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G'th

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1 hour ago, G'th said:

Updated the 0.01 release with a proper download. Should be less big dumb now. 

I've been looking through Ad Astra and I found why you had to rename the folder name to make it work: there are no pass specifiers for its patches which mean they run in the legacy pass. This pass happens before the BEFORE/FOR/AFTER/LAST/FINAL passes. JNSQ also has its EVE patches done in this pass which means alphabetically, Ad was first, and JN came second.
It should1 be as easy as specifying a pass for your patches like FOR[Ad_Astra]. Then you can drop the z in zAd_Astra.

I also noticed some other quirks like deleting existing nodes to replace them with a copy that has one value changed. Is this intentional or a result of how you initially created the configs?

Locally I've made some changes that don't alter the end result but tidy up how it's done a bit. I can PR the ones that are relevant depending on the answer to the above.

1- Terms and Conditions apply ;)

Edited by Jognt
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49 minutes ago, G'th said:

Below are the different attempts that have been tried and none of them have worked:


!Scatterer_atmosphere,*:FOR[scattererJNSQAVP] {}
%Scatterer_atmosphere:FOR[scattererJNSQAVP]
{
stuff
}

 

  1. I'm unsure whether you can combine deletion of a node with both an index and a pass specifier so I'll believe you if you say that that doesn't work;
  2. There are several Scatterer_atmosphere nodes, so the usage here would be like trying to modify a part by using %PART:FOR. Which indeed won't work. If the first line (deletion) does not work, you can target each node specifically using @Scatterer_atmosphere:HAS[@Atmo:HAS[#name[Duna]]] and you can specify NEEDS[EnvironmentalVisualEnhancements,JNSQ] and FOR[Ad_Astra] unless you have a specific reason to opt for scattererJNSQAVP

 

49 minutes ago, G'th said:

 


@Scatterer_atmosphere,*:FOR[scattererJNSQAVP]
{
    !Atmo,* {}
}
@Scatterer_atmosphere:FOR[scattererJNSQAVP]
{
stuff
}

 

Same as above.

 

49 minutes ago, G'th said:

We were able to get to a point where we could get EVE's settings to load properly using this:


@EVE_CLOUDS:AFTER[JNSQ]
{
    !OBJECT,* {}
    OBJECT
    {
        // my stuff
    }
}

But for whatever reason applying the same idea to scatterer just refused to work, which if I had to hazard a guess is because Its both JNSQ's configs AND scatterer's default configs that need to be zeroed out before my mod can load properly. 

Doing the zAd_Astra thing with LAST just cut through all this garbage with brute force. 

Your scatterer changes were overwritten by JNSQ's because JNSQ also does their Scatterer patching AFTER[Scatterer]. And since J comes after A, your patch was done first, and theirs second.
I saw the LAST[Scatterer] usage and agree that it's a functional compromise because AFTER was taken. Doing zAd_Astra without changing the AFTER pass should have worked too though as that already moves your patch later in the pass. So using LAST with Ad_Astra would also work.
The zAd_Astra thing still helps with the pass-specifier-less EVE_TEXTURE_CONFIG, EVE_CLOUDS, and EVE_CITY_LIGHTS since those would again be in the same pass as JNSQ but be alphabetically first. Using FOR[Ad_Astra] would move it to later in the patching routine so you could then ditch the z. And I just realized how far I'm willing to go to drop a z from a name.. I'm not a perfectionist, I swear. Okay maybe a bit, but I'm not a perfect one!

Some more information on patch ordering and what happens where: https://github.com/sarbian/ModuleManager/wiki/Patch-Ordering

--------------

@EVE_CITY_LIGHTS:LAST[JNSQ]
{
{
	OBJECT
	{
		body = Kerbin
		cityLightsMaterial
		{
			_CityOverlayDetailScale = 50
			_CityOverlayTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/CityLights
			}
			_CityDarkOverlayDetailTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/night
			}
			_CityLightOverlayDetailTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/day
			}
		}
	}
}
}

This is from the Github currently:

  1. One set of curly brackets too many (but you knew that one already ;))
  2. JNSQ adds these in the legacy pass, so there is no need to go for LAST. I'm also wondering why you're not going for the mod name like FOR[Ad_Astra], unless you want to skip the NEEDS bit in which case AFTER[JNSQ] would still be fine.
  3. As it is now the EVE_CITY_LIGHTS node is going to have its original content AND the values you stated in it. Either target all values using @ or % or create a new city lights node after removing the old one.

Something like this should work:

!EVE_CITY_LIGHTS:NEEDS[EnvironmentalVisualEnhancements,JNSQ]:FOR[Ad_Astra] {}

EVE_CITY_LIGHTS:NEEDS[EnvironmentalVisualEnhancements,JNSQ]:FOR[Ad_Astra]
{
	OBJECT
	{
		body = Kerbin
		cityLightsMaterial
		{
			_CityOverlayDetailScale = 50
			_CityOverlayTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/CityLights
			}
			_CityDarkOverlayDetailTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/night
			}
			_CityLightOverlayDetailTex
			{
				value = JNSQ/JNSQ_Textures/EVE/Textures/day
			}
		}
	}
}

The same is true for the other EVE files so I would clean those up ASAP.

My apologies for not having a clear answer regarding the indexed and timed operations. I don't have a lot of experience with those (yet).

I hope this helps!

Edited by Jognt
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I'm in the process of installing v0.2 and I feel as though what I had to do to make it work, well is not how it was intended to be as my first attempt did not work. I looked at the EVE configs you have and the necessary file paths to the textures, and well I had to rearrange everything so it would work.

I did the following:

- Install the Ad_Astra folder

- Open the 43k clouds zip, extract them, and then create a new folder inside textures called Cubemaps, and then placed the Kerbin folder with the actual cubemaps inside that

- Open the AVP 8k textures zip, then navigated all the way down to the Textures folder, and installed that into the textures folder of Ad_Astra, then deleted the included City Lights folder as the city lights are from JNSQ not AVP.

Now because I understand how EVE configs and filepaths to make this stuff work all interact, I was able to troubleshoot it and install it correctly after my second attempt. However, if I was not as KSP mod experienced, and I was going solely off of the readme.md included in the download, well I would not end up installing it correctly as it said:

Quote

Base Textures:
https://github.com/themaster402/AstronomersVisualPack/releases

Download resolution of choice and install to Ad_Astra. If it asks to overwrite anything, permit it to do so. 

and

Quote

43k Cloud Pack (My personal versions with working mipmaps):

https://www.dropbox.com/s/2rfr4peet8ocwgt/43k CubeMaps.7z?dl=0

Download and install to Ad_Astra. If it asks to overwrite anything, permit it to do so. 

I think the bolded text is just a little too vague as even I messed up the install the first time, since I opened up the zip files to gamedata -> mod name -> and then installed all the files and folders here into Ad_Astra, which led to the majority of textures being located now:

Ad_Astra -> EVE -> Textures

instead of the intended

Ad_Astra -> Textures

and the cubemaps being

Ad_Astra -> Textures -> Kerbin

instead of 

Ad_Astra -> Textures -> Cubemaps -> Kerbin

like it needed to be in order for the configs to work.

 

 

Overall though, really impressed with your work and I understand that little things like this slip up and go unnoticed as the majority of your focus is on the content of your mod and it's amazing visuals!

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Just got this working, got about 30 fps on Kerbin at launch. In orbit got about 60 fps with a bunch of other essential parts & functions mods + 43k clouds so I’m happy! This is with a 3 year old gaming laptop so it feels well optimised!

Now I just wish I had some more time to play, hard with a wife and baby ^_^ if someone can mod in about 6 more hours into my life every day I’d be forever grateful! 

Anyway thanks so much, love your mod to bits, I really do! Fantastic work!:rep:

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