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Badabooooom

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    Bottle Rocketeer
  1. Getting following error from Regolith 0.1.3: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) TypeLoadException: Could not load type 'Regolith.Asteroids.BaseConverter' from assembly 'KolonyTools'. at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 Rolling back to 0.1.2 solved issue.
  2. Nice one! I was thinking about doing similar mod, but you were first - gratz! Going to look forward how, your mod develops.
  3. Game launches without problem, VAB, SHB and other buildings seems to work fine. Launching rocket seems to work fine. Flying rocket and controls were working. IVA/Rasters were working at least mostly. Game ended to use about 6GB memory. * When changing building there was short "flash screen" from academy building. * There seemed to be somekind problem with map. Predicted orbits were weird and encounters were going to wrong moon. * Returning to space center from flight didn't seem to work (thought - this was very likely NOT to related this hack). * Entering flight from flight controller building crashed game. Major mods: KSP interstellar, RAS + MFD, Kethane, Scansat, Infernal Robotics, Orbital Science. B9, KW, Science Library / Monitor, MechJeb, Deadly Re-entry, Engineering Redux, FAR, Environmental Visual Enhancements, 6s Service, Part Wizard, Precice Node, Alarm Clock, Procedural Dynamics + Fairings, Real Chute, SDHI, TweakScale, Vessel View, MKS I am suspecting that Kethane might be cause of crash when entering to flight from mission control building. Windows 7 Home Premium, AMD Athlon II X4 640, 8GB Ram, Radeon HD 5850
  4. True. I did try demo from Targa Image Reader that you are using in your code - it managed to read TGA without any problems. So - at least it is not Targa Image Reader's fault. Going to try some texture reduction packs and see is that going to help - or maybe I will write own tool that allows to select what textuers are going to reduced (ATM is not going to fix problem, because I want to use LoD).
  5. Something is going wrong with TGA images: 2.6.2014 11:18:48: Loaded Texture 534, informing KSP runtme 2.6.2014 11:18:48: Unhandled exception! 2.6.2014 11:18:49: System.Exception: Failed to load TGA file: C:\Kerbal\Game\GameData\ProceduralFairings\thrustPlate1.tga ---> System.ArgumentException: Virheellinen parametri. (Invalid Argument) kohteessa System.Drawing.Image.get_RawFormat() kohteessa System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height) kohteessa System.Drawing.Bitmap..ctor(Image original, Int32 width, Int32 height) kohteessa System.Drawing.Bitmap..ctor(Image original) kohteessa FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) --- Sisäisen poikkeuksen pinon jäljityksen loppu --- kohteessa FormatDatabase.RecognizeTGA(FileInfo file, Byte[] data) kohteessa FormatDatabase.AddRecognitionScope`1.Recognize(FileInfo file, Byte[] bytes) kohteessa FormatDatabase.Recognize(String file, Byte[] data) kohteessa TextureManager.StartLoadHighResTextureScope.ProcessLoadedData(Byte[] loaded_data) kohteessa Disk.RequestFileScope.RunProcessor() kohteessa Work.WorkThread() kohteessa System.Threading.ThreadHelper.ThreadStart_Context(Object state) kohteessa System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) kohteessa System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) kohteessa System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) kohteessa System.Threading.ThreadHelper.ThreadStart() This doesn't seems to happen always. After quickly looking code, it seems like that static LoadTargaImage method is called in TargaImage.h during FormatDatabase.RecognizeTGA methods execution (LoadTargaImage is inlined - so it is not visible in stacktrace). LoadTargaImage seems to construct first it's own targa image object and then gives this image object for Syste.Drawing Bitmap constructor, which should create a new bitmap object. According this stack overflow discussion, it is likely that targa image is invalid somehow.
  6. First: Super great mod! This is something that Kerbal should have build in. I did run some test with ATM 3-1 and Loading on Demand 2.2. It seems like that LoD is not loading ATM's textures properly (easily to see when ATM is running in aggressive mode). Instead of using ATM's textures, it is loading textures directly from mod's resources. This is not normally issue, because LoD and ATM aggressive performance are almost equal - memory usage difference was around 1-2% in my tests. ATM aggressive is better, if you have large builds with lot's of different textures, but in other hand LoD builds are using high quality textures, LoD game is launching much more faster and LoD enabled game seems to be able to run much more longer because memory of unactive textures are quickly released (thus allowing small memory leaks that are in game/Mono build bit longer). Only reason why someone should use ATM aggressive instead of LoD is to reduce texture size so that their computer can run graphics easier. I hope that you can implement someday active or maybe dynamic texture reduction (change to lower resolution textures after certain number of active textures) to your great plugin! Thank you! PS: If you need developement help with your plugin - please PM to me. I am pretty busy in work related programming, but maybe I can find tiny amount of time for some fun programming!
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