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KSP2 Release Notes
Everything posted by R-T-B
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
He doesn't plan on doing it himself, but you can be sure there'll be someone who makes a pack for it. When? Anybodies guess at this point.- 3,158 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
The front page is the home for 1.9.1 stable, which while normally the safe choice, had a gamebreaking typo in it's release tonight (queue Homer Simpson "Doh!" times 10). I just fixed it. Download Release 5 to get the fix, or wait for CKAN to index it if you use that. Yeah, should be fixed by now.- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
Stable SHOULD work fine too. If it doesn't, let me know please. EDIT: It doesn't. I'm pushing a fix for a typo to CKAN Now.- 1,655 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
Can you tell me what version/branch you are using? KSP version as well, of course. Also make sure you completely replace the Kopernicus folder each time. Files like config files often change.- 1,655 replies
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New stable branch update out. It should be in CKAN soon. Pay attention to the bolded sections on this release please as this release removes a small (mostly unimportant) feature due to temporary breakage. We are working on it. We still thought the ringshader fixes were worth a release/update. Kopernicus 1.9.1-5 R-T-B released this 2 minutes ago New in this version (1.9.1-5) 1.) This is pretty much just like release 4, but it works. (release 4 had a typo that crashed it). In that vein: 2.) The longstanding ringshader bugs have been fixed. 3.) Some changes to better support @Gameslinx Parrallax shader project. 4.) The old method to use the stock asteroid generator has been removed. This means Sentinel contracts are temporarily broken and will be scrubbed from your contract list. If this bothers you do not update, we hope to have it fixed soon. New in major release (1.9.1) 1.) Performance Optimization and bugfixes enabling KittopiaTech support. 2.) JNSQ & other large world "Farm patch" bug fixed. 3.) Particle support restored. 4.) All 1.9.1 bugs that are known fixed. Full support for 1.9.1 5.) Multistar support. The math on ECs in single star may be slightly different than stock in some situations, but it should be similar in most and not enough to matter. 4.) Added GameData\Kopernicus\Config\Kopernicus_Config.cfg file, with options to configure shader warnings and enable or disable shader locking. Easy to edit, just look inside! PS: If you donwloaded Release 4, it was broken. Trash it and get release 5. Pardon the mess, someday I'll learn not to code late at night... lol.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
For those with the reflective runway issue, I have made a slight modification to the asphalt textures (removing their mipmaps) which makes the runways not reflective. You can do the same with an application like paint.net (open and resave them as a DXT5 dds without mipmaps, textures \BeyondHome\PluginData\_scatter_asphalt.dds and BeyondHome\Terrain\PluginData\Dry00.dds) Unfortunately, I can't distribute this change with Linx's license, but I have contacted him informing him of the fix and I expect it will be fixed shortly. Proof: Also, the latest Kopernicus Bleeding edge has some important fixes for properly supporting Parallax with Ultra shader disabled (we don't need to run both, afterall). You may want to download it. It will be pushed to stable 1.9.1 soon. Parallax itself will need to update to support these changes, though.- 1,655 replies
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Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
New release! Please give it a try. We haven't explicitly worked on anything but the linux OpenGL "pink planet" bug but maybe it will help performance as well. It is diffilcult to say. Shaders are weird animals. Environmental Visual Enhancements 1.10.1-3 R-T-B released this 2 minutes ago EVE build for KSP 1.9.x./1.10.x Has not been tested and most likely won't work on any earlier KSP versions. This is a maintenance release by R-T-B and BIOZ, the rest of the work goes to a long list of respective authors. What's changed since Unofficial Release 1.9.0.2-RTB? 1.) Integrated BIOZ's latest shader fixes for OpenGL. May improve linux performance as well, hard to say as I don't have a linux box at the moment. In addition to this package, you will need a Config. You may use the configs from a previous EVE release, or from another EVE config mod such as SVE. Please use the forums for discussions. If you are having a problem, ask there. If you have a confirmed bug, post it as an Issue here. DO NOT post bugs at WazWaz or anyone else's github or elsewhere, only contact the author of this patchset (R-T-B). For details of changes, see the commits in the Code. Note that the Config files have not changed in this release - you do not need to update them if you already have these or another config. -
Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 31 R-T-B released this 6 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 31. It contains the following changes: 1.) Comet/Asteroid behavioral bugfixes. No new control, but comets should spawn more now (spawn rate multiplied by 5) and also have proper naming. 2.) Some fixes to the ultra-shader disabling code requested by the Parallax mod and Beyond Home team (Thanks @Gameslinx) 3.) The ring shader has seen some fixes from our own shader pro @LGhassen Known Bugs: 1.) The "enableComets" parameter is deprecated now and does not function. Set "cometPercentage" to 0 to get the same effect. 2.) Fogramp maybe doesn't work right, it's been very buggy in reports lately. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB EDIT: And yet another one: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 32 R-T-B released this 1 hour ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 32. It contains the following changes: 1.) a small race condition for ultra-shader disabling was fixed vs Release 31. Known Bugs: 1.) The "enableComets" parameter is deprecated now and does not function. Set "cometPercentage" to 0 to get the same effect. 2.) Fogramp maybe doesn't work right, it's been very buggy in reports lately. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
I will add that the issues with this&Kopernicus are at the top of our todo list (the glossy runway as an example). The only issue with fixing them quickly is work is being very very harsh on me these past few days. I will fix this as soon as I can. Hopefully in the next few days. Best case is tonight (if I survive work) worst case is sometime this weekend.- 3,158 replies
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Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
We're working on the shaders now. I'll try and pay attention to performance as we test them, thanks for the report. Both the devs on this project are hardly shader experts and are more "learning as we go" so patience is appreciated. -
Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
FWIW, I do have this bug on my todo list. I just am bad at shaders so my confidence level isn't as high as most bugs for a "fix on the first try." Still, I will be attempting one tomorrow. -
Have you followed the directions to apply in (in OP?) If so, what error are you getting? Make sure you have uninstalled ModularFlightIntegrator before switching, it will be autoincluded with the Bleeding Edge version (reverse intuitive I know).
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The largest issue with comets right now is that they basically don't spawn very often, and when they do, they usually have no distinct name. If you are ok with a few "Unknown Objects" floating around you can certainly start now. It's nothing game breaking, and there'll probably be bugfixes for different issues each day so it'll only get better.
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Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
We'll look into what happened with the shaders soon. In the meantime, yes, if on linux copying the eveshaders.bundle from a 1.10.1-1 zip file seems to work. -
Environmental Visual Enhancements Maintenance Releases
R-T-B replied to R-T-B's topic in KSP1 Mod Releases
It's probably an issue with the recompiled shaders. Darn. I'll take a look, but that's sadly where I am weakest, Unity graphics/shaders stuff. You can always run the previous version on linux in the meantime, of course, but thanks for the report. -
So here's the laydown on comets. They DO spawn. Very uncommonly unless you pump up the setting percentage. But they do. This is the first time in history Kopernicus has spawned comets using custom code. Proof below: Now, bugs: 1.) Comet tails point towards whatever star is nearest to the camera. 2.) Comets often fail to aquire a name, and be an "unknown object" forever. 3.) Comets may occasionally spam a nullref of somekind I'm not tracking down easily. But they do work in concept. This will be refined over the next few days. For those not wanting to test, you can always set comets to disabled in config/Kopernicus_config.cfg. Just set cometsEnabled = false. This should reduce any bugs from comets massively.
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It should be in all buiilds, so I'd go with stable first, but the bleeding edge will run on 1.9.1 too. Not 1.8 though. Only the old Kopernicus goes back that far. Also, the big comet release is here everyone. Any comet related bugs (and I'm sure they will be there) are appreciated in reports). About this release: It doesn't do everything I want to control by any means but it's the first release with any Kopernicus Control over Comets at all. It's been pushed to everything Bleeding-Edge related including CKAN. I hope there isn't too much screaming... lol Release notes, in particular please note the config file parameters and replace the config files on this install (CKAN does this automatically). Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 30 R-T-B released this 8 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 30. It contains the following changes: 1.) A completely rewritten non-planatary body spawner to support both asteroids and comets. Replace your config files, and pay attention to the Kopernicus_config.cfg parameter "CometPercentage." (1.10.1 only). It is set to 5 by default which is pretty low, you may wish to adjust. It is the percentage of comets relative to asteroid spawns. We plane to improve the customization of comets beyond this very soon. 2.) SENTINEL contracts should now work. 3.) The old "useStockAsteroidGenerator" parameter was removed as it is no longer needed. Remember to replace your config files! 4.) Added "enableComets" boolean to Kopernicus_Config.cfg (true by default) in case you wanted to get rid of comets (1.10.1 only). Known Bugs: 1.) Fogramp maybe doesn't work right, it's been very buggy in reports lately. Please download the right output zip for your version. "191" zips are for 1.9.1, "1101" for 1.10.1, etc. Thanks and as always, report bugs! -RTB
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Yeah, I tried to debug it on our end for a bit and finally concluded it just was something from Scatterer-land. It's an odd one for sure. No problem, we try to help each other around here.
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Oh. Scatterer has a few bugs now with black nights, lighting bugs, the sort like that. They are working on it but it doesn't affect everyone. At any rate, that is not a Kopernicus issue. I do appreciate the heads-up though.
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I've seen surfaces like oceans illuminated by the sun in my game, don't know about others. Thanks for letting me know. If you are asking about the GUI KittopiaTech, it is not needed unless you are a planet dev, but you can play with it. Hit CTRL+P to see the stuff it can do. You can basically edit the solar system live. Or alternatively: the GUI I posted in previous page of discussion as an image is just CKAN, a package management system for Kerbal mods. I posted the settings you need to get the latest beta builds through it. Speaking of which, I lied a bit. Release 29 just dropped. This will be the last "pretty darn stable" BE release before the major body-spawner overhaul that may introduce some related bugs but also enable proper comet support. That update will probably happen sometime late tomorrow, I underestimated the amount of work it will take.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
I'm certainly of the same mindset, I just wanted to say if he does decide to OSS it we'd be willing to work with him on pulling relevant or useful changes into Kopernicus. Heck, we're willing to help regardless but we can't integrate pieces of proprietary work into Kopernicus GPL code for obvious reasons.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx, I know you know this, but if you need any assistance from Kopernicus (systems implemented or whatever) re this shader, or even a good tester, I'm here to help. You can always lower the game resolution. If you run at say 1080p it should be much much lower system requirements. 4K is a BEAR to run. I'll further extend that offer: If you do decide to go to an open source license, I wouldn't even be opposed to making this a literal baked-into-Kopernicus option (with full credit of course). Just a thought, maybe appropriate maybe not. If you want to reserve rights I understand and still am totally a fan.- 3,158 replies
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PSA: An Update to the bleeding edge's "battle plan." A guide for testers and players going forward: Given the codebase of stable and the Bleeding Edge are now nearly identical, the time is ripe for major changes to be made in BE and new features added. For now, we are primarily focused fully on getting 1.10.1 to a point where planet authors can use it and it can be pushed to CKAN stable release status. There are two blocker issues to this: 1.) Comet Control (beyond the on/off thing we have now) 2.) Control over the new Joolian Shaders We will work on/implement them in that order. The first big changes will commence tonight (going to be working real late because that's my schedule), with a build that hopefully will be done by morning (PST TZ) that will basically rewrite the entire Kopernicus Asteroid manager from the ground up with several bugfixes baked in and also, proper comet support. There are many problems with the present manager (not least of which it not working well with many generated missions), but the rewrite will fix all of them if I can manage it. The config syntax will remain the same, minus dropping of the "useStockAsteroidGenerator" parameter from Kopernicus_Config.cfg. It will be removed, and we will finally all be on the Kopernicus generator with full comet support. The behavior of the new generator will be more in line with what it SHOULD have been like from day 1. I'll be taking the opurtunity to fix bugs outlined here by @OhioBob. Yes, this means the new generator will probably behave slightly differently than it used to, but also more CORRECTLY than it used to. Some packs may need to remove work arounds related to the buggy old generator as a result, we'll see how bad that is. After the big release tomorrow implementing this, we will bug test the new work over the next few days. I'll fix any comet related bugs in particular (I expect multistar stuff with comet tails to be odd and require fixing, at least), as well as any bugs with the new asteroid/comet spawner. Once we are good there, we will move on to Jool shaders and rinse/repeate the bugtesting process. This entire thing should be done by months end. Some work has already been done on the sidelines for Joolian Shader support by fellow coder Prestja, so I believe that target is reasonably possible, but as always, no promises. With any luck, we may beat the release of the next KSP version, which would be nice. Thanks for reading! I will update you when this next "big update" pushes out, or you can just grab it from CKAN when told to do so. Appreciate the testing, as always! PS: If you do not desire instability from these changes and are just a "player who wants it to work, with 1.10.1" you can always version freeze at Release 28, which is pretty darn stable. I won't hold it against you. We shouldn't really have any horrible issues, but during big changes like this, anything is possible. It's why we call it the "bleeding edge."
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