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Gameslinx

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Everything posted by Gameslinx

  1. Thanks. I'll move them out and check the load times. @Jetski if the loading times are too high when I move stuff outside of PluginData, I won't be doing that in the official release because everyone will run here and complain. I might get a Linux build which I upload to DropBox every now and then for Linux and/or Mac users.
  2. You can actually get an Olei encounter relatively easily by using the same methods as you do getting to the Mun. Or you could do it all polar for the extra challenge!
  3. I have no control over this, sorry. There's usually an Olu'um contract (which is likely infamous) that pops up early-career. Some people say this also happens in Galileo's mod, so I'm not sure. As for the flickering, that would likely be the ring shader. I'm disabling this for 1.3 because at times, it flickers for me, too.
  4. First And thank you for playing through the pack, I can't wait to stay tuned here It's nice to see a player's take on this to see how they progress. If you find any other bugs dump them on the forum thread. I'll usually respond within the hour Thanks!
  5. if you want to cut down the lag, EVE is doing most of that. Removing EVE should be alright if you have to
  6. The issue might lie in how Linux decodes .dds formats. it might not be able to work around the compression method, resulting in those weird lines. I hope it doesn't get too tedius to constantly adjust the graphics settings! Have fun and thanks for helping me solve this
  7. Oh, if that fixes it that's great . I'm happy to help! Only Kerbin, Mun and Minmus are altered. Everything else is just more planets
  8. Could you see if that happens on any other planets? Might be just the atmospheric planets. Glad it's working at least
  9. Open up Flare.cfg with a text editor. Find 'Vulcan_biome'. Simply swap the " c " in Vulcan for a " k ", so it reads Vulkan_biome Upon checking, the biome map is actually spelt how I misspelt it, so....... Yep! That should cause Vulcan to load, as the other fix I had to do to it is already applied.
  10. Dread didn't load because of capitalisation on its Dread_biome. I must have not saved Dread by accident. All biome maps are <Planet_biome>. Dread_biome was set to Dread_Biome, causing the problem. Quarta and Vulcan were missing capitalisation on the heightmap, which I likely overlooked last night EDIT: Vulcan's biome map was spelt 'Vulkan', because it seems I wasn't able to spell on that day! Patched. I'll upload the configs only such that my internet doesn't murder me. You'll need to drop them in Gamedata > Olei > Configs, replacing the three files. Let me know how that goes and if you're still getting that black screen CONFIGS: https://www.dropbox.com/s/kb4es6is1e4q6s9/Linux Config Fixes for DQV.zip?dl=0
  11. It seems to have worked. Capitalisation is definitely the issue here. I'll put up a patch to dropbox when I do some more checks in their configs and tag you
  12. Kopernicus hasn't thrown an exception when loading Gaia. Gaia's config is Kerbin's config, I forgot that before. Gaia loaded properly, so it's likely something else went wrong with one of the other planets. It would be nice to take a look at your new Kopernicus.log to see if more planets loaded after the update I released. If more planets loaded, I did something right Thanks for going to the effort of providing the logs as I'm sure it can be frustrating
  13. Progress of updating to 1.3. Just waiting on EVE and Scatterer then we're good to go
  14. Unless there's something else at play, that should have worked. Sorry mate I'll try my best to keep looking PS: Could you upload your KSP > logs > Gaia.body.log OR Kerbin.body.log. Both is even better
  15. Update released. @Jetski the planets should work for you. I can't guarantee the EVE textures but I sorted the capitalisation for everything on the planets
  16. To be honest only one of the planets use KLE, which is Fume. Only fume wouldn't load as far as I know, unless KLE works similarly to FlightGlobalsIndex values (removing one shakes up everything). I reckon it's Linux. I'll check case-sensitivity and take a look. Thanks Edit: Confirmed. Case sensitivity seems to be the 'case' (heh) here @Jetski! That's why Dread couldn't parse the config node because Linux is saying "I'm telling you, man, this file path is invalid!". I'll tag you again when I've patched this, should be in an hour or two
  17. Yeah... Again, i'm sorry I'm unable to help. I don't want to blame Linux but something in the mod might not like it so much. I'll let you know.
  18. They're mostly interconnected, however you can remove Scatterer , TWG and Environmental Visual Enhancements and see if that works
  19. Hmmm... that looks more like a KSP error than the mod doing that. I haven't encountered that before, and you're the first one to come to me about it. I'll continue looking, but after looking at the CFG files and your logs, there's no reason why some bodies didn't load - even since you were playing in 64 bit. If you use steam, you can redownload the KSP 1.2.2 by selecting it from Properties > Betas. Something is definitely amiss here. I downloaded the mod from SpaceDock and installed it the same as you have and it's working fine, meaning I'm inclined to think it's KSP that's gone wrong somewhere. Sorry that I can't help much - this is a new problem you've found. I don't think you're out of RAM since you made it past the loading screen, so don't worry about that. If I come up with something, I'll let you know. I'll tag @The White Guardian as he is online whether he has seen this before.
  20. Could you also send over Dread.cfg? It's found in Gamedata > Olei > configs > Dread.cfg. I have a feeling I think I know what the problem is, but I haven't touched Dread's config in a long time, so ours should be identical. Kopernicus is having trouble parsing whatever comes after the biome map. I'm not sure whether running Linux would affect this because, as you said, you have run other planet packs before. Thanks
  21. Can you send Dread.Body.Log (KSP > Logs > Kopernicus)? This should help me gauge where kopernicus goes poof. It likely encountered an exception or couldn't parse a node in one of the configs for whatever reason. I'm unsure of what's happening here. I assume you're running 1.2.2 and the kopernicus I provided in the ZIP
  22. Could you send me the following files: Kerbal Space Program > Logs > Kopernicus > Kopernicus.log A screenshot of you GameData folder And do you know how much RAM you have on your computer? Thanks
  23. As I'm waiting on 7 dependencies to update before I can start moving to support 1.3, I'm going to be writing some more definitions in my spare time
  24. Hey all! I have some more information regarding the 1.3 update. I need to wait for seven dependencies to update: Kopernicus ModularFlightIntegrator Instantiator Scatterer Environmental Visual Enhancements TextureReplacer ModuleManager It may take weeks if not months for these dependencies to fully update. I'm a bit sceptical whether Instantiator will update for 1.3, as Kargantua has not been recently updated, nor has the developer of that mod and its plugin. Hopefully, Instantiator should already work with 1.3 as it requires no dependency and injects its own code using seemingly solid foundation code from KSP as its base, so it shouldn't be so much of a problem. In the likely case it does not work and does not update, I will have to revert to the older version of Olu'um's rings.
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