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R-T-B

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Everything posted by R-T-B

  1. Also, if you have scatterer shadows on, turn them off. They do something very similar to that and are very broken... possibly for the same reason.
  2. Yeah, that bug was not one it was designed to address. This new shader code deals with cloud clipping, issues with the clouds vanishing entirely at certain angles. Anyways, not saying this isn't a bug because it is, just that it wasn't fixed with this and probably won't be until offiical update by blackrack. See, it is something to do with the transition from local scenery to scaled space. Blackrack understands it better than I. I expect his official release to fix it properly, until then I can't do much about that one really unless he has an idea. It's not a bug I have a firm enough grasp of the root mechanics to really fix, I don't think. Gotta be honest there. As I said this is really blackracks baby at the end of the day. I'm sure he has ideas on what to do, but I don't for this one.
  3. New release hotfixes of both EVE and Scatterer up with blackracks shader code, fixing the Jool visual-oddity bug. Please download them and test. I should note I personally tested these in the sense that at least Kerbin and Jool appear correctly in both map view and flight, as well as the other planets in standard map view were all 100% perfect... we need more testing than Kerbin and Jool in flight though, obviously. It should fix things more than break them, but lets do some testing. @stratvox I am particularly interested if this helps the OpenGL shoreline issue at all, or if we need to mess with clip planes a bit (that would be the case if you still see it). I have a feeling it won't do much being it's cloud code, but stranger things have happened...
  4. Thanks, but since I have to patch EVE as well I may as well build them myself... I will use that fix though, rather than the hacky-sounding offset version (I really have no idea what I'm doing in shaderland anyways, so will defer to you).
  5. I will try this today (each fix in the order listed). Next build will undergo some testing though before I push it out, I think. Probably better for all (even on the bleeding edge, lol). Will have it tested by about noon PST with any luck (my timezone).
  6. Hm. That's very odd. Can you try it with just an older EVE and not an older scatterer, just to isolate if it's one that's faulty and not the other? EVE gave me a bunch of headaches while building, so i have a suspicion that's the origin of the issue. EDIT: Nope, just tested and the origin of the issue is blackracks new shader changes. @blackrack, unless I did something wrong your updated spherecloud shader breaks Jool. I will pull those builds for now. If you downloaded them please revert. They didn't do what we wanted, unfortunately. They won't hurt your game but they clearly have issues. Yep, I just remembered this. Thank goodness, I was about to partition my SSD and that seldom ends well. Plus Gentoo is a black hole someone can vanish into for weeks... lol
  7. Only if RSSMode is toggled, which is for real solar system support. It's more of a hack really and I doubt that's what's causing this as that looks like Kerbin. No, not at all. I mean, yes, in concept it is, but.... The project in there is a really obsolete Unity Project that won't even import right. I'm setting up a Linux box to debug OpenGL. May be gone a few days, because my distro of choice is... Gentoo! But hey, I will be able to properly debug Linux afterwards.
  8. New releases of both EVE and Scatterer this evening, finally including @blackrack's latest EVE-derived cloud shader code. Some notes on these releases: 1.) They do not fix scatterer shadows, yet. 2.) They are SUPPOSED to fix a ton of cloud based clipping issues. but, 3.) they are largely untested (blackrack knows what he's doing, usually ) If they cause any trouble, or more harm than good, reverting is never harmful. Otherwise, let's hope they fix a lot of bugs! Links in OP, as always. Replying to say it did. By the way, do you know the proper way of building EVE's shader code? Man, I had to resort to building it in scatterers build tree, and injecting it into an uncompressed unity bundle with an external tool, because the build system for the shaders is so strange and undocumented. At least it worked.
  9. Hey, it's all good. I push out the fixes as soon as I get them, untested often times. I can see how some people might percieve that as a "lack of quality control" We get there in the end though. No need for that. I'm chill with criticism.
  10. Thanks, I will try in a few hours. Wow, an OpenGL tester finally shows up. Thank you! Yeah, unfortunately I'm at a loss as to what might be causing that only on OpenGL (it should be running just like dual camera version), but I will take a look tonight. Any thoughts, @blackrack? A logfile might help too if you have time. Find it in the KSP install root, KSP.log I believe. Right now I'm going to wait on taking on anything new until I drop existing projects, because these ones are pretty heavy-duty ones code wise. But I'll put it on the list, Scatterer should be updated officially soon so maybe there'll be room.
  11. In the shaders folder, it seems a lot is missing, frankly. There's a readme in there, I think you know what it says, and a couple C# projects along with a unity project. The readme references an "Editor" folder. Maybe I'm a just a unity noob, but it seems that entire folder is missing, which stops me at ground zero. And yeah, basically what blackrack said. Sorry for the slow replies all, I'm taking care of some things with work this week I should've done earlier and it's slowing me down a lot. I'll be back with it in no time.
  12. This will happen even in stock+EVE (just not as noticeable since stock engine plumes have very little light). You need my patched eve, available in my thread. It's an eve bug. That's a legit option too, of course. But it won't fix the eve bug... still, you are correct. My versions are bleeding edge, intended to support blackrack with bug reports. They aren't perfect, and don't pretend to be.
  13. It could be that would be useful as well. I'm thinking it could be a change I made in EVE though. That's why logs may be useful.
  14. Try setting just Kerbin to 17 instead of 85. Also keep in mind if not using "Ultra" shaders the setting may not be calibrated right in the release. Squad's fault: Different settings need different levels. Hard to work around. I'm hoping to drop another release today that may knock out a few of these remaining issues. It has some magic shader updates from blackrack that I hope are as magic as they sound (that's all greek to me). EDIT: Good news bad news time. The bad news is it appears blackracks github is missing some files to compile the scatterer shaders. That means a few bug fixes won't make it into this release. The good news is a lot will, and those that won't are still forthcoming (I'm sure the project files I am missing will be uploaded soon). I am about to drop a release of both EVE and scatterer. Standby. EDIT: Releases are up.
  15. Hmmm... as I haven't even made it to Duna yet (#kerbalconfessions, almost there of course), I'm going to have to test that using cheats probably. Which does not appear to be working to replicate. It may be a driver level issue or something. Do you have a log file you could upload? Anything obviosuly strange in it may help me. It also may be fixed in the shader update that I am about to drop. It's possible. Watch for it today in my thread of unoffical releases in addon--releases.
  16. Whichever of us gets it done first. I play on trying to compile them this evening. You are talking about the mountains in the background clipping through the atmosphere, correct? I noticed that occasionally, but unfortunately I have no idea what's causing it. I can only hope this shader update we're (or more accurately, blackrack) actively working on (in both EVE and Scatterer) will help.
  17. #boredcausecoronavirus Sort of serious, sort of not. I certainly have more time... lol. So since I have to rebuild the shader bundle to integrate those fixes, it's going to be a bit more work. I have to download the Unity used to build KSP shader bundles etc... I will do this, but it will probably wait until tomorrow. Expect another bugfix release for both EVE and Scatterer addressing these two bugs then... maybe this evening if I get fiesty. Who knows. Need to actually play some KSP today, lol.
  18. Thanks. Work got on my case today, so I had to spend most of the day working. Teamwork makes the dream work. I will integrate those patches while you work on other stuff, if you don't mind. I assume this is the same cloud shader EVE uses? I may want to patch it there as well and advise the author.
  19. Ah, not something in my realm then. I guess don't bother opening a bug on my page then, sorry. Some things just are outside my skill set.
  20. Please pm me some log files (found in your KSP install root after flight as KSP.log text file) and I'll see if I can't sort out what's going on with your system. That being said, this thread is supposed to be for official scatterer. I made a thread of my own for unofficial releases, you may get more attention there:
  21. Did behavior improve at all, or was it about the same? I was really hoping it was the same bug I fixed in scatterer manifesting itself in EVE, but perhaps not. I will try another release soon. Annoying issue, but ultimately, we will get it fixed. I need to sleep to live though, so it will probably wait until tomorrow.(8pm here and watching tv with family).
  22. Nah, I don't care for trying to fix bugs that are already fixed. If it comes back then we can worry about it.
  23. Heh, that bugfix did not change any sunflare code... but hey, if it works, I won't question it... glad you got it working!
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