Jump to content

GunTuga

Members
  • Posts

    72
  • Joined

  • Last visited

Posts posted by GunTuga

  1. You're not missing anything with the picture - suffice it to say OpenGL isn't a viable option for me :(

    Good find on the issue though - it may be worth making sure you deleted the TGA images, anyway, just in case, but I guess the errors I noted above were from the attempt by the texture loader to half what were already small textures - oddly though, I just ran my test stripped install of KSP up on d3d9 and d3d11 on half size textures, and the damn things still show up correctly for me even on half res - could be a graphics driver dependant thing?

    If you are talking about the graphic card, I have an Radeon R9 270X, perhaps you are using a nvidia?

  2. Well I think the output log shows your having a problem loading those textures :-

    Load(Texture): KSPIRC/button-join

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [TR.Loader] Compressed KSPIRC/button-join [24x20 RGBA32 -> DXT5]

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    d3d: failed to create 2D texture id=1391 w=12 h=10 mips=4 d3dfmt=894720068 [invalid call]
    Load(Texture): KSPIRC/button-message

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [TR.Loader] Compressed KSPIRC/button-message [24x20 RGBA32 -> DXT5]

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    d3d: failed to create 2D texture id=1393 w=12 h=10 mips=4 d3dfmt=894720068 [invalid call]
    Load(Texture): KSPIRC/button-pm

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [TR.Loader] Compressed KSPIRC/button-pm [24x20 RGBA32 -> DXT5]

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    d3d: failed to create 2D texture id=1395 w=12 h=10 mips=4 d3dfmt=894720068 [invalid call]
    Load(Texture): KSPIRC/button-regular

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [TR.Loader] Compressed KSPIRC/button-regular [24x20 RGBA32 -> DXT5]

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    d3d: failed to create 2D texture id=1397 w=12 h=10 mips=4 d3dfmt=894720068 [invalid call]
    Load(Texture): KSPIRC/resize-cursor

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [TR.Loader] Compressed KSPIRC/resize-cursor [15x15 RGBA32 -> DXT5]

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    d3d: failed to create 2D texture id=1399 w=7 h=7 mips=4 d3dfmt=21 [invalid call]

    I couldn't comment on D3D vs OpenGL though - for me in openGL I get this :-

    https://lh4.googleusercontent.com/HGTrmliE2yilA3t7Xcb1-BBs1TI-tr4twMWXQFJxJ0mEEkRp6-XgKmAL446GvwWozuuu7ieErLXVwhU=w1896-h827-rw

    I have run a quick test build with the icons switched from TGA to DDS, in case the problem is the unreliable TGA loading :-

    https://drive.google.com/file/d/0B3p-HtV_3uFfT0xmbWZvcUtMMUE/view?usp=sharing

    If you can try that, I'll probably be making the next release use DDS anyway, but it would be useful to know if this helps you at all, as its probably not enough by itself to justify a rev.

    Timmers

    I just tried that test version but sadly the problem stays the same :(

    Btw I can`t see the picture you posted :S

    Btw my settings have the textures at half quality, might that be the issue?!

    EDIT: That was it! Playing the game at half texture quality causes it, just tested it. Textures must be at full quality for the icons to show :(

  3. Weird - not sure what would be causing that - I don't run OpenGL myself so I'd generally see issues with directx mode.

    Do you have anything like active texture management running, or have you used DDS4KSP or somesuch to convert the icons to dds maybe?

    Either way, if you could send an outputlog.txt (from KSP_DATA dir) I may be able to look into it.

    Tim

    - - - Updated - - -

    Quick update...

    0.13.1.1 dropped

    • Added plain renderer used if force simple rendering is set in config - still supports links, just does zero rich text stuff.
    • Set inputlocks when mouse is over chat input box, and hold focus on chat input when mouse is over chat input.
    • Added code to try to drag focus back to input box when new chat is received.
    • Enabled SSL support even though unity/ksp seem to always generate certificate error - use at own risk (of MITM compromising the privacy of your connection).

    EDIT: I don`t have any texture reduction pack!

    Here is the output log (With the updated version you just uploaded): https://drive.google.com/open?id=0By...ckU&authuser=0

    Image of the problem (Note this pic is a bit old I barely have any other mods now and the problem continues):

    2015_05_14_00001.jpg

  4. Hi timmers_uk!

    I love your mod but I have a problem. Running KSP on OpenGL gives you the proper icons on the toolbar (you see the bubble and the different colors once you receive a message and everything), now when running on normal mode (no OpenGL), the icon on the toolbar turns to a black square that doesn`t change shape to the bubble or color...

    Cheers for the good work ;)

  5. Yes, to be absolutely clear: the problem is KSP 64 bit. I am on 64 bit windows myself, but I run the 32 bit version of KSP.

    You might have heard a lot of modders complaining about the instability of the win64 build of KSP: some have decided to lock their mods on that, even. As a modder myself, I guarantee: it's true. Win64 KSP has issues. Real, weird issues.

    In the specific case of this mod: KSP win64 likes to throw NaN errors at random, especially when you recover a vessel. You get back "Not a Number" funds and the game just crashes. Or a tank might leak "NaN" amount of a resource. This issues have *never* been reported on any other platform - in fact, the code shouldn't even be able to throw them, given the math involved.

    If you want to run DangIt on win64, that's fine with me: but the warning is totally justified, because this mod is *dangerous* on that build.

    Ok hold on :D

    The compatibility problem is caused by running Win64 regardless of playing the game on any KSP build (32 or 64)?

    Thats what I understood by your first reply.

    Cause if running KSP 32bits on Windows 64 remove the issue then I must tell you I been running KSP 32bits all all this time and therefor I still get the compatibility problem.

    Sorry If I`m making a bit confusion but sometimes reading in English (not being my native language) messes my understanding :s

  6. That's not the warning from KSP-AVC: that's the one from Compatibility Checker.

    Since I apparently remembered to update the version number for CC, I must conclude you are running on windows 64 bit, correct?

    Dang It does not disable any functionality on win64, but it gives you a warning and I'm not removing it. This mod has been known to behave strangely on win64: it has caused a lot of game-breaking bugs which happen *only* on win64 and that's why the warning is there :)

    Didn`t knew it caused problems on Win 64, I always run the game on 32Bits thinking the problems were only if you ran the game on 64Bits. At least we found out the problem!

  7. Ok I Just tested SC on 0.90, everything is working just fine, not even a compatibility warning on startup, you might just put 0.90 on the thread title :D Btw I tested the Science Hard Drive and It looks awesome great concept! From what I tested, you can only store on it Crew Reports and Eva reports right? Really wouldn`t make sense anything else. Btw did TweakScale worked with this? Cause if so it ain`t anymore

×
×
  • Create New...