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blackrack

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Everything posted by blackrack

  1. Try to keep the game running for a bit longer, change scenes a few times then send me a new log file. Also disable ocean refraction and see if it goes away.
  2. I think I may have fixed the halo issue for good, can you guys confirm? https://mega.nz/#!nN4EGRQB!Vi_QanmE9XdOQ2IBPQn6UZExvXL_xAEUBCZx6gPZ9mM paging @Epoxid
  3. I don't see anything wrong in the logs, what are your system specs? This is with v0.0321dev? For how to complie the shaders: https://github.com/LGhassen/Scatterer/blob/master/scatterer/Shaders/readme.md.txt The issue seems to happen for non-d3d9 users, at first I thought the issue was a negative value being passed but sqrt(abs(x)) didn't seem to fix anything. Then it seems if the value is close enough to zero the issue will happen anyway. 1/rsqrt(f) fixed it for some platforms but not others, I don't remember the exact details but I will try to test it again. From my testing it is only an issue with deltaSq calculation, all the other calculations can use normal and sqrt and work fine. Edited: On my system this doesn't seem to be reproducible on dx9, dx11 or openGl, with or without the SQRT fix, I'll fire up my old laptop and see if it's reproducible there. Edited again: Seems like alternate shader SQRT is actually disabled in the shaders themselves at the moment (multi-compile line was commented out), re-enabling and re-investigating the issue.
  4. I believe what we have npw in scatterer is more advanced than this. This happens because of the new "water transparency" feature but I deemed it not very distracting or critical. i will fix it when I can however. Well probably look at the log because something bad broke. it's probably not finding a specific file or something like a messed up config.
  5. No one commented on whether or not my new dll fixes it so far https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12213-scatterer-atmospheric-scattering-v00320-0320b-06072017-water-refraction/&do=findComment&comment=3210887 Anyway, me I haven't been able to reproduce this bug myself in like a year. Edited: I guess I should just release this as an update and watch if the daily "global warming xD" threads on the KSP subreddit disappear.
  6. I made a few new bug fixes: -Fixed black sky and disappearing ocean in space center view when reverting sometimes (I hope this also fixes the KSC flood bug, so need testers) -Fixed Ocean "appearing" on moon and other atmosphere-less bodies in certain conditions -Properly disable stock sunflares on the new version -This also includes the refractions nullref-spam fix from above Testers needed: https://github.com/LGhassen/Scatterer/raw/a6ae4b4e2d6ffb254d444876388896dc5617951c/scatterer/bin/Release/scatterer.dll
  7. Can you test if this fixes your issue? https://mega.nz/#!XZQ2iK4Z!tbLiIlMAr1UUqz50Kndk8BPq52I9gx9rHrbxyvxvNCc Edited: @Poodmund Can you test as well? I think this should fix https://github.com/LGhassen/Scatterer/issues/28 Same as above
  8. Hey guys, to ease my task of tracking and fixing issues, I recommend using GitHub's issue section: https://github.com/LGhassen/Scatterer/issues Please provide logs and reproduction issues for everything: https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ I will update the OP soon to say this. This happens because for local space objects I use the depth buffer which lets me know accurately where the terrain is and how to apply the effect. For scaled space objects no such thing is used and the shader assumes everything is a perfect ball, so for "bumpy" scaled space objects like Duna, mountains seem to go behind and out of the atmosphere and the transition between scaled space and local space looks weird. I have a fix in mind but no idea when I'll have it in yet. I will investigate this. Can you make a video of the issue? I noticed this issue since the beginning, no fix for now. Correct, in my opinion this gives the modders more control over the final look. i will investigate this, thanks for the report. This is caused by depth buffer aliasing and a long-running issue. I think I was able to fix this before by playing with transparency supersampling settings in the Nvidia Inspector, If it still works I will post a little guide on how to do the same thing, for AMD no idea though but I assume a similar setting might exist. Please provide logs and reproduction steps: Yeha pretty much, I work as a software developer and working on the mod/fixing bugs outside of work can feel like a drag sometimes. Never saw this before and tbh I don't know if I have time to spend on RSS compatibility at this point, maybe later on. For the halo: Try toggling the alternateSQRT option in the main menu, if it doesn't work, go back a couple scatterer versions and try the same thing, if it works I will just revert it to how it was before. For the Blue terminator, make sure you have EVE integration ON and using a compatible version of EVE (eg. the new waz's builds, not the old EVE 7-4) Same as above. Probably the postprocessing shader doing something on that camera and using the main scatterer depth buffer (which is fixed to the main camera), might be able to fix this if I put some time into it.
  9. Try the "experimentalAtmoScale" option in the scatterer UI. Make sure you don't have a ModuleManager patch that's overriding it or something. This seems to be happening on macs atm and the "alternate SQRT" option doesn't fix it. No known fix for now. Ask @V8jester
  10. Refraction will be disabled anyway around 200m altitude and there will be no more hit. However I should also add that the more clouds you have the more impact you'll see from refraction for technical reasons. Can you try a different renderer? What are you running right now? Opengl?
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