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KSP2 Release Notes
Everything posted by blackrack
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Effects disappearing in space center view is a separate issue, does it fix itself when you launch/switch to a ship? Edited: In any case, I've updated the main download. @Galileo I added a setting for the sun's name, "mainSunCelestialBody" in the config. I haven't tested with kopernicus but it should work if you rename the Sun.
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Hmm, this is a weird issue, and I believe it should only affect integrated graphics. In any case, test if this fixes it: https://mega.nz/#!TdxhhRBK!2IC0ywCcW6MskfcM_euOPl4dSZYlIkeV8YXrZ9fgGlc What fixes this issue for some people causes it to appear for others. I guess I'll add a toggle for it in the main menu.
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Ok so this should fix the issue with the paths. @cy4n please test if this also fixes your issue. @Goury It's easy to fix issues like this and make things better for everyone, but your attitude doesn't help anyone. Take it easy, no one is trying to prove anything. Without further ado, the fix: https://mega.nz/#!3MYHQQ4a!dtJk49MUyCWwT3CI06VNy7TOQnNNW04MBSNWkvdpAsA Alright, for now I just avoided KSP's asset bundle loader. I don't suppose there is much point in using it.
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There is no problem with the shadows, they are supposed to look that way, it's a trade-off to make them cover 50+ kms instead of 500 meters. So there is a problem with the path on mac, I'll investigate. There are no timeouts or limit because I don't have time to implement fluff like this. In the screens where you have the flare disabled you clearly have water, so maybe disable the flare and play this way for now.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
blackrack replied to rbray89's topic in KSP1 Mod Releases
@Waz I fixed the issue with cloud shadows displaying over clouds and atmosphere that I described here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00249-24092016-12-compatibility/&do=findComment&comment=2773471 I made a pull request to your repo. For anyone who wants to grab fixed dlls: https://mega.nz/#!zVA2GYDR!f7wmlWos-Hjq1Wsv1m-Nv5whduKfGe-NYGHkLA94cG8 -
I would think they aren't because usually shaders with lots of variants and multi-compile directives take a while to compile but I noticed building the asset bundles is really fast and the filesize is always low even if I don't use the compress option. EVE has even more shader combinations so usually EVE shaders take a while to compile and are heavy in filesize. How long do EVE asset bundles take to build for you? In any case what's the assetbundle XML and why do we need to generate it? And would you know anything about the render order issue above? Edited: I checked your commits and it doesn't seem like there is anything related to it, so it's probably something that changed in unity. Also, can be seen through the volume particles and the 2d clouds (both without scatterer): Edited: I fixe the issue and made a pull request, for everyone who wants to grab fixed dlls go here: http://forum.kerbalspaceprogram.com/index.php?/topic/51142-1121-1-2-may-13-2016-environmentalvisualenhancements/&do=findComment&comment=2774007
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The weird thing is, shaders in assetbundles are not even compiled, I believe the specific variant for the platform is compiled at runtime, so it seems really weird to me that we'd need to make separate bundles for each platform. Anyway, thanks. Edited: @cy4n try this: https://mega.nz/#!zMRXXAST!AupUlitizBvwBcFDhAfBryF0GSCTsVJMecE66hzfhs8