. This fixed the flickering. It was around line 760-766 in draw_health_report().
3) Setting the text font to MONOSPACE improved the icons a bit on the LCDs. At the moment, the "pixels" were showing up as XBOX controller buttons. This helps that a little.
it says a lot of things have been deprecated when i check code
Is there a way to mirrow the view.
Right and left side are displayed at the wrong side on my build. If i rotate via _0 > _3 the displayed image is too slim on the textpanel and longLCD. If I rotate the textpanel around 180° front and rear are switched too.
Any solutions in the script I didn't notice?
On load from a blueprint, the ships 'health' decreases with each load. Also if I go to edit the ship with the script running, it will show its been damaged! itll have degraded ship health stats in the screen_diagnostic_report even though the blocks shown in red are brand new placed blocks!
I feel there should be some way to reset the script to read the ship as if its brand new. I've tried recompiling, deleting the script and loading it again, even deleting the blocks and loading again. Not sure why this happens.
Seems like the only work around is to delete the programmable block, the screens and load the world again.