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Gameslinx

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Everything posted by Gameslinx

  1. This is a mistake. I will be changing the instructions included in the download for Parallax. You should move Parallax_StockTextures from both folders into GameData. They contain different things. Merge them in GameData and then launch the game
  2. All the planets in the trailer are stock planets. This will not work with BH until configs are created for it. I have no plans to update the existing configs, but ballisticfox may be doing this in the future
  3. The update from 1.3.1 to 2.0.0 took about 10 months. The original Parallax, ignoring updates since, took around 3 months
  4. UPDATE: Those currently installing will need to hold off. I'm reuploading the stock textures folder. To do this I had to edit the existing release on GitHub and I assume it would not update any changes until I press "save" but contrary to my belief it went ahead and deleted the StockTextures folder. So, while it is reuploading, hold off for now. Estimated to be done in 30 minutes edit: should work again now on github
  5. I have not tested 1.10, or 1.11. I am not developing mods for older version of the game, so you will need to update if things are working strangely Please send a video. When hitting C to change the camera mode everything has to regenerate because the floating origin of the game changes and the objects need to then match this origin again. This is intended, but send a video if you think something wrong is happening
  6. The smallest rocks don't have colliders because they would be extremely annoying. I am getting some reports that they are not working in some situations and I'm waiting on more feedback so I can pinpoint what is causing this. For the most part, they should work though. I will be monitoring this closely and fixing as soon as I find out the cause
  7. Easiest way to solve this is reinstall scatterer. I forgot the exact setting you have to change, it may be "merge depth pre pass" - set it to false. Reinstalling scatterer, however, should fix this anyway
  8. Huge thanks for working through this. The updated zip version is uploading now. Sadly I could not do this earlier and have it all ready before release because GitHub was limiting the file size I could upload, so I had to split them in two which put a spanner in the works!
  9. I believe since the planet area increases by (2.5 * 2.5), you should increase set the density multiplier (in ParallaxGlobal.cfg) to 2.5 squared
  10. Parallax 2.0.0 This is a live release. Please submit issues via GitHub's issues page https://github.com/Gameslinx/Tessellation/issues Changelog: Features: Add new scatter system Add surface objects for all landable planets and moons New surface textures for the Mun and Duna Changes: Updated AdvancedSubdivision which brings a 5ms frame time improvement on the CPU side Optimized subdivision PQSMod to improve quad build times and reduce memory usage Fixes: Fixed terrain visuals mismatching colliders Fixed gaps in the ground appearing Fixed stuttering on planets with large subdivision levels Fixed exceptions caused by AdvancedSubdivision by rewriting it There are many more changes but so many to detail here. I have listed the main ones. Installation Instructions Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures Download the latest version of Kopernicus Install Kopernicus according to its installation instructions Move the Parallax, Parallax_StockTextures and Parallax_ScatterTextures folders to your install's GameData folder Launch the game Ensure your 'terrain quality' is set to High Set your 'terrain shader quality' to your choosing. This will determine the quality of the Parallax terrain: Ultra enables terrain tessellation High or below disables terrain tessellation Enjoy You can adjust values in Parallax/Config/ParallaxGlobal.cfg to fine tune the quality vs performance to your liking Thank you to everyone who made this release possible. And of course, there's a link to my Patreon in the OP Enjoy!
  11. Thank you both Here's hoping release goes well and I haven't messed anything up because that would be embarrassing (It worked when I clicked upload I swear!)
  12. I am uploading the release now. Due to file sizes (3.8GB), I can't upload the stock textures in one go to GitHub. I have split the stock textures, scatter textures, and plugins into separate downloads. This means CKAN won't be able to install Parallax properly for a short while until the metadata is sorted out which I am looking into now. I can't change this until after release For anyone concerned about memory usage, fear not! Both the terrain textures and scatter textures use an OnDemand system so that you only load the textures for the planet that you are on
  13. Yep, you can just delete the config for Eve and it'll remove everything on it
  14. The release is in the next few days, but I'm bringing the forum and github pages in line with it in advance. The release was meant to be today, but I'm currently dealing with a false copyright claim on YouTube for the trailer, and won't be releasing until that is cleared
  15. Yes! I won't be doing this straight away though. The ice sheets are currently just there to mask the awful cliff around the edge of the actual poles lol
  16. Near Kerbin's poles, you will be able to find ice sheets and the occasional iceberg. And yes, you can send a Kerbal on a hike up the bergs, or land a plane on the sheets And also, here's a picture of what you might find under the ice sheets on Laythe: Or on Kerbin
  17. Ehh, well, this isn't coming to Beyond Home straight away sadly. @ballisticfox0 has been handling that but I'm not sure if they have plans to update it to the upcoming version or not. I don't have the time to do that myself, so it could be some time before this update reaches BH
  18. In the current update the code is really convoluted. Here's the explanation, but there's a bit of history:
  19. Me too. From my estimates this new version (with scatters enabled) will run just as good if not better than the current version. Fingers crossed. For reference, with tessellation enabled in a densely populated area on Kerbin with a lot of trees and grass , I'm getting ~100 fps at 1440p using an RTX 2080S. With tessellation off it's around 150, so it should absolutely be fast enough assuming everything goes to plan lol (Although the scatter system does have a fair memory impact)
  20. So I know a lot of you have experienced the floating / sinking bug on various planets, and since I'm coming close to finishing the scatter system I decided to rewrite the code that's responsible for applying Parallax to make it more efficient. The old code was 1058 lines and took ~5ms of frame time, usually CPU limiting the framerate. Not ideal at all. After the rewrite, with a mere 208 lines not only is it much more efficient but it also completely eliminates the various problems with the subdivision method. So that means the terrain won't disappear at times, the craft won't float or sink into the terrain, and the performance gain is significant. I got a ~35 FPS increase. Looking forward to releasing soon
  21. Parallax will work on all 1.12.x versions. I just forgot to update the supported versions list so it will tell you you're running an out of date version - just ignore it As for your log, I can't determine why it's not working. My recommendation would be to reinstall KSP and Parallax, making sure Kopernicus, MFI, Parallax and the stock textures are all present
  22. In that reply I was referring to the upcoming scatter system since you asked about them. The scatters aren't released yet, so you won't see a density multiplier setting
  23. I believe you're using another visual pack that overrides the terrain. You need to send me your KSP.log for me to know more
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