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direwolf

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  1. [quote name='blackrack']Pretty sure that the black line is caused by the new depth buffer, I'll disable it for now. I'm currently testing direwolf's changes and will report back, will also forward this to Proot and pingopete for testing.[/QUOTE] Excellent, I tried to figure this out but the only answer I could found was 'you need to learn modern 3d computer gfx / rendering theory' :D So up next I'll fix some more bugs (got a 32bit Win VM going) and then I plan to consolidate plugin loading order / game event / scenery update related stuff as a groundwork to make it possible for other plugins to define their own Scatterer config, body list, etc. I feel that the current PlanetList.cfg / Settings.cfg based stuff is pretty inconvenient, especially so because you can accidentally overwrite them easily from ingame. Do you have anything on your mind regarding the above?
  2. [quote name='sjsninetrys']Only issue I have now is the black line flashing on the horizon.. I think I can see this on the KSC image that you uploaded aswell, Is this a default configuration issue with RSS? if so, does anyone know which parameter to change in the UI? Ive tried a few different things but no resolve..[/QUOTE] Same here, yes. Unfortunately I'm just starting to learn how Scatterer does it's gfx magic (shaders and all) too, but if I'd have to guess I'd bet on a scaling problem with the atmosphere knowing how RSS redefines all celestial body sizes. [code]atmosphereGlobalScale[/code] maybe? Let me know what you find, I'll look into it too :)
  3. [quote name='Manwith Noname']KSP 32 on Win 8.1 x64 with DX9 (assuming that is still the default) rendering....is a no go sadly. The atmosphere doesn't load at all and I get lots of this in the logs.... [code] [EXC 03:16:18.574] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.Single[CelestialBody] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.Single[CelestialBody] (IEnumerable`1 source, System.Func`2 predicate) scatterer.Core.Update () [/code] This was a completely vanilla install. I then threw Kopernicus 0.5.2 in just incase there was some dependency but the situation remained the same.[/QUOTE] If I understand you correctly, you were not running RSS, you have just tried the patched Scatterer, right? The exception you got means that there were no suitable celestial bodies found to apply the atmosphere to, in this case I assume for Kerbin. - How does your [code]GameData\scatterer\config\PlanetList.cfg[/code] looks like? - Could you please post a longer snippet from the log around where that exception first appears in your log?
  4. Anyone who have trouble getting Scatterer to work with RSS / Kopernicus can give my patched version a try. It fixes the celestial / transform naming mess by simply detecting the proper celestial body using both names defined in PlanetList.cfg and does the same with assets, like shaders and config. Should help with black sky and NullReference exceptions should be gone altogether for your bonus enjoyment. As a disclaimer, I've only tested it on my setup: OSX 10.11, Stock KSP modded with 64bit UnityPlayer 4.6.4. Only Scatterer and RSS 10.4.1 installed with 8K textures. Feedback from 32bit and/or Windows / Linux host with and without RSS would be appreciated. Without any further ado: Pull request for the technically inclined: [URL]https://github.com/LGhassen/Scatterer/pull/5[/URL] GameData snapshot: [URL]https://www.dropbox.com/s/pejxjr4rrnrfuo6/scatterer-0.191-rss-compat-c0a39c7.zip[/URL] How it looks with 100% default configuration: [IMGUR]1NZLq[/IMGUR] Have fun!
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