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blackrack

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Everything posted by blackrack

  1. Please override your scatterer.dll with this file and check if this fixes your sky issues with or without godrays or anything else: https://mega.nz/#!fQADGL5A!djG6qHW95pyh8b3faNGH8FUs5U4k-qB6m9GKxLrwOyQ Please test as well the above .dll, it should fix your missing night sky issue (override .dll from latest released version).
  2. Done, new version up. How was it before 1.4.2? Was it not like this? Play with the cloud extinction value in scatterer settings.
  3. Isn't this issue very old? as far as I know it has always been here. https://github.com/LGhassen/Scatterer/issues/9 Anyway, provide logs and screenshots.
  4. Alright everyone, the B9partSwitch issue is fixed. Additionally, I added some dithering which highly reduces the noticeable banding in the sky. Before and after comparisons: Added underwater as well: As always, links in the OP.
  5. @blowfish I don't know why but whatever is done to the dragcubes makes my depth texture become null. In any case a simple check fixes it. @everyone fix incoming.
  6. I haven't looked into it yet, only thing I can tell already is that it's something writing to the depth buffer and filling up the whole screen. On which layer do you render the procedural drag cubes?
  7. Seems to be the same issue as above, somthing about those parts is messing up the depth buffer, I will fix it. You can't use v0.0329 for 1.3.1 I don't know about the other issue but I guess it should be fixed in the latest versions. I don't really intend to keep supporting 1.3.1, it would be too complicated.
  8. Well, I can't reproduce it, so I will need you try and narrow it down by removing your mods and re-adding them one by one to try and find what is causing the issue. I see an issue in the log but I don't know what causes it.
  9. Does this break anything ingame? If it's just a nullref with no ill effects, ignore it. Have you found a way to reproduce this consistently? Can you post screenshots and logs? As I said before I don't have enough information on this bug. Is this with 0.0329? It should've been fixed, can you try to toggle antialiasing? This should be the same issue as this: https://github.com/LGhassen/Scatterer/issues/32 A future development is needed on my side to fix this correctly, so no fix at the moment.
  10. I don't see anything wrong with the image, if you mean the tinting near the horizon that's just atmospheric extiction doing it's job. The stock game has no transition from black to nightSky, it just brutally cuts off, this is not a scatterer issue. Known issue with no fix for now https://github.com/LGhassen/Scatterer/issues/32 I'm guessing this is the same bug as "night sky goes black when the refractions are on". Turn off refractions as a temporary fix. I will fix this soon. You can run it without the ocean shaders and it should more or less run fine, then try toggling the remaining options and see what will help your fps most.
  11. So basically it's the same bug as before where everything in space becomes black except now it happens only when you're close enough to the sea for the refractions to be active? Got it. I can't really see much going on here, can you post more screenshots? Maybe link to an album on imgur. If you find a way to reproduce it consistently post some reproduction steps. It's working fine here. See the OP for how to file a bug report.
  12. I released the new version Changelog: -Fix issue where space is black and planets are invisible -Fix flipped post-processing without AA on direct3D -Fix gas giants visible through other planets -Fix refraction and post-processing effects not applying to new mk1-3 pod Links in the OP.
  13. I have been testing this morning with the new test release and a combination of various other popular mods (SVE, EVE etc) and couldn't reproduce andy of these white/orange sky issues. Can you make sure you don't have duplicate scatterer files or directories? I can't think of anything causing your issue.
  14. Alright, nobody panic, here is a hotfix update: https://github.com/LGhassen/Scatterer/releases/tag/v0.0328dev This fixes: -Universe becoming a void -Flipped post-processing overlay and sunflare without AA on direct3d -Jool visible through Laythe (and other planets visible through other planets etc) Please test, I will make a full release soon, just going to fix a few more things.
  15. I see, for how many more volumetrics there are in stock EVE config, we barely notice a difference anyway. Thanks for the pointer.
  16. None that I'm aware of, I manually went into the clouds .cfg and duplicated the main layer multiple times at different, but close altitudes. I'd recommend to just do that for stress-testing. At the same time you're already getting 18fps somehow. I'm guessing something else is eating up your CPU time. This the EVE pack? I will try it and report back. Edited: Hmm, I tested with AVP and couldn't replicate what I saw above either. @TheUnamusedFox here is my "stress test" config: https://www.dropbox.com/s/fa5zmq2vnvvfo33/clouds.cfg?dl=0 It's for the default EVE configuration (boulderCO, link in the OP), can you try it and see what you find?
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