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msnbcorp

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Everything posted by msnbcorp

  1. Well i have to appologize. It appears that you were right. Even if i don't understand why. Shadow distance set as the same value i get on this topic : https://forum.unity3d.com/threads/shadow-fadeoff-approaching-far-clip-plane.356893/ 5000 by default for KSC, seems to render the two plane with the same feeling. But my two question remain. - Why changing this shadow distance seems to change the "bluriness" of shadows even though this really should not be the case according to the definition of it in unity documentation : https://docs.unity3d.com/460/Documentation/Manual/DirectionalShadowDetails.html - isn't it possible to change the shadow distance of near plane instead of lowering the shadow distance in scatterer ? Hum, beside, you could tke advantages of this post which deal with the problem of transition between plane with shadow and KSP : https://forum.unity3d.com/threads/shadow-fadeoff-approaching-far-clip-plane.356893/
  2. I don't understand well your explanation. I understand the shadow creation in directx or opengl but don't know unity well. Why the shadow distance play on the sharpness on near object AND on the propagation of far object. Isn't it possible to do the reverse thing and set a high shadow value for the near plane ? edit : maybe it's a misunderstood of the phenomenon i observe, i could exprime my self very badly (not good in english) ... in my case the shadow appear more ... trouble. In far camera. Due to the application of the bias. This is what i mean. But in near camera it's like the bias is just not set at all. I read about shadow distance and unity just now and i don't see it related to the phenomenon i observed. Maybe we are not talking about the same thing ? I mean, a bigger shadow distance should not modify the rendering of a shadow that was under the old shadow distance. But here there is clearly ta modification of "blurriness of shadow" on far plane with your mod and terrain shadow, due to the bias parameter but not on the near plane. It is clear when you set the bias parameters to high value, all shadow become blob but near plane remain with clear sharp shadow...
  3. In fact i was tracking a bug from an unknow mod. It's solved now. I have let this kind of log error know to mod creator in case it could help of debugging/beta testing their mod. Sorry ^^. I was trying de debug the "Shadow Acne" problem that appear with stock visual terrain texture. I managed to reduce it by using other format (png/tga) and by using your mod (even if i still don't understand why this happen only with this mod and only with DX11). BUT it totaly look fine and disappear only on the near camera with your mod and not on the far camera where it's just reduced with a not very beautiful rendering. So i came here to ask what is the difference between the two camera in the shadow management of your mod (because in stock there is no difference between plane). For example it is like your mod don't apply at all on the near plane (for shadowing) but apply only on the far plane. The transition is very hard. I'm also not sure about your personnal taste, it's ... personnal. Lot of the viewing time is on KSC or on a ship from distances that implies the cut between fly ... so ... i think it matter ^^.
  4. Well, we have tracking the bug on EVE topic here : With some help i manage to find that the bug exist is due to a bad interection in the last EVE version. It implies shadow managing. The error in log doesn't disappear in the last pre-release version BUT the error in game in practice disappear. So well , i have posted my logs with the release and pre-release versions on the EVE tocpi if you want. And in the interval i recommend to everybody to transfert to pre-release version or Konstruct...
  5. Well i'm not sure but it seems that the last pre-release version of konstruct solve the bug. I'm checking that. But the log error still remain : http://bfs.ensea.fr//files/242f5080f9538ef75cf464dd09ac14e7/output_log.txt Well, final test done. The bug is here with the version 9.9.6 of Kerbal Konstruct but not with the pre-release version 9.9.7. BUT the error message remain. With no visual impact ingame. I strongly recommend to go to 9.9.7 for everybody ^^
  6. The problem is that the last modif is not the only modif, there are a lot between the two release and there si no intermediate relase to test it. Maybe i have to test by recompiling the mods without the line. I understand Csharp but never done that XD Or if someone can just revert the last modif : (two lines) : https://github.com/WazWaz/EnvironmentalVisualEnhancements/commit/204cbd6a8f9a6ceb096e27d6966e7bd6a6a93308 and send me the compiled files, i have not the tools right there, it could be easier for me. As so i can test if it's really this last modif.
  7. No no i can but it didn't change anything on the bug. But you was right, version before work fine.
  8. I have tested with the version before this one and you are right, this is it. The last version create a bug all is OK with the version before.
  9. Hum seem to don't work via the ingame gui. Maybe the plugin load anywhere...
  10. Hum, you see this where in the log ? But OK. Have you an idea to correct this ?
  11. Hooo, OK, strange but OK. You should put it on the repo when some dude just clone the repo to have latest update, but do as you want ^^
  12. Hi everyone, by tracking a bug i have now the confirmation of a bug when EVE + Konstruct are activated. The bug : Loading a game after loading KSP : all is OK. Loading a game after come back to the menu. All is not OK (Konstruct not working). It could prevent other mod to work too, not tested that. The log with only this two mod : http://bfs.ensea.fr//files/183a06a3ab32e953ec837d25b4fb18d6/KSP.log http://bfs.ensea.fr//files/6a398f9860bbe80993190cc55ec0ccca/output_log.txt it does not appear with konstruct alone.
  13. Hi everyone, By elimination during several hours, i can confirm that EVE(stock) + Kerbal Konstruct have a problem during loading with those two mods ALONE. that don't seems to appear without EVE. It seems that Konstruct just doesn't work when I quit my game and reload. All structure here disappear. The log with only this two mod : http://bfs.ensea.fr//files/183a06a3ab32e953ec837d25b4fb18d6/KSP.log http://bfs.ensea.fr//files/6a398f9860bbe80993190cc55ec0ccca/output_log.txt
  14. Just look here (when you are deconnected from your github account !!!!) : https://github.com/Starwaster/DeadlyReentry/tree/master/DeadlyReentry/Plugins And you will see that there is no dll in DeadlyReentry/Plugins on your github. Actually, there is a dll in the archive from the github release page and it is the same. But don't know why it was bugging with me ^^.
  15. You should test with the dll Starwaster gave : https://www.dropbox.com/s/moge45bumutdcwj/DeadlyReentry.dll?dl=1 Because this is the last version. The github version have some glitch and Starwaster have not reup this last modif. Drop this in DeadlyReentry/Plugins/ . Check with this dll if the bug still occur.
  16. http://bfs.ensea.fr//files/77c6ba826caa37c6948d2c70b05fbaaf/KSP.log I say that because long time ago there was some compatibility problem between scansat and remotetech
  17. Ok, i really can confirm that the dll is not modified since months on the github. The last change taken is the .version, 20h ago : https://github.com/Starwaster/DeadlyReentry/commit/842ab3d1c08eb031a3531dcf23a7a21bf5208073
  18. Haha For your dll, i have tested : it work, no more error. Your really should upload that to the github XD. (and let CKAN knows)
  19. Hi, just to let you know. In my game i get this : I think this is related to scasat as it is just after it in the log ...
  20. Hi, just to let you know, i was debeging others mods when i saw this lines in the log file during the module manager loading. As you can see it is as the exact end of the module manager. It's with you're 0.5 experimental version so i assume this could be normal ^^. Just to let you know
  21. Thanks for the answer, but i would be glad to understand why ^^. As I try to modify some of the scaterer parameter for debugging thing i would like to understand why scatterer don't understand it in its own UI. So it's a bug ? Does it mean that parameter in the scatterer UI are the good one (yours) and not the scatterer default one because module manager magic work good ?
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