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blackrack

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Everything posted by blackrack

  1. This should fix city lights not appearing with the newest scatterer: https://mega.nz/file/jdpEXJYS#_9CxwTVmKvnIGSkEqyuhlVzrXZbOpWODzO54SedZ37M @Caerfinon you reported this issue, can you test this fix?
  2. Ok, so for those who are getting issues with the latest release please try this new .dll : https://mega.nz/file/DNpU3JKI#7UUsMabgo9ufplK5zqvjUDQ2mkm2M6J8S2OXSq15ZPY Changelog: Fixed an issue with screen turning black if the command part is destroyed Fixed an issue with images stuck on-screen when returning to a planet with an ocean from a very long distance @SolarShield @KawaiiLucy @Black-Two- : This should fix the issue you reported
  3. Old sunflares should "just work", just omit syntaxVersion, or set syntaxVersion=1. See here for more info: https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-1 What kind of glitch are you getting?
  4. That's exactly what you think it is. This is in unity editor but the end goal is ksp of course
  5. Got a little something cooking, still in early stages but here's a preview (don't mind the jittering and artifacts for now): https://gfycat.com/vigilantshadowyamericancreamdraft
  6. Try to copy the shadow settings from the "high" and not the "very high" preset into the "low" preset or your own custom settings: If this is still too slow, drop the shadows distance to 10000 and the shadowmap resolution to 2048. That will probably do it.
  7. That's not what the shadow fix fixes. What changed between 0632 and 0770 is the default quality settings. If you want the same settings as before, go in 0770 in the scatterer KSC menu (small blue globe icon in the corner) and select the very high preset, that will get you the same shadows as 632 had by default. I've opted for a lower preset by default for performance but everything is still there. Most people can't run 8k shadowmaps and 50km shadows so it doesn't make sense to have it enabled by default.
  8. If you want MSAA so badly, just disable depth buffer mode in scatterer. Alternatively you can recompile scatterer with just this line removed and enjoy the artifacts: https://github.com/LGhassen/Scatterer/blob/master/scatterer/Scatterer.cs#L113
  9. Can you test if this happens by skipping straight to step 3? I'm not going to do all these steps if it's not guaranteed to reproduce it since I already did a bunch of re-entries from interplanetary space to no avail.
  10. @Araym All working correctly here I installed the latest versions of all the dependencies and that's it. Are you on the latest waterfall?
  11. Couldn't reproduce this at all, with either integrated or medium presets. Loaded a save and nothing happened. Screenshots + better reproduction steps? Can you try without USI Life support mods and see if it goes away? I might test them to see if this happens but for now I don't get this issue. Oh and if you haven't already, test with the .dll linked here: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19x-110x-111x-scatterer-atmospheric-scattering-00770-17052021/&do=findComment&comment=3976312
  12. AVP overrides the settings. You can just go in AVP folder and look for the .cfg patch that overrides the scatterer config and delete it. These are probably other conflicting cases that are unrelated. I assume this doesn't happen with the regular waterfall plumes right? Does this one particular waterfall effect use a custom shader or something?
  13. This happens with stock too, I tested it without scatterer and always got the word thing in map view on the back of the planet. My guess is that they're using a surface shader for Kerbin but didn't disable reflection probes. That's weird, have you checked if this happens in scatterer 0.0723? At least with the ocean.
  14. Indeed you were using custom settings, it's just that the preset selector defaults to the first entry if nothing is selected or a preset matching the settings is not found. It should save your settings so if you switch to High for example, the next time you restart the game it won't redefault to low. So this happens with Integrated preset only? (at least from what you saw in your tests)
  15. I will check it out. Integrated is for integrated graphics and means that almost everything is disabled. Does the game really default to it? Show a screenshot of the UI. Anyway if it defaults to it it means there is another mod or moduleManager patch forcing your config when the game starts, try testing without any visual packs/configs and just default scatterer.
  16. Can you make a full bug report and post some steps to reproduce the issue? Huh so there are people out there that use city lights I will take a look when I get the chance I'm sure it's a simple fix.
  17. Try https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19x-110x-111x-scatterer-atmospheric-scattering-00770-17052021/&do=findComment&comment=3976312
  18. In the undisclosed future Shadowmapping is not used for celestial shadows. Both EVE and scatterer assimilate planets to spheres and calculate eclipses analytically, allowing for smooth and cheap umbra and penumbra effects which shadowmapping can't do: I'll also add my own personal opinion that shadows are not a good use of hardware RT, and neither are reflections, IMO any RT budget should go towards true global illumination as that's the real game changer.
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