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Waz

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Posts posted by Waz

  1. On 3/1/2020 at 10:38 PM, Croze97 said:

    Wait, you're the same Waz who made WazHack aren't you?

    Such a small world of Unity Devs, I absolutely love that game <3 And this mod for that matter, to keep things on topic just a little.

    Same hairy developer, yup. Note that I've only been maintaining EVE since @rbray89 disappeared - I just happened to be the dev who'd had most experience with working on it at that time, since I added the animated UV-noise feature. The other changes I've made since have been minor bug fixes and performance tweaks, and of course fixing it if a newer KSP breaks it.

    BTW, did you see in the most recent KSP2 gameplay footage: STOCK CLOUDS. Let's hope those are still there by launch and haven't been "optimized out".

    As for a 1.9 update, if/when I find a fix for this weird clipping issue shown in recent comments, I can't call it "updated for 1.9". The earlier build "works" as good as anything I've got for 1.9 yet.

  2. On 11/27/2019 at 2:48 PM, redspyro99 said:

    Hopefully this isn't rude or anything to ask, but since SVE works on any version as long as EVE is updated, perhaps the version file could be removed or updated to reflect that? It'd just be sort of nice to be able to have all the mods in CKAN have the 1.8 tag or even the Any tag for the Max KSP Version. And perhaps it'd also lessen the amount of people coming and asking if it's compatible, especially if it's given the Any tag.

    While I agree in principle, SVE is slightly more complicated than pure-EVE-config mods in that it provides configs for multiple other mods. In theory, you could play with SVE if EVE wasn't updated but Scatterer was. How do we express that in CKAN? SVE needs at least one of the mods it configures in order to do anything interesting.

    Certainly I check compatibility with SVE before releasing any EVE update (do you think I play with the crappy sample configs... ?)

  3. On 11/6/2019 at 2:56 AM, That John said:

    Why does Kerbin look like that on my KSP? I'm not sure if this is because I'm using 1.8 or if it is because of a weird thing when you first start up the game with this mod, and also, I'm not sure if this is only caused by scatterer. :huh: Whatever the case, please help me!
    Some stuff you are asking me for:

    -Kerbin on my KSP https://imgur.com/zetdnUK

    -GameData folder (apologise for my Windows 10 language :blush:https://imgur.com/obZIuDA

    -And, finally, a good ol' log https://www.dropbox.com/s/ch8kjsbylqaiiir/Player.zip?dl=0

    Edit: I've just noticed that on the screenshot with my GameData folder, the SVE folders are missing. Idk why folders keep disappearing randomly in GameData.

    You've got broken clouds, and yet EVE isn't even visible. I suspect you've accidentally dragged some folders into sub folders, because the DLLs will still load, but might behave whacky.

  4. 17 hours ago, septemberWaves said:

    Is there a relatively easy way to make configs to support other planets, or would I have to write an entire mod for that? I've been using XPC and OPM (in 1.7.3, for reference) and I'd like to use EVE but I won't use it if the stock planets will look drastically better than the modded ones, since the difference would be far too obvious.

    The easiest way is to use one already made. See the first post in this thread. Note that EVE Configs are compatible all the way back to KSP 1.2, so you can safely use old configs.

  5. 10 hours ago, Antstar said:

    Hi there. I'm having a lot of trouble setting EVE up. It didn't work right from the start, and my messing with it just made things worse, so fresh dl and install it is.

    Firstly, on github there seems to be a leap from versions for KSP 1.42 to 1.7..

    I have 1.61. Can I use EVE, and if so which should I choose?

     

    I upload a new version whenever the previous one stops working, so if you're on KSP 1.6.1, then you'll want to use the EVE version for a KSP version no later than that (so in this case, EVE 1.4.2-2). I hope the logic of that makes sense. Or just use CurseForge or CKAN, which tell you what versions the mod works for.

    It's far easier to use CKAN than to try to work out dependencies and everything yourself... as you've discovered ;-)

  6. 3 hours ago, moyashii said:

    EDIT: Another update, the FPS issues go away if I install it through CKAN, but only if I remove the stock config files that come with the mod. Funnily enough CKAN allows me to remove it without also removing EVE. It doesn't break anything, and the clouds and mod itself still work fine. 

    The sample configs aren't particularly optimized or anything, and shouldn't be installed if you're using SVE or something. If you've got clouds, you've got some kind of config installed.

    I'm currently working on a "simple UI" dialog that popups up from the icon and just allows quick toggling of clouds (eg. to see Eve (planet) resource overlay) and which shows what configs are installed (or if no config is installed), which will hopefully avoid some of the common shoot-self-in-foot scenarios.

  7. 22 minutes ago, moyashii said:

    EDIT: I figured out the problem rather quickly. It seems like installing it through CKAN causes some issue with the performance. I installed it manually and got a steady 60 FPS again. If anyone else has the same issue, well here you go.

    That's extremely unlikely to be the actual fix - installing via CKAN or from the github or curseforge release is installing the exact same files. Somehow the act of re-installing fixed something for you.

  8. 6 hours ago, Abedshehabi said:

    Even though EVE was updated for 1.8, this happens: 

    https://imgur.com/a/ETOrzyY

    Is this with the 1.8.0-1 or the 1.8.0-2 build? I saw effects like that until I rebuilt the shaders.

    6 hours ago, Abedshehabi said:

    Also, if it's not too much to ask, is it okay if you create new configs for 1.8? The most recent configs come from EVE 1.2.2-1.

    What for? The configs have not changed. If I change them, I'll make a new config. For example, if someone contributed an aurora or nice looking bump-mapped clouds...

  9. 7 hours ago, Drowssap said:

    I see, but I thought I had read somewhere that we didn't have to worry about the other things since EVE was updated.
    Thank you anyway =]

    Mods that are strictly implemented as configs (for example, SVE is configs for EVE and for Scatterer), will work fine if you use the new EVE. CKAN data is a bit weird - it lists SVE as only compatible up to KSP 1.6.9 for some reason.

  10. 8 hours ago, Drowssap said:

    Hey, friend!
    After the update I started to experience this: 

    ...


    This last picture was taken when I was trying figure it out which one was responsible for this bug and I got this result after removing Scatterer. There is still a shade line on the ground that persists when zooming in or out the camera and the clouds are squared now. Is there still a solution regarding EVE or is this a Scatterer issue that you can do nothing about it?

    On main menu and on "tracking center view" the clouds are as they should be.

     

    Thank you very much for your attention!

     

    I saw something similar, but it wasn't consistent. I've rebuilt the shaders (didn't think it would be necessary) and made a new patch release. Let me know if you still get those effects.

  11. On 9/30/2019 at 10:02 PM, pingopete said:

    The old EVE terrain shader which used to allow mapping of repeated terrain/ground detail textures onto terrain in tiled positioning, it no longer works, but I was thinking maybe that system could be used to apply global terrain textures greater than the hard ksp 16384 px texture limit possible with a single texture file but instead using cubemaps. I understand this wouldn't exactly be as noticeable or as much of a use case on smaller planets, but on larger ones, or on any rss scaled planets it would make a huge difference. It may just be too much work to be worth doing, but I appreciate the consideration eitherway :)

    EVE certainly attempted to package too much into one mod (it's been around for a surprisingly long time, even though what it does would be far better implemented by the core game). I think Kopernicus is probably the better place for that sort of thing.

  12. 8 hours ago, pingopete said:

    @Waz Ignore my older posts, I managed to figure it all out, and got what I wanted working. 

    I have a question though, how doable would it be to add a terrain texture option that allows for mapping a global texture through cube maps? This would fix so many of the issues affecting scatterer and eve running terrain as a cloud layer in order to be able to use cubemaps 

    I'm not sure I understand the question. Do you mean clouds plastered onto the terrain as one unmoving texture? That would be pretty ugly. TextureReplacer/Kopernicus for terrain, EVE for (moving) clouds.

  13. 1 hour ago, Autolyzed Yeast Extract said:

    Also if anyone cares KSP 2 will NOT have clouds. Check the first image on the steam store page, look closely for a cloudless kerbin. Need more confirmation? Second image, no clouds at the launchpad. Scatterer and EVE guys, you know what to do when this comes out.

     

    :D

    EVE really is a massive kludge. It's *not* the right way to implement clouds (or more importantly, cloud shadows, volumetric). Deeper engine access is needed to do it efficiently. That means either Star.Theory do it, or they provide sufficiently deep mod support. It's really not that complex for them to do themselves. I wouldn't make assumptions based on screenshots of an incomplete build.

  14. 11 minutes ago, The-Doctor said:

    My big hope is for clouds, basic clouds and dust storms 

    It better had. <dadvoice>Star.Theory, don't make me come up there!</dadvoice>

    Actually, if you need me to come up there, I'll code for free...

  15. 19 minutes ago, Iamsodarncool said:

    ... Ships are made of many (thousands of) parts, each of which is simulated individually in the physics engine. ECS/DOTS enables multi-threaded physics, which would drastically help the performance of the game.

    That still wouldn't scale to colony-sized part collections, which are better solved by some kind of dynamic welding mechanism. In addition, ECS is still way too new/experimental to be the basis of a game releasing next year. 

  16. 19 minutes ago, kithylin said:

    https://en.wikipedia.org/wiki/Unity_(game_engine)

    "Initial release    June 8, 2005; 14 years ago"

    First page in this very forum thread, right here, in the FAQ: KSP2 will be using Unity.

    They could be using Unreal Engine 4, or Lumberyard, or CryEngine V, or any other modern game engine. But nope, 14-year-old Unity.

    By this logic, Unreal Engine is 21-year old crap. Seriously, you don't know what you are talking about. Unity 2019 is vastly different to Unity 3 upon which KSP1 was initially built.

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