Epoxid
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All problems gone now! This was because I was using the config files from my old version where I could disable the Halo with your latest .dll. Once I changed to the configuration files from the latest stable release, all is well now. But performance is much worse now. There is a micro-lag spike every second or so, where it briefly freezes. The log contains lots of entries like this: [LOG 17:06:43.069] [Scatterer] Added eclipse caster Laythe for Jool [LOG 17:06:43.069] [Scatterer] Added eclipse caster Vall for Jool [LOG 17:06:43.069] [Scatterer] Added eclipse caster Tylo for Jool [LOG 17:06:43.069] [Scatterer] Added eclipse caster Bop for Jool [LOG 17:06:43.069] [Scatterer] Added eclipse caster Pol for Jool [LOG 17:06:43.073] [Scatterer] Atmosphere config found for: Jool [EXC 17:06:43.084] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.Start () scatterer.Manager.Awake () scatterer.Core.Update ()
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Sorry to maybe mingle too much into the issue of the halo bug, but from studying the sources, I think the bug is solely contained within "AtmosphereScatterer.cginc"? From line 171 #if (!defined(SHADER_API_D3D9) && !defined(DEFAULT_SQRT_ON)) I suppose that the fix is only doing something for non-DirectX 9 users and that there was a problem with a negative number being passed into the sqrt routine? I noticed there are many instances in that file, where the custom SQRT function is not called, but still the system sqrt standard one. Would it be unwise to just redefine sqrt(x) as sqrt(abs(x)) globally? I also noticed at some point you seem to have been using return 1 / rsqrt (f); as a fix? Did this not work either? If you could kindly point me to a "how-to" on compiling the shaders, I would be very much willing to help debugging this...
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According to my testing, you can trade it for the floating tiles bug by going back to an older version and then turn off the ocean shader to remove the floating tiles :S See my previous post: 320b (1st download link on SpaceDock): Sqrt-fix not working, always halo 315 preview (2nd download from top on SpaceDock): Halo is always there, fix is not doing anything on or off 275 preview (3rd download from top on SpaceDock): Fix Works: Halo is gone with alternate sqrt "off". This is the latest version where I can remove the halo using the sqrt-option.
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Dear Blackrack, Thank you again for making this mod, it's outstanding! I have tested this .dll by copying it over the one provided within the archive: a) With current version from space dock (dll copied over 0.0320b): Sqrt-fix not working, always halo b) With last working version (for me 275 preview (3rd download from top on SpaceDock)): No halo, general effects look much nicer, but the space center scene is all black...
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I am using MacBook Pro Retina from mid 2015, 2.8 Ghz Core i7 on macOS Sierra 10.12.6 This machine has two GPUs: Intel Iris Pro 1536 MB and AMD Radeon R9 M370X. I assume it activates the Radeon when KSP is running and I don't know if there is a way to enforce the Intel to check if the halo is gone then. Does anyone know? Maybe the halo is an AMD thing on OSX?
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Thank you very very much for making this fantastic mod! I also used to have this halo bug in 1.2, and turning on this sqrt-fix removed the halo. It was gone and everything worked nicely up to and including the hot-fix for the floating tiles. Today, I downloaded the latest release for 1.3, and whether or not the sqrt-fix is on or off, I always have the halo. Meaning... the fix is no longer working for me with with latest version, but before that, it was fine. I am using OS X and an otherwise clean install of KSP, meaning no other mods. So, I made some tests: 320b (1st download link on SpaceDock): Sqrt-fix not working, always halo 315 preview (2nd download from top on SpaceDock): Halo is always there, fix is not doing anything on or off 275 preview (3rd download from top on SpaceDock): Fix Works: Halo is gone with alternate sqrt "off". This is the latest version where I can remove the halo...
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Hi, I still have exactly the same problem. I am using the very latest version just downloaded again, version 0.0256, clean install: No other mods, no replacement .dll, nothing... I haven't upgraded to the latest MacOS version, though... System spec as per ksp.log: OS: Mac OS X 10.11.6 CPU: Intel(R) Core(TM) i7-4980HQ CPU @ 2.80GHz (8) RAM: 16384 GPU: AMD Radeon R9 M370X OpenGL Engine (2048MB) SM: 41 (OpenGL 4.1 ATI-1.42.15) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, RGB111110Float And this is what scatterer reports: [LOG 13:54:45.195] [Scatterer] Detected OpenGL 4.1 ATI-1.42.15
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I am not quite sure on this one? The version history says "Fixed weird halos around planet". Is this "rainbow-like" atmosphere the same as the "weird halo"? If so, I don't really think this fix is working with OpenGL. Maybe the windows users can try OpenGL to see if it's not just an MacOS / OS X thing? Is actually any windows user also having this issue? ***********v0.0247*********** -Fixed lens flare compatbility with 1.1.3 -Godrays no longer cause black trails behind ships/buildings -Fixed weird halos around planet
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Many thanks for making this mod, it's really great! Unfortunately, I still keep getting the weird halo atmosphere bug as seen here: I am using Kerbal Space Program - 1.2.0.1586 (OSXPlayer) OS: Mac OS X 10.11.6 CPU: Intel(R) Core(TM) i7-4980HQ CPU @ 2.80GHz (8) RAM: 16384 GPU: AMD Radeon R9 M370X OpenGL Engine (2048MB) SM: 41 (OpenGL 4.1 ATI-1.42.15) And the latest Version of Scatterer (downloaded for KSP 1.2 from the front page of this thread) together with the .dll fix from here: https://mega.nz/#!TFZzmL4D!ob2BTkD4ECa90hvvKfxtL1g_V3YUORY8PVhsaWq9uxU The KSP log does not indicate any other related bug or missing files to me. I thought the atmosphere halo was fixed some versions ago, but maybe not for OpenGL or OS X? Also, I don't have any other mods (such as E.V.E. installed). So, I think this is totally unrelated to the cloud shadow issues? Thanks!