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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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I got some Troubles with the newest Update.
The Clouds are back in Menu
but have a look at the white ball :-) http://steamcommunity.com/sharedfiles/filedetails/?id=562908425
still there http://steamcommunity.com/sharedfiles/filedetails/?id=562910234
ouch! http://steamcommunity.com/sharedfiles/filedetails/?id=562910111
nothing to see in flight http://steamcommunity.com/sharedfiles/filedetails/?id=562910187

other mods i use
AsteroidDay
Chatterer
KerbalEngineer
Alarm clock

Any idea?
 

>Update: Problem Solved: With your newest files. Everything is fine

Edited by releansol
Problem solved
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1 minute ago, theonegalen said:

Woo!

I can't use it on my potato until multithreading gets here. :( This kills framerate and RAM usage.

Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features.

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6 minutes ago, rbray89 said:

Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features.

I don't remember it being as bad, no. At least, I was able to play and enjoy playing with the basic clouds, at least. :)

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6 minutes ago, theonegalen said:

I don't remember it being as bad, no. At least, I was able to play and enjoy playing with the basic clouds, at least. :)

Hmmm... I'd like to hear others chime in on this as well...

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13 hours ago, rbray89 said:

ALT+0

Thanks much! I took a good 6+ months away from KSP, and it's been really neat coming back. EVE was virtually unusable resource-wise when I left; now it's svelte and just beautiful. I appreciate all the hard work!

Edited by Decoherent
clarity
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47 minutes ago, releansol said:

Ths doesn't work for me since a couple of days. I tried older versions. With the same result nothing happens.

Anyway in cityLights.cfg the line ' _CityOverlayDetailScale = 300 is missing.'. Intention?

If you want help, please read the OP and follow instructions.
Yes, that is intended. I use default values instead of populating the configs with tons of default parameters when possible. In this case, the default changed to be something appropriate for the shader changes.

Edited by rbray89
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On 11/26/2015, 5:08:23, rbray89 said:

They're back!
gflB95E.png

I'll be uploading a new release soon.

What do I need to do to get them?  I've tried on a clean install with EVE as the only mod.   Clouds are great in-game, but not visible on menu pages.  Thanks for a great product!

B8GOx6C.png

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1 hour ago, nukeboyt said:

What do I need to do to get them?  I've tried on a clean install with EVE as the only mod.   Clouds are great in-game, but not visible on menu pages.  Thanks for a great product!

B8GOx6C.png

I have the same problem...

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1 hour ago, nukeboyt said:

What do I need to do to get them?  I've tried on a clean install with EVE as the only mod.   Clouds are great in-game, but not visible on menu pages.  Thanks for a great product!

 

12 minutes ago, IsimonZx said:

I have the same problem...

PSST read the first post on how to report bugs.

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1 hour ago, nukeboyt said:

What do I need to do to get them?  I've tried on a clean install with EVE as the only mod.   Clouds are great in-game, but not visible on menu pages.  Thanks for a great product!

He's saying that the clouds will be visible in the menu in the next release.  (I'm looking forward to having them back myself!)

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On 11/25/2015, 5:53:00, Sigma88 said:
Quote

Pretty sure MM allows for more expansive searches.


MM allows to check the content of a node, but you have to know the type of the node itself.

wildcards don't work in node types, so if I were to use something like this:
 


@EVE_CLOUDS
{
	@Kerbin
	{
		@Kerbin-clouds*
		{
			[mychanges]
		}
	}
}



to target all cloud layers that are called:

Kerbin-clouds1
Kerbin-clouds2
Kerbin-clouds3
Kerbin-clouds4
Kerbin-clouds5


it will fail because MM will read that patch as intended to target a node of type:

Kerbin-clouds* (with the actual character * in the type)


unless there is some other feature which I am missing that allows to do that, I'll ask sarbian if I get the chance :)

anyway, doing that should be possible with a dll (I think)

 

I agree, there is something very wrong with the way EVE configuration file is organized: nodes should always be types + a name property, but never be names themselves.

Currently EVE config looks like that, this is just a sample config with 2 Kerbin cloud layers, just to show my point:
 

Spoiler



EVE_CLOUDS
{
	Kerbin
	{
		Kerbin-clouds1
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}

		Kerbin-clouds2
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}
	}
}


 

The fixed way should look like that, the nodes "Kerbin" will be replaced with a node "Body" having a "name = Kerbin" property, same things applies for clouds. Note that the "name" property is not mandatory if you don't need to specifically target a node, so I didn't put it for the clouds:
 

Spoiler



EVE_CLOUDS
{
	Body
	{
		name = Kerbin

		Clouds
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}

		Clouds
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}
	}


 

 

 

The way it is currently makes it really hard or impossible to do some things using Module Manager, please fix :)

 

Edited by Valerian
added spoiler blocks
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3 hours ago, Kerbas_ad_astra said:

He's saying that the clouds will be visible in the menu in the next release.  (I'm looking forward to having them back myself!)

Thanks.  I didn't read it that way at first, but it makes sense.

3 hours ago, 5thHorseman said:

 

PSST read the first post on how to report bugs.

I didn't assume it was a bug. :P

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5 hours ago, Valerian said:

 

I agree, there is something very wrong with the way EVE configuration file is organized: nodes should always be types + a name property, but never be names themselves.

Currently EVE config looks like that, this is just a sample config with 2 Kerbin cloud layers, just to show my point:
 

  Reveal hidden contents

 




EVE_CLOUDS
{
	Kerbin
	{
		Kerbin-clouds1
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}

		Kerbin-clouds2
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}
	}
}

 

 

 

 

The fixed way should look like that, the nodes "Kerbin" will be replaced with a node "Body" having a "name = Kerbin" property, same things applies for clouds. Note that the "name" property is not mandatory if you don't need to specifically target a node, so I didn't put it for the clouds:
 

  Reveal hidden contents

 



EVE_CLOUDS
{
	Body
	{
		name = Kerbin

		Clouds
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}

		Clouds
		{
			altitude = 4000
			detailSpeed = 0,6,0
			settings
			{
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
				_DetailTex = BoulderCo/Atmosphere/Textures/detail1
				_Color = 255,255,255,255
				_MainTex = BoulderCo/Atmosphere/Textures/kerbin1
			}
			layer2D
			{
				shadowMaterial
				{
				}
				macroCloudMaterial
				{
					_DetailDist = 2E-06
				}
			}
			layerVolume
			{
				size = 4000,2
				maxTranslation = 0,100,0
				particleMaterial
				{
					_TopTex = BoulderCo/Atmosphere/Textures/particle/1
					_LeftTex = BoulderCo/Atmosphere/Textures/particle/2
					_FrontTex = BoulderCo/Atmosphere/Textures/particle/3
					_LightScatter = 0.55
					_MinLight = 0.5
				}
			}
		}
	}

 

 

 

 

 

 

The way it is currently makes it really hard or impossible to do some things using Module Manager, please fix :)

 

I'll think about it... 

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On 11/30/2015, 8:23:27, rbray89 said:

Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features.

I think a downgrade option would be very nice. I've lost my old downloads of EVE 7.4 and I've been wanting to roll back to the low res EVE. If you could, that would be awesome!

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36 minutes ago, Alphasus said:

How hard is this to run, and does it rely on the GPU? Will a GTX 960 run this well with an i3 4170?

EDIT: Ah! I read fast! Most of what I originally said you probably already know. The last point stands though. Not sure how EVE compares with GPU usage, sorry.

KSP is different than most games in the fact that having a good CPU is more important than having a good GPU. I run with a GTX 660 and an Intel I5 6500. Your system should run EVE comparably to my build considering KSP is currently a single core program. When KSP migrates to multi-core Unity 5 you might want to consider getting a new CPU. My two cents. :)

Edited by Avera9eJoe
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1 hour ago, Alphasus said:

How hard is this to run, and does it rely on the GPU? Will a GTX 960 run this well with an i3 4170?

 

38 minutes ago, Avera9eJoe said:

EDIT: Ah! I read fast! Most of what I originally said you probably already know. The last point stands though. Not sure how EVE compares with GPU usage, sorry.

KSP is different than most games in the fact that having a good CPU is more important than having a good GPU. I run with a GTX 660 and an Intel I5 6500. Your system should run EVE comparably to my build considering KSP is currently a single core program. When KSP migrates to multi-core Unity 5 you might want to consider getting a new CPU. My two cents. :)

Since the Overhaul, I've tried to push as much "stuff" to the GPU as possible. This means I no longer read textures on the CPU after load, and I try to minimize vertex calculations. That being said, it will likely reduce your framecount by 2-10FPS depending on your machine. In my case with an  i7 4700HQ and GT 750M I'll get around an average of 20FPS when on terrain. Without EVE I will get about 26FPS. 

I'm still working on optimization, so these numbers may come down. 

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