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blackrack

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Everything posted by blackrack

  1. Are you actually doing multiple lens flares for additional stars now? You know what, I actually thought about this but didn't want to implement it as I didn't want the game going full abrams yet.
  2. It gets reported quite a lot, for some people it seems to start happening fps goes about 50, for others it's there no matter what. No known fix for now. Can you try without kopernicus? Also, which mod are you using that uses kopernicus?
  3. Yes, but not a priority feature. What happens when you uncheck the load alternate dx11 option? Did this not happen with last version? Do you get the artifacts with previous version?
  4. No need for a log, just send me your OpenGL version and GPU. Btw did this not happen with previous version? If so copy over compiledSkyScaled.shader and compiledSkyLocal.shader from the old version and you're set.
  5. To make the atmosphere thicker, download the config tool from the OP and multiply the betaR parameters by x1.5 or 2x or whatever you think looks thick enough. Set fouriergridsize to 64 from main menu options windows or linux? dx9, dx11 or opengl? pics?
  6. Just kidding, they're here to stay. Also, Multiple lens flares to go with planetShine and the possibilities it brings
  7. I will try to investigate when I can but it also might not be anytime soon...
  8. Is this with the new scatterer version or what? did it happen with the previous one?
  9. I'm uploading a new version. Lens flares have been fixed for 1.1.3, godrays no longer cause ships/decoupled parts to cast massive black trails and I've fixed the weird halos around the atmosphere which appear in dx11 and openGL. Planetshine still needs work and won't be released at this point. Have fun.
  10. Yeah these are cool, the part I put the most work in though is the procedurally generated life-forms, it would be cool to get some feedback on these once in a while, I feel like people ignore them.
  11. So this thread seems to be getting a lot more attention than usual lately, I'm guessing everyone is enjoying their summer vacation you guys have it good Just go further back in the commits until you find the version you want, with the features you want. You can use the release date of 0.0235 to find the approximate commit. For the remove ambient light feature, check out this diff: https://github.com/LGhassen/Scatterer/commit/e7a4d367d33ded4951192c2c9a6bf3a58e7dccd8 Basically copy everything that says "disableAmbientLight" into the code of whatever old version you want, ignore the parts with "ignoreRenderTypeTags". Well tbh it's realistic, it's what a real ocean looks like from a plane on a windy day. Anyway, transitioning it back to the stock reflection with height is feasible, I expect it will come with a small performance hit for technical reasons, but It won't be high on my priority list as there more important things to do first. It's good, the job is going great and I've recently moved into an apartment of my own, things are a bit tough at the moment financially but I'm basically at the end of my "transitional phase" and by the beginning of next month everything should have worked out and I should even have more free time (to dedicate to scatterer perhaps ). Thanks for asking.
  12. Well EVE already does clouds, so why reinvent the wheel? However I thought if integrating some atmosphere-related effects with EVE: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip112-scatterer-atmospheric-scattering-v00246-08052016-fixed-terrain-shadows/&page=163#comment-2503840 I also have something else in my mind but it's far away in the future. Uninstall and go away. I will update it as soon as I can. If I'm not mistaken this is a stock bug and happens without scatterer.
  13. When I wanted to try modding I just downloaded unity and it came with monodevelop, monodevelop was light and fast and I liked it since the very first moment. I recommend it over visual studio, eclipse, or whatever other bloated IDE.
  14. I think the only thing these two "fixes" do is lower your fps... which helps since the flickering starts to get bad when your fps is higher than 50.
  15. The depth buffer scatterer renders is for the main camera and so doesn't match additional viewpoints, there is also some trickery with the effect being applied to a box surrounding the camera which won't work from additional viewpoints. This is assuming you're in the atmosphere, in scaledspace all should work fine. Fixing it for additional cameras is on my to-do list for the future.
  16. I haven't made any progress since my last post. I've got a lot going on IRL and rarely find the time or the energy to work on the mod anymore. I don't see what is supposed to be wrong in these images, can you make comparison pics with and without scatterer? People complained before that the config files weren't in .cfg and that they didn't realize these were editable files (-_-) so I changed them. Now does this really make any meaningful difference in MM load times? There's still a lot to do, but in any case I might not have the time to release and maintain these features as separate mods. When they are released you could just download scatterer and use only the features that you like.
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