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BIOZ

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Everything posted by BIOZ

  1. Couldn't agree more But the thing is - my files contain no scatters, they require to download certain KSRSS files. I can set them up to work, but I don't know if BallisticFox gives me permission to take their cfgs. If it's ok, I think I can ask them.
  2. @NathanKell Ok. Right now I have nothing to merge. Tessellation configs are good, but Parallax has some problem with Kopernicus, Gameslinx and I are already working on it. Scatter configs are not mine, I'm just rescaling KSRSS. When I make something worth merging, of course I'll make a PR
  3. No, that never happened to me. Thanks. I'll see what I can do if I'll encounter it. I can probably recommend to tweak _displacement_scale or _displacement_offset in Parallax/Body/Textures, it affects the curvature of terrain too.
  4. I think so. Actually I didn't plan it will become something big, it was a temporary solution just to sit and wait until the real config come out. And if I will create my own config, it will be made from the scratch, rescaling KSRSS is not good everywhere.
  5. Hi, @Clayel! You're welcome 1. Yes. My cfg only rescale KSRSS configs, do not add any planet. And the only way I managed to get Earth to work is through dll editing, so right now Earth config is turned off. 2. No. My files do not replace any other file. But the configs in those RSS and Parallax files interfere with KSRSS ones. I think I could clean it, but it's way easier just to delete the files or change the extension, like to 'IncreaseSubdivisionCount.cfga' (ModuleManager reads cfg only).
  6. Hi, @R33. Here it is https://drive.google.com/file/d/1UtvgKx3omym0C-XmU5mwSqNe6vb7426p/view This config doesn't contain Earth. As I understand, right now Parallax has some problems with cbNameLater detection, which Earth depends on (or maybe it's just me stupid). I fixed it in my own dll, so if it's a real problem I'm sure it will be fixed properly very soon. Actually I didn't planned to make my configs public, so I optimized them for my GTX 1660. If you have better/worse hardware, you can tweak the numbers in my cfg. Also afaik BallisticFox was planning to make Parallax configs for both KSRSS and RSS, so I recommend to check KSRSS thread from time to time . Edit 230619: Update https://drive.google.com/file/d/1GRbAlGB4DWfu_uNoTgedpBhU6roWpMc_/view Edit 230709: Earth is back https://drive.google.com/file/d/13CyIsn81f9htq1CrMDO-kqfUm2RZCXJX/view
  7. Hey. I probably found the part which breaks tessellation on Earth. I've changed this line in ParallaxOptimized.SubdivisionData.DetermineMaterial() ParallaxBody body = ParallaxBodies.parallaxBodies[quad.sphereRoot.name]; to ParallaxBody body = ParallaxBodies.parallaxBodies[FlightGlobals.currentMainBody.name]; Every planet I checked working good now. Damn infinite terran forests look so beautiful (although I get true KSP2 fps experience ). Hi, @jd284. I can post my WIP, but I'm using KSRSS configs and I don't want to redistribute their code. I can share my own code, but you have to download some KSRSS configs from GitLab (configs only, no models nor textures). If you ok, I'll write the exact instructions for installation.
  8. Hi. I'm in the process of adapting the old config for RSS, it works ok, but not for Kerbin/Earth. I tried different variations of configs and found what parallax doesn't apply tessellation on Earth if Earth has a parameter cbNameLater (Kopernicus/Body/cbNameLater). If I set 'name = Earth' in Parallax/Body, I get this error: [EXC 17:30:17.315] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0) ParallaxOptimized.SubdivisionData.DetermineMaterial () (at <40e34d3c09734e828597afb2f90e2e92>:0) ParallaxOptimized.SubdivisionData..ctor (PQ quad, System.Int32 subdivisionLevel, System.Single subdivisionRadius, System.Boolean subdividable) (at <40e34d3c09734e828597afb2f90e2e92>:0) ParallaxOptimized.PQSMod_Subdivide.OnQuadBuilt (PQ quad) (at <40e34d3c09734e828597afb2f90e2e92>:0) PQS.Mod_OnQuadBuilt (PQ quad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.BuildQuad (PQ quad) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.Build () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.SetVisible () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateVisibility () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQ.UpdateSubdivision () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.UpdateQuadsInit () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.StartSphere (System.Boolean force) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.RebuildSphere () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) PQS.Update () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Looks like parallax can't found Earth and thinks it still named Kerbin. More info in pictures. There were no such problem with cbNameLater in parallax 1.3.1. Maybe I miss something obvious ¯\_(о_О)_/¯ KSP 1.12.3, RSS 19.0.5, Parallax 2.0.6, Kopernicus 153
  9. Hey. I've got an error from ModuleManager. Turns out some of the decouplers (SSTU) have ModuleDecouple with explosiveForce parameter instead of ejectionForce. When I changed this line in "RocketSoundEnhancementDefault\Configs\GlobalPatches.cfg" @PART[*]:HAS[@MODULE[ModuleDecouple],!MODULE[RSE_Coupler]]:FOR[RocketSoundEnhancementDefault] to @PART[*]:HAS[@MODULE[ModuleDecouple]:HAS[#ejectionForce],!MODULE[RSE_Coupler]]:FOR[RocketSoundEnhancementDefault] the error is gone.
  10. I didn't know # can be used this way. I've tried it on my configs, it works perfectly. Many thanks!
  11. Hello everyone! Is it possible to copy a sub-node from one node to another? I have: I want: I tried this, but it gives nothing: The closest thing I've came up with: And it gives:
  12. Same here. I'm unable to enter the VAB/SPH with FAR installed. [EXC 18:05:50.969] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetExportedTypes () (at <9577ac7a62ef43179789031239ba8798>:0) FerramAerospaceResearch.ToolbarTypes+<>c.<getType>b__5_0 (AssemblyLoader+LoadedAssembly a) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) FerramAerospaceResearch.ToolbarTypes.getType (System.String name) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_Instance () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_ToolbarAvailable () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARDebugAndSettings.SaveConfigs (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARSettingsScenarioModule.OnSave (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) ScenarioModule.Save (ConfigNode node) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoScenarioModule..ctor (ScenarioModule module) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.UpdateModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.GetUpdatedProtoModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) Game.Updated (GameScenes startSceneOverride) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <a5c262f7fe724eb9918d4487db8b635e>:0) VehicleAssemblyBuilding.OnClicked () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.EnterBuilding () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.OnLeftClick () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding+<OnMouseTap>d__49.MoveNext () (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 18:05:50.970] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: RSSTimeFormatter 1.6.1.0 GameData\RSSDateTime\Plugins\RSSTimeFormatter.dll
  13. Yes. ANTI_ALIASING affects them too. I checked my game with all options (off/2/4/8), and my clouds are not showing only when I start my game with parameter ANTI_ALIASING = 1. Setting it to 2/4/8 right in the game makes them appear back. Clouds are still there even if I turn anti-aliasing off after it was 2/4/8. I watched your video, my problem is not exactly the same as yours. My clouds are showing or not showing during the whole flight, it doesn't depend on the altitude. Have you tried to launch your game with only EVE (with folders in GameData: Squad, EnvironmentalVisualEnhancements, and AstronomersVisualPack)? Have you tried EVE with default config BoulderCo?
  14. @Dominiquini Well, cloud disappearing clearly is a bug, and behavior of this one looks quite random. I'd suggest you to try both 2 and removing the line.
  15. @Dominiquini It's "settings.cfg" in the game folder, where "KSP_x64.exe" is. Open it with the text editor and search for the line "ANTI_ALIASING".
  16. I've encountered volumetric clouds not working bug too. Thanks to previous posts I searched for the place in the settings file which breaks clouds, it happens to be this: ANTI_ALIASING = 1 Removing this line or changing the value to 2 (default) fixes clouds for me. KSP 1.11, EVE 1.11.3.1, Windows.
  17. @darthgently All shaders are stored in 'eveshaders.bundle'. Here is the link if you need it http://www.mediafire.com/file/g8inh701av5k7mb/
  18. @darthgently, are you running KSP on Linux or in OpenGL mode?
  19. Hi, @Lightsworn. I've made a small fix for the clouds, looks like it works on my end. Could you please test it in your ksp? https://www.mediafire.com/file/yputinel0nof6jx/
  20. Huh. That's strange because in the installation zip scatterer is included to dependencies. Yeah, me too. Right now I have a few ideas where to look for this bug, but nothing to promise. I think we'll have to stick to scatterer for some time. Here is the bug you've mentioned, right?
  21. Hi, @Lightsworn! I tried to recreate your bug, but the bug I encountered is only this: I've tried to recreate it on KSP 1.10.1, Spectra 1.4.0, scatterer 0.0621c, R-T-B's Kopernicus 1.10 Release 19. Spectra requires installed scatterer. I see you don't have scatterer folder in your GameData. Did you test EVE with it?
  22. @R-T-B, yeah, looks like it's a shader issue. Probably it related to the depth buffer, but can't say for certain. Position of the clouds is correct, so I assume the problem is somewhere in "frag(v2f IN)" function.
  23. Hi, @R-T-B! Thanks, I'm relatively new to Unity, but I think I'll be able to manage terrain feature, so please add me as contributor https://github.com/BiozTech
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