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blackrack

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Everything posted by blackrack

  1. This is a great day because I just fixed the "lines in the sky" bug for OpenGL permanently (forceOff aniso or not), also OpenGL performance may just have improved a bit. Now just a few more OpenGL bugs to fix and we're good to go. Looking at the game running at half the memory usage with no pesky lines and anisotropic filtering working I almost can't believe it, and what's more, I just read that SQUAD is teasing full 64bit support for the next version. Seems like this is indeed a good time to fire up the hype train. Don't worry, let me polish off this one first and you'll get them waves
  2. I'll have this fixed in next release, probably I just need to delay when the list of celestial bodies is fetched.
  3. This will be possible, though I won't enable it by default for Jool but it will be possible to enable it by making your own config or for mods.
  4. So, a quick status update: I've been really busy IRL lately but I finally had some time for the mod. I fixed the black sky bug (made worse on planets other than kerbin for some reason) and multiplanet support seems to be going well. There will be a short 1-2s "loading" time (similar to the one when you switch fullscreen mode) when approaching a planet but it's not too bad, there will be however a memory spike of about 250-300mb which may just crash your game unexpectedly, that same memory will be freed when you get far away from the planet and the atmosphere unloads. Mapview will only show effects on whichever planet is currently active to avoid memory problems. I'm working on making the celestial objects and the stars actually scatter through the atmosphere instead of just being displayed "behind" it, this shouldn't make much of a difference for most of the planets but looking at Jool from Laythe should become completely spectacular, we'll see how it goes. I'm also working on making the atmosphere height adjustable directly ingame, and on eliminating the artifacts/problems that appear when it's set to too high. Overall it's going good but slow because of real-life. Never seen this before so I actually have no idea, will look into it when I can. Go in scatterer UI and press forceOFF aniso (or toggle it in settings.cfg in the scatterer folder) if it doesn't work it's driver-forced.
  5. I was actually just about to suggest making a video. Did this happen in previous versions? Also is it different from the moire patterns?
  6. Goign to try this when it happens on another planet, if this works then it may just tell me why it happens or how to fix it. Edited: Gave this a try and it doesn't seem to actually work.
  7. Yeah I basically have two approaches in mind, this, or having multiple instances that load or unload based on distance to their planet. Neither are hard to implement I just didn't have time yet. There are also some features I'm working on that would make multiple planets work better: 1.A new way to trick the shaders to render a higher atmosphere - Currently rendering a high atmosphere results in many horizon artifacts and problems, most visible on duna do to it's small size and how much bigger the atmosphere needs to be. This would also allow to change the atmosphere heigh directly ingame. 2.Eclipse detection by raycasting - should be easy. 3.Black sky fix - Lots of users had the black sky issue, I never ran into this myself but when I started playing with multiplanets it started happening and I noticed that some planets are more "susceptible" to it. probably a timing issue.
  8. Just go in the config files somewhre in the directory of the mod and look for forceOFFaniso=false, set it to true. Everything works, just deactivate the "fake" atmosphere ksprc uses like this The first nullrefs are normal, for the rest it might be some incompatibility between mods, after all you have lots of mods. Try to narrow it down. While this doesn't look bad I've been holding off using it for Jool as I feel the effect is adapted for normal atmospheres and doesn't get the gas giant look right. Especially if you look at terminators and the color changes at the edge of the atmosphere. Though it's still better than stock and I suppose by using the right EVE clouds it could look convincing enough. Well done. I'm working on multiple planet support but I'm a bit busy and my free time is very very limited. In the current version only one planet can have scattering effects. I suppose for now you could try making a copy of the scatterer folder and putting a different config and planet in it and have multiple instances of the mod running at the same time but I can see this causing lots of issues (if it even works) and a high memory usage.
  9. Using the GUI (alt+N) or an editor, delete any layer which uses the "extlayer" texture.
  10. Is this a completely new bug with the new version or has it been happening for a while? Does it work if you turn pixel light count back to 8?
  11. There isn't a way currently but I could implement one. Since I'm implementing the raycast thing next I could also extend the sunflare to work outside of the atmosphere and make it into a full sunflare replacement. Just one question, if you replace the sunflare texture with a higher res one, does it actually work but stay at the same scale? I actually thought it would scale up. No idea what might be happening, check log for issues. Also, the "black sky at random" is apparently a very common bug but never happened to me before I started working on multiplanets, so now I'm trying to fix it. What does erased by other settings mean? The default settings? Are all the config points erased? Also, you could just set the settings file to read-only and that should solve it.
  12. Got it, but I just looked it up and it's possible to set a layer "mask" for raycasting so it shouldn't be much of a problem. Plus if I do it this way it will be compatible with multiple moons, mods that add custom systems etc... So it looks like I'll use the built-in raycasting.
  13. I might be saying something stupid here, but if you do that whole check in the shader won't the same calculation be done over and over again for every pixel in the image? Isn't better to just compute it once per frame outside of the shader? Also, what would make this less performance-intensive? Is the raycast checking for all colliders while this basically checks intersection with one body? I believe rbray already has a good idea on how to do this.
  14. So, can anybody think of an easy way to detect an eclipse? I need to hide the sunflare I'm adding when on laythe and jool occludes the sun. If I cast a ray, will it work in scaledspace? Do the scaledspace objects have colliders?
  15. This is indeed a very interesting idea, though creating the rocks as standalone parts and having them remain in the save file like regular ships/physics-enabled parts seems like a really bad idea. I'd suggest asking for the help of more seasoned modders, I myself only have experience with graphical stuff but I'll help out if I can. I'll be watching this thread.
  16. The default atmosphere size is taken off of earth's so I'd have thought it'd look perfect with RSS. Anyway, you can do it with the config tool, there's a short explanation in the OP on how not to get artifacts, if you get problems just send me a message.
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