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Gameslinx

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Everything posted by Gameslinx

  1. Custom terrain is looking nice. Now working on the ground terrain!
  2. Before anyone asks, this mod is not compatible with version 1.3 as of 26 May, 2017. Yes, I hate the update too, and I have too much to say to dump it here under this notice but 1.3, simply put, is horrible. When Kopernicus updates to the new KSP version, I will release an update and work towards 1.3 support. Thanks for understanding and thank you for reading. - Linx.
  3. It's not the most reliable and often crashes or installs mods incorrectly. It's also difficult for modders because if something goes wrong it isn't the modders fault,yet everyone will complain about it.
  4. As the game loads: yay new update! Once in game for 15 minutes: not much changed, all my mods broke, switching back to 1.2.2 There isn't much content in this update for native speakers so I imagine most if us who use/develop mods will stick to 1.2.2 for now.
  5. Still waiting for the fix for the horrific flickering after a vessel hits the ground and is destroyed.
  6. Cudos for not mentioning Ckan and installing mods the correct way
  7. Managed to get some great views of Gaia today: And custom terrain, through courtesy of Google Images Improved the resolution of the heat disk around Vulcan Finally, I fixed the textures on Sheathe as they were upside down, I forgot to flip the texture when converting to DDS
  8. There have been many, many updates in the last week. To update, please delete the entire mod before updating as many things were changed. There's a whole bunch of new stuff and many planets were improved and changed performance has also improved drastically.
  9. Update released fixing this. Lowered the file size to 500MB from 1GB, and the RAM usages have been reduced from 9GB to 6 GB. You won't crash anymore. As for the 10x longer loading times, that's an issue on your end.
  10. Dr_doof captured this moment on stream: https://clips.twitch.tv/MuddyMistyAsparagusShadyLulu Just though I'd hotlink it here so you can see it.
  11. I have my very own dumb thing where i also provide my own visuals (I have to because of the new atmospheric planets) @DragonRoco go into your Scatterer folder, remove Kerbin from planetslist.cfg and delete the kerbin folder. If you have an EVE mod which isn't provided by my own configs, delete the entries for Kerbin as well.
  12. I don't like having to pronounce Niebietos ___________________________________________ In other news, the RAM usages have been reduced from 10GB to just above 7GB (in the main menu), now people with 8GB of RAM can use it (UPDATE COMING TOMORROW)
  13. Hey all! Hotfix incoming in 30 minutes which will attempt to fix the excessive 10GB RAM usage ingame. A few textures are 8k when they don't need to be, especially Niebos_normal.png, which is 30MB on its own!
  14. It's useful - you're not spamming The update included a lot more 8k textures, so the game will take longer to load. You might also be out of RAM, causing it to crash I'm gonna use 4k textures for thelai, quarta and fume as they are quite small and to be frank, you can't actually see the surface of fume - that will decrease load times again Nievis' graphical bug is caused by ScaledVersion not loading before you're out of its SOI. I'm either going to slightly increase its SOI or fiddle with its scaled version
  15. Finished and updated the ol' planet mod with a load of new things, such as: and As well as adding a glow to Gullis and trees!
  16. Change log of 1.97 IMPORTANT - Major changes to Fume and Quarta Reworked Quarta completely Revamped some terrain on Telos Updated Telos textures Updated Fume completely to bring it up to what I wished it was ages ago Updated thelai textures to 8k Did some ring optimisations Added a small moon around Dreidos, Dreidiss, WIP Revisited Fume atmosphere config Fixed bugs with Fume's atmosphere and ocean through Scatterer Updated Fume's atmosphere visuals Fume now has a visual radiation cloud Gaia terrain scatters added Gaia trees added Changes to atmospheric pressure for Fume Added glows to Gol, Gullis, Quarta and Fume MANY MORE FIXES AND THINGIES
  17. Fume has received an overhaul, bringing it up to scratch. It now looks like I've wanted it to look like for a while, with 8k terrain and a thick atmosphere similar to Eve's, but 80KM in height. Quarta has also got a new look, as nobody actually really visited the last one. Its lava will burn those who try to swim in it. I said earlier that Niebos would be the last rework, but then I decided to add the planet separately as Dreidos. Quarta now bears this rework. I don't think any other planets in the pack really need much more of a brushover apart from perhaps Verdina and Telos, but they will keep their respective looks and compositions. This update will most likely land soon, I'm not sure on whether it will be today or tomorrow, but I've managed to iron out a whole ordeal of bugs I found rooting around with Fume and Quarta
  18. It may be worth adding altitude controls (height start and height end) for the Hybrid Noise, perhaps borrowing the altitude curve that VertexHeightNoiseVertHeightCurve2 uses to control the distribution of noise, otherwise this happens: (If you're confused, I mean this:) simplexHeightEnd = 2000 simplexHeightStart = 500 simplexCurve { key = 0 0 0 0 key = 0.3 0.1 0 0 key = 0.4 0.2 0 0 key = 0.5 0.3 1.659658 1.659658 key = 1 0.5 3.005844 3.005844 }
  19. Hybrid noise is working really well for me, I love it I just combined it with a Heightcurve2 PQSMod to add a bit more sharpness to the terrain (using persistence)
  20. Ahhh darn. Simple mistake on my behalf. I tried to enter the numbers of Pi that i could remember as a celebratory seed. Looks like I need to knock off a few numbers. Cheers
  21. Exception! [LOG 09:03:19]: PQSLoader.PostApply(ConfigNode): Added PQS Mod => PQSMod_VertexHeightMap [LOG 09:03:19]: Parsing Target deformity in (KLE.HybridNoise) as (Kopernicus.NumericParser`1[System.Double]) [LOG 09:03:19]: Parsing Target seed in (KLE.HybridNoise) as (Kopernicus.NumericParser`1[System.Int32]) [LOG 09:03:19]: Exception Was Recorded: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Kopernicus.NumericParser`1[System.Int32].SetFromString (System.String s) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.PQSLoader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 09:03:19]: Inner Exception Was Recorded: Value is too large at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 It seems as if Kopernicus has trouble loading up HybridNoise. It's listed in the OP above, but is it in the DLL? (there's no way for me to check, so that's why i'm asking ) Here's my PQS { Mods part of the config: Mods { VertexHeightMap { map = Olei/PluginData/Fume_height.png offset = -500 deformity = 5000 scaleDeformityByRadius = False order = 10 enabled = True } //VertexHeightNoiseVertHeightCurve2 //{ // deformity = 8000 // ridgedAddFrequency = 35 // ridgedAddLacunarity = 4 // ridgedAddOctaves = 6 // ridgedAddSeed = 134713 // ridgedMode = Low // ridgedSubFrequency = 27 // ridgedSubLacunarity = 4 // ridgedSubOctaves = 6 // ridgedSubSeed = 34544 // simplexFrequency = 50 // simplexHeightEnd = 2000 // simplexHeightStart = 500 // simplexOctaves = 4 // simplexPersistence = 0.6 // simplexSeed = 1346666 // order = 32 // enabled = True // name = HeightNoiseV2 // simplexCurve // { // key = 0 0 0 0 // key = 0.3 0.1 0 0 // key = 0.4 0.2 0 0 // key = 0.5 0.3 1.659658 1.659658 // key = 1 0.5 3.005844 3.005844 // } //} HybridNoise { deformity = 5000 //Double, in meters, the maximum reach of the PQSMod seed = 3141592654 //Integer, generation seed frequency = 20 //Frequency of the HybridMultifractal noise lacunarity = 2 //Lacunarity of the HybridMultifractal noise octaves = 8 //Integer, the amount of octaves of the HybridMultifractal noise quality = Medium //Enumerator, can be 'High', 'Medium' or 'Low'. offset = 0.1 //Float, not entirely sure what it does... enabled = True //Boolean, should the mod be taken into account when building the terrain? order = 50 //Simple loadorder value. } VertexColorMap { map = Olei/PluginData/Fume_color.png order = 110 enabled = True } } }
  22. Oooooo that's not supposed to happen. I 'squashed' the values for its atmosphere when reducing its height so that the pressure gain is the same, but ramps faster. I'll take a value out and do some experimenting so it's more like Kerbin. Thanks EDIT: This has to wait until the next update, which might be a hotfix sometime in the week. Mainly because I have to adjust a few more atmospheres than Niebos for similar but less extreme purposes.
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