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clusta

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Everything posted by clusta

  1. The Unity Post-processing Stack v1 currently used in KS3P is under MIT License. The KS3P itself is a bridge between those stack and KSP written by @The White Guardian and MIT license mentioned on Spacedock. But, as @linuxgurugamer said, there is no license in distribution archive neither in repo. BTW, the source code repo is incomplete anyway...
  2. I forked the @The White Guardian's repo some time ago and do some fixes. The pull request is still in "open" status. As for now I just do some bug fixes without major changes in code structure or mod's functionality. As I can't contact to the mod's author for a long time the only thing I can do is release "unofficial" builds in order to make KS3P available to the community in the working state. All credits as well as original license and source links noticed in every archive. As far as @The White Guardian do not maintain this mod for some reason I can take further development but not know how to do it right (if it ever possible). So your advice on this would be very helpful.
  3. As I said before 6.1.1 doesn't work on 1.8.0 (and it shouldn't ). 6.1.2 is the version you need for KSP 1.8.0. Currently it supports KSP 1.6.1, 1.7.3 and 1.8.0. There are a couple of bug fixes in the latest 6.1.2 (full list of changes in the release description - https://github.com/c1usta/KS3P/releases ). To update your KS3P on KSP 1.7.3 without touching any configs simply replace "Gamedata\KS3P\Plugin\KS3P.dll" with the new one found in the ZIP archive. In a few days there will be another release (Beta2) fixing some other issues - working on it right now.
  4. Hello! Another step to improve KS3P - version 6.1.2-Beta1 is ready and available for download: https://github.com/c1usta/KS3P/releases Still in WIP state, still "Unofficial" . Now supports KSP 1.6.1, 1.7.3 and 1.8.0.
  5. Hi! The KSP 1.8.0 made on new Unity engine, so some work needed to make the mod fully compatible with it. If you try KS3P for 1.7.3 version with KSP 1.8.0 it will start and even GUI will work, but you'll see many artifacts due to shaders/engine incompatibles. The good news that I'm already done the version for KSP 1.8.0 (new shaders bundles, code recompiled). There is also a couple of fixes in GUI and functionality. The new patch will be available in a few hours (or maybe in a day) . Probably it will not be a patch but a full release because except for textures, almost no unmodified file remained.
  6. When you switch to some scene the corresponding profile will be applied. This is a visual mod, therefore it not switch scenes by itself.
  7. Nope. As @The White Guardian not available at this time (maybe busy whatever) I can only release a "patch". As @Zorg mentioned above, there is a couple of issues need to be fixed. So I think there is the time for "patch2":"soon"
  8. And adding possibility to reset effect's parameters to defaults not be overkill
  9. @Zorg There is a couple of problems here, houston The values of 3-vecor and 4-vector values (like 0.0, 1.1, 0.0, 1.0) wasn't parsed correctly from configs. I've fix this some time ago and made a pull request. There is also mess with profiles applied to the particular scene. For instance, the Astronomer's Visual Pack config overrides settings from your profiles (most of all). So, with the permit of @The White Guardian I can maintain this mod for a while. The profile management system needs to be complete, config parsers as well and so on. As for shaders - I'm in doubts that ACES tonemapper works correctly.
  10. Make sure you don't have any dll's in TU Plugins folder except TexturesUnlimited.dll. If you see any other dll's - like BlendshapeModelLoader.dll - safely delete those. Also make sure you have only one TexturesUnlimited.dll installed (for TU 1.5.8.23 it resides in GameData\000_TexturesUnlimited\Plugins directory of your KSP installation folder). If this not helps PM me with KSP logs and I'll try to solve this issue.
  11. Tried to reproduce this bug - no success However there are some NREs and other things need to be fixed. Hopefully, soon... @Tidal Stream Are you still manage repo for this mod?
  12. Thank you for the feedback. Will take a look at this issue as soon as I can. Is that new rocket is built from scratch and no previously saves used?
  13. Hi everyone! Here is a my fix for part attachment nodes. Not sure to do a pull request before it tested, so some feedback needed. So here it is: https://drive.google.com/open?id=1F6T7e3hoKHBrMv2wD2heCWCVJZvnhVtu Compiled for KSP 1.7.3. Just replace ProceduralParts.dll in the mod Plugins directory. If it works I'll do a pull request.
  14. Orbital_phoenix pictures taken with various EVE mods (Spectra/SVE/AVP) installed. KS3P is not an EVE mod but a last-step image processing (post-processing). It adds effects like dirty camera lenses, glowing, color saturation, motion-blur, depth-of-field , etc. Default configs provided is just for test - it's not fine-tuned for mimic film effect, for example. You can tune them as you like. In the flight mode (on your screenshot) press LAlt-3 then select "Flight" profile and play with sliders in the "bloom", "color grading" and other sections. Read the Readme.txt file included in the archive for the detailed instructions how to export config and set it up to automatically load and apply it on every KSP start. Again, it's not a mod release. I just trying to fix it So if any give it a try please report how it's going.
  15. While @The White Guardian seems to be busy right now I released a KS3P patch before it will be included (hopefully) in the next release of his mod. If anyone interested here it is: https://github.com/c1usta/KS3P/releases All instructions (installation and usage) inside zip archive. Trying to fix some functionality so you can test it if you want. Note: This is an unofficial patch for the KS3P 6.1 mod for KSP 1.7.3 and released for testing purposes. If you see any bugs or problems once this patch was applied, please do not contact original author for support. This patch is released under original author's license.
  16. So, if I get you right, the link to github posted here is OK?
  17. That's why I post pull request on github with my changes to TWG. But I'm interesting in just testing that new additions. Can I just put a link to the compiled patched 'unofficial' DLL at my own fork? It's just a little help, few bugs fixed and some additions. Just wanna to test it in order to see if I missed something before TWG take a look at it. Again, that's TWG's mod, not mine
  18. Hello everyone! I really like this mod. It's very sad that it not works on 1.7.3. So I recently made some additions to the source code and place a pull request on github. Now it's worked at least on my installation @The White Guardian Please be so kind as to look towards on pull request and check it? Things concerning GUI and configs still be a little messy though... I can make a some kind of beta for 1.7.3 and post a link here (if someone interested in) in order to check if it works not only on my configuration. Since this is my first post at forum (definitely not last) I'm not sure - would it be a violation of the license or some rules? Anyway glad to be here!
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