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    Curious George

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  1. Yeah I have no idea how PQS works at all, but that was basically the last issue I was having. I think there might still be a little scatterer/EVE conflict Im gonna take a look at regarding Gas Giant atmospheric bands not loading without manually making a quick change and back to EVE clouds in game, but its way less of an issue. Maybe the PQS EVE inserts is just incompatible with Gas Giants for some reason? I have seen a lot of !PQS in the codes and I'm guessing this might be why, deleting them out so they don't try to load anything.
  2. [WRN 02:46:48.260] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.287] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 02:46:48.288] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.288] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.288] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.301] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.301] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Jool-Bands) OnSphereInactive [LOG 02:46:48.301] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.308] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.324] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 02:46:48.325] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.325] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.325] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.338] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.338] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Jool-lightning) OnSphereInactive [LOG 02:46:48.338] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.344] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.361] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 02:46:48.362] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.362] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.362] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.374] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.375] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Jool-Atmo) OnSphereInactive [LOG 02:46:48.375] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.381] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.397] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 02:46:48.398] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.398] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.398] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.411] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.411] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Nero-Auroras) OnSphereInactive [LOG 02:46:48.411] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.417] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.434] [EVE CloudsManager]: Cannot find Nero to apply to main Menu! [LOG 02:46:48.435] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.435] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.435] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.447] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.448] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Nero-Bands) OnSphereInactive [LOG 02:46:48.448] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.454] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.470] [EVE CloudsManager]: Cannot find Nero to apply to main Menu! [LOG 02:46:48.471] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 02:46:48.471] [EVE CloudsManager]: PQS Applied [LOG 02:46:48.471] [EVE CloudsManager]: Applying 2D clouds... [LOG 02:46:48.483] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 02:46:48.484] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Nero-lightning) OnSphereInactive [LOG 02:46:48.484] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 02:46:48.490] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 02:46:48.507] [EVE CloudsManager]: Cannot find Nero to apply to main Menu! [LOG 02:46:48.507] [EVE AtmosphereManager]: Running Setup [LOG 02:46:48.507] [EVE AtmosphereManager]: Loading... [LOG 02:46:48.509] [EVE AtmosphereManager]: Cleaning Atmosphere! [LOG 02:46:48.509] [EVE CityLightsManager]: Running Setup [LOG 02:46:48.509] [EVE CityLightsManager]: Loading... [LOG 02:46:48.510] [EVE CityLightsManager]: CSS/EVE/Kerbin_CityLights/EVE_CITY_LIGHTS [LOG 02:46:48.514] [EVE] Applying PQS Material Manager! [LOG 02:46:48.532] [EVE CityLightsManager]: Applied to main Menu [LOG 02:46:48.532] [EVE TerrainManager]: Running Setup No issues now after installing that PQS cfg. Visually as well, everything is showing up fine. That file contains this PQS_MANAGER { OBJECT { body = Jool deactivateDistance = 175000 } OBJECT { body = Nero deactivateDistance = 175000 } }
  3. Figured it out! It was a PQS Manager that deactivates something on Jool and other Gas Giants. ANyone know what PQS is for? I know it has something to do with like, structures or objects on planets. Does Jool have a surface or anomalies? My guess is maybe its related to the rendering of these and a limit in the game?
  4. Found this [LOG 00:18:10.202] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Duna-Atmo) OnSphereInactive [LOG 00:18:10.202] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 00:18:10.216] [EVE CloudsManager]: Cannot find Duna to apply to main Menu! [LOG 00:18:10.217] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 00:18:10.217] [EVE CloudsManager]: PQS Applied [LOG 00:18:10.218] [EVE CloudsManager]: PQS is null somehow!? [LOG 00:18:10.231] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 00:18:10.233] [EVE CloudsManager]: Unable to parse config node: OBJECT { name = Jool_Clouds body = Jool speed = 0,0,0 altitude = 10 offset = 0,180,0 settings { _DetailScale = 30 _DetailDist = 0.16E-06 _UVNoiseScale = 0.02 _UVNoiseStrength = 0.002 _UVNoiseAnimation = -0.002,0.0 _DistFadeVert = 1E-02 _Color = 255,255,300,255 _MainTex { value = CSS/Shared/EVE/Textures/Jool_Clouds } _DetailTex { value = CSS/Shared/EVE/Textures/GasDetail } _UVNoiseTex { value = CSS/Shared/EVE/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } [LOG 00:18:10.233] EVEManager: Issue loading CloudsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> UnityEngine.UnityException: Unable to parse "settings" in "OBJECT"! ---> UnityEngine.UnityException: Unable to parse "_MainTex" in "settings"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, ConfigNode node) [0x000f1] in <934eaa8d78c34a628f1650964624e3e9>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, ConfigNode node) [0x003bd] in <934eaa8d78c34a628f1650964624e3e9>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, ConfigNode node) [0x00062] in <934eaa8d78c34a628f1650964624e3e9>:0 --- End of inner exception stack trace --- at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, ConfigNode node) [0x000a8] in <934eaa8d78c34a628f1650964624e3e9>:0 at Atmosphere.CloudsObject.LoadConfigNode (ConfigNode node) [0x00000] in <f4ebddcb2f0b4cd7807b74c8ecba5505>:0 at Atmosphere.CloudsManager.ApplyConfigNode (ConfigNode node) [0x00030] in <f4ebddcb2f0b4cd7807b74c8ecba5505>:0 at EVEManager.EVEManagerBase.Apply () [0x00032] in <3b56b8781a1e4904aed5b5961cbcdcc8>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x0005f] in <3b56b8781a1e4904aed5b5961cbcdcc8>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00062] in <3b56b8781a1e4904aed5b5961cbcdcc8>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00016] in <3b56b8781a1e4904aed5b5961cbcdcc8>:0 at EVEManager.GlobalEVEManager.Setup (System.Boolean late) [0x0005c] in <3b56b8781a1e4904aed5b5961cbcdcc8>:0 [LOG 00:18:10.234] [EVE AtmosphereManager]: Running Setup [LOG 00:18:10.234] [EVE AtmosphereManager]: Loading... [LOG 00:18:10.236] [EVE AtmosphereManager]: Cleaning Atmosphere! [LOG 00:18:10.236] [EVE CityLightsManager]: Running Setup [LOG 00:18:10.236] [EVE CityLightsManager]: Loading... [LOG 00:18:10.237] [EVE CityLightsManager]: CSS/EVE/Kerbin_CityLights/EVE_CITY_LIGHTS [LOG 00:18:10.242] [EVE] Applying PQS Material Manager! [LOG 00:18:10.260] [EVE CityLightsManager]: Applied to main Menu [LOG 00:18:10.260] [EVE TerrainManager]: Running Setup [LOG 00:18:10.261] [EVE TerrainManager]: Loading... [LOG 00:18:10.263] [EVE ShadowManager]: Running Setup [LOG 00:18:10.263] [EVE ShadowManager]: Loading... [LOG 00:18:10.276] [Scatterer][Debug] mapping EVE clouds [ERR 00:18:10.287] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. The thing is, this is basically the EXACT same code that it runs on with SVE. All textures are in the correct place. All path directories are applied appropriately. I removed my mod file and tried loading just normal SVE to see if there is any difference. [LOG 00:34:26.673] [EVE CloudsManager]: Applying 2D clouds... [LOG 00:34:26.686] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 00:34:26.687] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Jool-Bands) OnSphereInactive [LOG 00:34:26.687] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 00:34:26.696] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 00:34:26.715] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 00:34:26.716] [EVE CloudsManager]: No PQS! Instanciating one. [LOG 00:34:26.716] [EVE CloudsManager]: PQS Applied [LOG 00:34:26.716] [EVE CloudsManager]: Applying 2D clouds... [LOG 00:34:26.728] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 00:34:26.728] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: Jool-lightning) OnSphereInactive [LOG 00:34:26.728] [EVE CloudsManager]: Clouds2D is now SCALED [WRN 00:34:26.734] Cannot find preset 'Default' for pqs 'EVE PQS' [LOG 00:34:26.751] [EVE CloudsManager]: Cannot find Jool to apply to main Menu! [LOG 00:34:26.752] [EVE CloudsManager]: PQS Applied [LOG 00:34:26.752] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: geyser1) OnSphereInactive [LOG 00:34:26.767] [EVE CloudsManager]: Cannot find Eeloo to apply to main Menu! [LOG 00:34:26.768] [EVE CloudsManager]: PQS Applied [LOG 00:34:26.768] [EVE CloudsManager]: CloudsPQS: (EVE Clouds: geyser2) OnSphereInactive [LOG 00:34:26.783] [EVE CloudsManager]: Cannot find Eeloo to apply to main Menu! [LOG 00:34:26.783] [EVE AtmosphereManager]: Running Setup [LOG 00:34:26.783] [EVE AtmosphereManager]: Loading... [LOG 00:34:26.785] [EVE AtmosphereManager]: Cleaning Atmosphere! [LOG 00:34:26.785] [EVE CityLightsManager]: Running Setup [LOG 00:34:26.785] [EVE CityLightsManager]: Loading... Loads fine here. I'll post the 2 configs. Maybe there is a texture not preloading or some kind of config issue. SVE (Working) https://www.dropbox.com/s/buvwgulvgrbljie/KSP.log?dl=0 My Pack (Not Working) https://www.dropbox.com/s/2gcfz80ig1wf1wa/KSP2.log?dl=0
  5. Only brought that up cause I've had people be SUPER almost hostile in telling me not to play with planet configs and EVE in general. Like, it's on a clean install and I'm just learning and playing around, its not that big of a deal lol. Anyway, no, not my crash logs because well, the game doesn't crash. Unless there is some way to tell if EVE clouds is crashing in a log. Like I posted above, it was related to gas giant configs for EVE clouds somehow, yet SVE and others don't seem to have a problem with them. I'm wondering if it's in the file path naming, as all of these are named "Plugindata" > "Textures" for the most part and I wonder if that makes any sort of difference. Basically I solved the crashing EVE cloud by getting rid of the gas giant configs, but now I have to figure out why they won't load configs.
  6. Alright, was playing around a bit more. Tried moving everything into one CFG file like other planet packs, no go. Tried deleting out gas giant configs since that was giving me problems, and that worked. So I guess new question, Why would gas giant CFGs cause EVE clouds to crash like that or even not apply the CFG to the planet? I literally just copied what was from SVE into the CFG file and then changed the pathways/uploaded the textures needed into my folder. How do other planet packs get EVE to load gas giant cloud CFGs?
  7. *Preface warning* Modder in learning, please be constructive. Having an issue with my in game config editor crashing when trying to make any sort of change. It was working just fine until recently. I should note that I am trying to make a custom planet pack (This is for learning purposes and figuring things out. Please do not tell me gatekeeping nonsense of don't do this or etc. The only way to figure this out is to trial and error and from advice from people that know how EVE works. What would be VERY helpful is some type of EVE wiki like Kopernicus or Module Manager has. I can't find one for EVE. I dont mean to be rude Ive just gotten some really nasty backlash on this. I'm trying to learn.) One thing I noticed was I had been accidentally @ the object when updating EVE clouds and it had been pasting some Jool settings over and over again into the config files. When I took those out, it seemed to start doing this, which doesn't make a lot of sense to me. Its as if somehow having twenty asset values for some reason made EVE clouds run right. Right now I have all the planets on separate config files with -no- module manager instructions. I've been studying a lot of different mods and how they handle planet FX and I really don't see why in some cases, EVE clouds loads but in others it doesn't. Gas giants in particular seem finicky. So I guess my questions are: 1. Any straight up advice on what would be causing EVE clouds to crash on any edit? 2. An explanation on how EVE clouds loads would be pretty nice. An EVE wiki on file structure and path/directory would be pretty great too. 3. Suggestions from anyone who understands adding multiple planets how to correctly update cloud configs. I'll post a dropbox link to the Gamedata pack I've been playing with. 4. Any EVE wiki would be great. Thanks! Dropbox File: https://www.dropbox.com/s/2hqf53w71ydm90v/CSS.rar?dl=0
  8. I got rid of AK to start from scratch since I didn't like what it was doing and it gave me a chance to try to build everything out. I've got three planets working, but for some reason, the same format even though its just a basic rip and change of directory. I thought I was onto something where it actually didn't need any editing to the EVE_Clouds file since 3 of them worked as is long as I put everything where it should. No idea what's up with Jool not loading though, even though it seems to be fine in EVE itself. Here's the files if you're curious. https://www.dropbox.com/s/ie1i6429ud0upmx/CSS.rar?dl=0
  9. Not specifically for AK as far as I could tell. I've since moved away from it and to other Planet packs that make sense. Was able to get Scatterer to work and update, now I'm having issue with EVE_Clouds not loading correctly. Either putting them in a single cfg or trying to patch them with module manager commands doesn't seem to work. Was wondering if there was a way to create a Blank EVE_Clouds folder and then @ seperate config files in to create a master list to reference. Trying @EVE_Clouds:FOR[MyMod] didn't work and creating a blank EVE_Clouds cfg gives a module manager error. It would be nice if I could test to make sure EVE was even working properly by a single master CFG working, but that isn't loading everything either so. Think that is where I will start and go from there. But a suggestion on how to do the following with MM patches would be welcome if anyone sees this. Basically I'd like: EVE boot up > EVE_Clouds (blank template) > Individual EVE_Clouds config @ (Adds to template to build up that database) I really don't see why @EVE_Clouds:For[MyMod] doesn't work. EVE seems to only recognize and randomly choose one config file. Maybe cause it doesn't have that template to try to add on to and EVE can't patch. Hmm. Scatterer and Module Manager have great Wikis. EVE's seems to either be outdated or nonexistant. If anyone has an EVE manual link I'd appreciate it. Example of what I was thinking below
  10. That was exactly it, thank you. The reason I was deleting it in the first place was because I was using After Kerbin for a backbone and it replaced Kerbin with a different planet, but then I was adding it back then. I've since changed over to using the other planet mods as a backbone which doesn't do this, but I can still delete stock bodies. My big issue now is EVE_Clouds not loading properly, but I've been able to get Scatterer to work by simply stacking @ on the two Scatterer planetlist and celestial bodies.
  11. This was just how they had it listed in the config, that was the node name, Item with Kerbin trying to be the value. I did manage to get Scatterer to work, but now I can't get EVE_Clouds to stack properly.
  12. I'm trying to build up a custom planet pack and I have a question about EVE_Clouds I have tried both combining all my configs into a single file and loading that, and have tried applying Module Manager patches to it, I -cannot- get more than one planet at a time to show clouds. I've checked my file directories, checked my textures. It seems like everything should be working but if I get it working on one, I can't seem to get them working on the other. Anyone know the proper way to set EVE_clouds with a patch hierarchy? Basically something like @EVE_Clouds:FOR[Modname] or @EVE_Clouds:BEFORE[Modname] I've even tried @ all of the OBJECTS in there. Still doesn't explain why even if I load one file with all the configs in, I don't see all of my clouds loading in (I sometimes get Aurora, but then I'm missing lightning, dust storms, etc) Think I'm missing something with how EVE_Clouds works. Thanks.
  13. That was my thinking, until I ran into After Kerbin. The others make sense, this doesn't because it has -No DLL -Non matching Gamefolder path -Has no other patches inside of that to reference other than AK -No folders inside of this has the name AK (Although three files in there have an AK_(config) name) I really just don't get how they can patch something that doesn't look like it's defined anywhere. This -might- be why it breaks Scatterer (other than deleting the planetlist config) and why I am having trouble getting it to reference anything. Even using SVE though... Here's from another thread I posted where it doesn't seem to be referencing properly (of course this is probably just me not understanding):
  14. I've been working to learn all of this stuff, and have been trying to make my own planetpack. Something that is confusing me while studying other mods is this (this one is from AfterKerbin) @Scatterer_planetsList:BEFORE[AK] or similar. I understand this is to edit the Scatter planet list and do it before adding this mod, but how the heck does [AK] get defined? In none of the other configs does it specifically "define" AK. Then take a look at this from SVE: @Scatterer_config:FOR[StockVisualEnhancements] This made me believe for a while that it was referencing the name of the file in the Gamedata, but that can't be the case because After Kerbin isn't labelled AK in the game folder, it's labelled Afterkerbin. GPP and Kcalbelohsystemhave a very similar format to SVE, but if it were true that it was the gamedata file name (Their [] values are gamedata matched) , then Afterkerbin shouldn't work. Can anyone shed some light on this? I've hit a standstill because I can't figure out how to define that Mod name.
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