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Sigma Replacements


Sigma88

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2 hours ago, meyerweb said:

Sadly, now that I get the skybox to load properly, it’s being shown incredibly dark in the game itself, though it seems like it might be correct in the main menu…

But that doesn’t seem to be the fault of this mod, unless it’s trying to do some kind of color- or brightness-correction of DDS files.

It was Distant Object Enhancement that was dimming the skybox.  It has a dynamic-dimming setting that was enabled for some reason.  Turning it off made the skyboxes suuuuper pretty.

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  • 3 weeks later...

I seem to be having a problem using this mod that's causing my game to sporadically crash when entering the VAB or SPH.  That's really surprising to me - I didn't expect this mod at first, and spent all day today pruning other mods, but when I got to the end of the search, it's this mod that's causing it for me.  My "full" mod list I was testing with was GPP plus all of the suggested mods (and a couple extras like KER), but I can reproduce with just the Squad and Sigma folders in my GameData Folder.  I'm honestly not even sure if Sigma should be doing anything without having some textures supplied from another mod, but it's what I'm seeing.

Here's my crash output:  https://paste.ee/p/VR0xk

Has anyone ever seen something like this before?  At first I thought this was a memory issue, but it seems odd that'd happen on 64 bit, and not when I've got huge mods like MKS installed.  I'm hoping I can figure this out (hopefully I'm just doing something wrong here), as I really like the re-textures I was seeing (thanks Sigma and GPP team).

EDIT: Just to add some more detail I thought I should mention

  • I don't get a crash with my full modlist without Sigma Replacements
  • I was running Heads, Navigation, Skybox, Suits, and Textures
  • I can reproduce the crash with just Heads and/or Suits (the replacements I cared about the most)
Edited by Apocryphus
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1 hour ago, Apocryphus said:

I seem to be having a problem using this mod that's causing my game to sporadically crash when entering the VAB or SPH.  That's really surprising to me - I didn't expect this mod at first, and spent all day today pruning other mods, but when I got to the end of the search, it's this mod that's causing it for me.  My "full" mod list I was testing with was GPP plus all of the suggested mods (and a couple extras like KER), but I can reproduce with just the Squad and Sigma folders in my GameData Folder.  I'm honestly not even sure if Sigma should be doing anything without having some textures supplied from another mod, but it's what I'm seeing.

Here's my crash output:  https://paste.ee/p/VR0xk

Has anyone ever seen something like this before?  At first I thought this was a memory issue, but it seems odd that'd happen on 64 bit, and not when I've got huge mods like MKS installed.  I'm hoping I can figure this out (hopefully I'm just doing something wrong here), as I really like the re-textures I was seeing (thanks Sigma and GPP team).

EDIT: Just to add some more detail I thought I should mention

  • I don't get a crash with my full modlist without Sigma Replacements
  • I was running Heads, Navigation, Skybox, Suits, and Textures
  • I can reproduce the crash with just Heads and/or Suits (the replacements I cared about the most)

Pc specs please

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5 minutes ago, Galileo said:

Pc specs please

Version:  Direct3D 9.0c [nvldumdx.dll 23.21.13.8813]
Renderer: NVIDIA GeForce GTX 970
Vendor:   NVIDIA
VRAM:     4058 MB (via DXGI)
C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe:KSP_x64.exe

Need the Error log to see the RAM usage when the crash occurred.

Also @Apocryphus could you please attach all the necessary files required to debug please?

Follow the above post to find out what to upload. :) 

Edited by Poodmund
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@Poodmund @Galileo

Sorry about that - should have done more research about what's necessary for diagnosing, heh - Here's my logs zipped and uploaded to google drive:

https://drive.google.com/file/d/1RGnd-p_U4DbgbpbyK7bQTSsM2E1hy8J5/view?usp=sharing

I think that's everything applicable from Sigma's post you linked - I didn't have kopernicus installed when I reproduced it minimally so I don't have logs for that, and during that reproduction all I had was the squad and sigma folders.

I should also note that just as I got your messages, I found that Sigma apparently has a similar issue to this in github (https://github.com/Sigma88/Sigma-Replacements/issues/24) which is marked as closed.  Unfortunately, the resolution there didn't work for me, so I'm going to post this same info to that issue.

Thanks for the help - sorry if it turns out it's already something known.

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Hey guys, been doing as much research as I can to solve this problem but finally after 10-12 iterations of this file I cant get the system to do what I want.  

1) My vets to only be allowed to wear a specific suit EVA and IVA.

2) The Women Kerbals to be allowed to wear a specific suit EVA and IVA.

3) The Men Kerbals to be allowed to wear a specific suit EVA and IVA.

I'm sorry I cant seem to figure this out, so here is the CFG from the GPP pack that I have altered.

 

@SigmaReplacements:FOR[GPP]
{
    Kerbal
    {
        Requirements
        {
            status = Unowned
        }
        Suit
        {
            collection = UIKerbals
        }
    }

    Kerbal
    {
        Requirements
        {
            veteran = true
        }
        Suit
        {
            type = IVA
            visor = 0.7,0.7,0.7,0.6
            visorTex = GPP/GPP_Replacements/Suits/VetTextures/IVAvisorvet
            bodyTex = GPP/GPP_Replacements/Suits/VetTextures/IVAvet
            bodyNrm = GPP/GPP_Replacements/Suits/VetNormals/IVAvet
            helmetTex = GPP/GPP_Replacements/Suits/VetTextures/IVAhelmetvet
            helmetNrm = GPP/GPP_Replacements/Suits/VetNormals/IVAhelmetvet
            helmetLowPressure = 50
        }
        Suit
        {
            type = EVA
            visor = 0.8,0.8,0.8,0.92
            visorTex = GPP/GPP_Replacements/Suits/VetTextures/EVAvisorvet
            bodyTex = GPP/GPP_Replacements/Suits/VetTextures/EVAvet
            bodyNrm = GPP/GPP_Replacements/Suits/VetNormals/EVAvet
            suitMaxPressure = 50
            helmetTex = GPP/GPP_Replacements/Suits/VetTextures/EVAhelmetvet
            helmetNrm = GPP/GPP_Replacements/Suits/VetNormals/EVAhelmetvet
            helmetLowPressure = 50
            jetpackTex = GPP/GPP_Replacements/Suits/VetTextures/EVAjetpackvet
            jetpackNrm = GPP/GPP_Replacements/Suits/VetNormals/EVAjetpackvet
            jetpackMaxGravity = 0.5
        }
    }

    Kerbal
    {
        Requirements
        {
            gender = male
        }
        Suit
        {
            type = IVA
            visor = 0.7,0.7,0.7,0.6
            visorTex = GPP/GPP_Replacements/Suits/MaleTextures/IVAvisor
            bodyTex = GPP/GPP_Replacements/Suits/MaleTextures/IVAbody
            bodyNrm = GPP/GPP_Replacements/Suits/MaleNormals/IVAbody
            helmetTex = GPP/GPP_Replacements/Suits/MaleTextures/IVAhelmet
            helmetNrm = GPP/GPP_Replacements/Suits/MaleNormals/IVAhelmet
            helmetLowPressure = 50
        }
    }

    Kerbal
    {
        Requirements
        {
            gender = male
        }
        Suit
        {
            type = EVA
            visor = 0.8,0.8,0.8,0.92
            visorTex = GPP/GPP_Replacements/Suits/MaleTextures/EVAvisor
            bodyTex = GPP/GPP_Replacements/Suits/MaleTextures/EVAbody
            bodyNrm = GPP/GPP_Replacements/Suits/MaleNormals/EVAbody
            suitMaxPressure = 50
            helmetTex = GPP/GPP_Replacements/Suits/MaleTextures/EVAhelmet
            helmetNrm = GPP/GPP_Replacements/Suits/MaleNormals/EVAhelmet
            helmetLowPressure = 50
            jetpackTex = GPP/GPP_Replacements/Suits/MaleTextures/EVAjetpack
            jetpackNrm = GPP/GPP_Replacements/Suits/MaleNormals/EVAjetpack
            jetpackMaxGravity = 0.5
        }
    }
    
    Kerbal
    {
        Requirements
        {
            gender = female
        }
        Suit
        {
            type = IVA
            visor = 0.7,0.7,0.7,0.6
            visorTex = GPP/GPP_Replacements/Suits/FemaleTextures/IVAvisor
            bodyTex = GPP/GPP_Replacements/Suits/FemaleTextures/IVAbody
            bodyNrm = GPP/GPP_Replacements/Suits/FemaleNormals/IVAbody
            helmetTex = GPP/GPP_Replacements/Suits/MaleTextures/IVAhelmet
            helmetNrm = GPP/GPP_Replacements/Suits/MaleNormals/IVAhelmet
            helmetLowPressure = 50
        }
    }

    Kerbal
    {
        Requirements
        {
            gender = female
        }
        Suit
        {
            type = EVA
            visor = 0.8,0.8,0.8,0.92
            visorTex = GPP/GPP_Replacements/Suits/FemaleTextures/EVAvisor
            bodyTex = GPP/GPP_Replacements/Suits/FemaleTextures/EVAbody
            bodyNrm = GPP/GPP_Replacements/Suits/FemaleNormals/EVAbody
            suitMaxPressure = 50
            helmetTex = GPP/GPP_Replacements/Suits/FemaleTextures/EVAhelmet
            helmetNrm = GPP/GPP_Replacements/Suits/FemaleNormals/EVAhelmet
            helmetLowPressure = 50
            jetpackTex = GPP/GPP_Replacements/Suits/FemaleTextures/EVAjetpack
            jetpackNrm = GPP/GPP_Replacements/Suits/FemaleNormals/EVAjetpack
            jetpackMaxGravity = 0.5
        }
    }
}
 

What on earth am I doing wrong?  With this last iteration it seems to work but my Vets are wearing the "Male" IVA suits due to the Gender Restriction.  Seriously this is 8 hours of trying to re write and figure this out.

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  • 3 weeks later...

@ArkaelDren: I think - I haven't tried it - that it's matching both "veteran" and "male". So the result for a male veteran is:

  • the veteran node matches so the veteran suit replaces the previous setting (the default suit)
  • then the male node matches so the male suit replaces the previous setting (the veteran suit)

 

Try ...

   Requirements
   {
      gender = male
      veteran = false
   }

... for the non-veteran male suit node.

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  • 2 months later...
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  • 7 months later...
On 3/9/2019 at 8:52 PM, airtrafficcontroller said:

Before using this mod I never realised that the four kerbals in the main menu are actually named Jebediah, Bill, Bob and Valentina.

Made exclusive config files for their names and that's what happened.

 

Jeb, Bill and Bob.

  Reveal hidden contents

GEPyIDu

 

Valentina

  Reveal hidden contents

eQczt0O

 

the kerbals themselves don't have names, but in my mod I assign names to them in order to get the custom heads and suits to show up in the mainmenu correctly

 

and on a more relevant note, I updated all SigmaReplacements to 1.8.1 if anyone is interested

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6 hours ago, airtrafficcontroller said:

Thanks for the update, the previous version was working in 1.8 with some very rare crashes, I'll do a proper bug report if that happens again.

SigmaReplacements: Description was the only one that needed an update as far as I can tell, but I decided to update them all anyways.

I've also added support for the "new" suits introduced with Breaking Grounds, and I've also added a couple of new requirements for the suits

 

now that I am thinking about this, I didn't check if SigmaReplacements: Descriptions is compatible with the breaking ground suits, I'll have to give that a deeper look 

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3 hours ago, New Horizons said:

There are new versions on github but no information about which KSP version is suiteable, I ask for Sigma-Replacements: SkyBox 0.5.0 in particular.

The latest versions have been compiled against 1.8.1

I haven't tried if they are also compatible with other versions

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I used to have them in my mods but at a certain point I was getting burned out by the "release chore"

that's why I stopped using the forums, version files, and other stuff like that.

I don't exclude they might make a comeback in the future, but I wouldn't hold my breath :D

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