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KSP2 Release Notes
Everything posted by R-T-B
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We have a 1.10 build, but I am lacking bug reports on it. If you want to play with bleeding edge stuff, scroll up a bit and find the link, as mentioned. We'll make it easier to find soonish. Oh wait, I decided to be nice / a magical link appeared: https://github.com/R-T-B/Kopernicus/releases
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I hope I don't regret those words, keep in mind, but that's my honest best assessment. It may slow down later too, right now my enthusiasm is high for this. Hopefully it stays that way, lol. One of the bad things about enthusiasm is you don't really control when it comes and goes, it just does.
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Lots of exceptions relating to it, it's not my mod so I can't say what exactly is going on there except someone isn't happy with something about it... lol sorry for being so vague. Maybe try removing mods one by one until things start to work?
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Hi, Looks to me like a fair few mods are looking for ToolbarControl plugin, and failing to find it. This can mess up a few things, and even though we (Kopernicus) don't really use that plugin, it being broken in some form could prevent Kopernicus from loading, I guess. Honestly you have a lot going on. I'd advise starting with trying to download the latest ToolbarControl: And then the newest Kopernicus above (we've made a few releases since your report) and go from there. Things MIGHT just start to work. Unsure. You've got a modsoup that I can't really debug, I just work on Kopernicus. Kudos for figuring out the logfile permissions, though.
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Just FYI, I investigated this some and it is indeed an error in our particles system. If you want to work around this bug before the new release, just delete the following lines from GameData\GPP\GPP_Planets\Lili.cfg See below for highlighted lines: If it still errors out after that, do let me know (and yes, my screen is huge, sorry). 1.10 is still experimental, but is available for testing: https://github.com/R-T-B/Kopernicus/releases Keep in mind it's beta, even more so than the 1.9.1 version, so back up your savegame. Right now it works for things like JNSQ, but bugs out on some other packs. (Example is GPP above, which needs workarounds listed in this post). We are aware of 1.10, and working on it too.
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My advice to you for a longterm save would be to wait for 1.9.1's CKAN release. We have all agreed it won't go there until it's stable, and frankly, it's close. Very close. You could probably start a save with 1.9.1's latest release now, but waiting for CKAN would be the "sure thing." As for 1.10, it's still a ways away, maybe even a couple weeks. It's got bugs still, sadly. Works on many packs but a lot of things still needs fixing for others. Nature of the KSP update process, I guess. Still, we are making good headway. I'm very proud of what our little team here has accomplished, to be frank. I'm in the same boat really, when I actually play I play on 1.9.1 right now, FWIW. I only recently bumped it up from 1.8.1. The eternal struggle of the modder is uh, finding time to actually play. lol.
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I'd certainly give it a very good look if squad/taketwo/whoeever gave me an offer... wink wink nudge nudge, lol. I probably speak for all of us modders there though. Works in 1.9.1 pretty well, still buggy in 1.10, just FYI for anyone. JNSQ works fine on nearly all the builds.
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I heard reports of this earlier, but have not had time to investigate yet. It's on the todo list as of now. It seemingly is a bug exclusive to GPP. Not saying that pack has anything wrong, just that whatever feature it uses seems broken. Thank you kindly for the logs, I will look at this tomorrow. At first glance though it appears the Particles node in the body Lili is crashing the newly readded particle system. This is great material for us to bugfix with, as we haven't had a good test case for particles yet. Thanks. Now we know we can test that with GPP. For your gameplay, you might try removing any mentions of particles from Lili's .cfg file. It may load then. Or you can just wait for next release, won't be super long.
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I noticed this too but assumed it was scatterer not Kopernicus, will see what can be done. This is possible. I worked on scatterer before Kopernicus and learned there that they changed the camera mechanism in a way that limits shadow precision a bit. This may not be an issue at stock, but as things get bigger it probably becomes an issue. Scatterer offers a workaround for this, supposedly. That's blackracks work though and not mine. I would advise forcing opengl mode (google this) which'll force the higher precision camera setup. It'll also massively hurt performance mind, but if it removes the bug, it proves squad did it.
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I don't recall messing with flags or even terrain in any commits between 1 and 3. That's really weird. I'll look into it. For the other reports of floating objects, please ensure you are on release 3. If you aren't, we know about it, it was supposedly fixed in release 3. If you are, uh oh, it's still broke and we'd very much appreciate a log from all of you. EDIT: Found the issue, fixed in new release-4 at OP. In other news, my personal 1.10 bleeding edge branch has now been made public following a private testing period of a week or so. Try it (with a backed up save!) here: https://github.com/R-T-B/Kopernicus/releases
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I don't have access to that logfile. My best bet without it would be some kind of mod conflict, or you are replacing the dll files manually without the rest of the cfg files (you should delete the kopernicus folder between beta releases, really).
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Yeah, you are correct. The logs are clean as can be. It seems to me the KopEx shader must be out of date, which is unfortunate, because I have no idea how to rebuild them. There is no documentation on it either. If anyone knows more about this, please:
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So, the little side project above works, sorta. There are some bugs, all of which relate almost exclusively to outdated Unity shaders included in the project. It seems they were last compiled against the old unity in 1.7. Unfortunately, though we DO have the .shader source code, I have no idea how to update and/or build it. There are also no docs on this that I can find. Anyone knowledgeable about this is strongly urged to contact me if they want the update effort to succeed.
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I believe the present release for 1.9 should work with RSS ok, the worst bug is a flawed implementation of atmospheric temp calculations. That should be fixed next release. Still, we won't support CKAN until it is 100% stable though, which won't be long with any luck. We're getting closer everyday.
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Hmm, can I get a log from when this occured? Even if it has no errors, it could help me diagnose. A savegame for bonus points... Report much appreciated either way! If you'd told me last month I'd be responsible for maintaining Kopernicus, even only in part, I'd have told you you were crazy. To be frank, Kopernicus is just a huge project I didn't think I was smart enough to grasp! But necessity sometimes drives innovation... This is one such case, I'd argue. We didn't want a world without Kopernicus, so we made it happen.
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That is exactly what is planned longterm. For right now we are focusing on just getting a compatible loader going though, then we will focus on adding an interfacing method to work with the new shaders. I'm pushing out a new build of 1.10 to testers now. Should fix the Joolian name issue and other gas-giant issues, fingers crossed. Added to list.
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You were most helpful in diagnosing the issue with Joolian-templated (Gas Giant) bodies, btw. I hope to have a fix pushed out tonight. I'll put you on the list. You should receive a build this evening when next prerelease happens (the old one has a nasty bug with gas giants, don't worry about missing out on it).
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That's the end goal, really. At the moment the code works more like "Look for a templated Jool, take away it's shaders at construction by rebuilding the body from scratch" and obviously that's not working correctly at the moment. I hope to allow a full interface to control the Joolian shader system as well as opt for it eventually. But the first fix will likely just remove Jool's shaders from templated worlds automatically.
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The 1.10 release has a bug with systems with more than two gas giants, I am working on it. Yeah, that's because it doesn't include my buggy gas giant work around (it prevents every gas giant from turning into a Jool appearance). Thanks for the reports everyone. As soon as I identify another way to disable Jool shaders on new gas giants, I will make another release for 1.10.
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It should be, yes. I think that was only in release 1.
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He's using -2, he probably has the OceanFX bug that -3 fixed.
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3.9 kerbalism works in 1.10.0... sorta All you need to do is copy the "19" folder in GameData/Kerbalism/Shaders and name the copy "110." Then edit VersionConfig.xml in your Kerbalism folder to replace the <KBinVersionConstant Include="18">...</KBinVersionConstant> node with the following: <KBinVersionConstant Include="18"> <KSPMinMajor>1</KSPMinMajor> <KSPMinMinor>8</KSPMinMinor> <KSPMinBuild>0</KSPMinBuild> <KSPMaxMajor>1</KSPMaxMajor> <KSPMaxMinor>10</KSPMaxMinor> <KSPMaxBuild>9</KSPMaxBuild> <KSPBuildVersion>1.8.0</KSPBuildVersion> <KSPNETFramework>v4.0</KSPNETFramework> </KBinVersionConstant> Kerbalism now runs. No idea how buggy it may be in practice, but I'm using it ok. I've also blacklisted a few of the new science parts for safety though. If you do this, be sure and indicate you are running in an unsupported config in your bug reports.
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Sure, added you to the list. PM incoming. Keep in mind 1.10 version needs a 1.10 KSP install. Also if you want to track the 1.10 versions dev progress, you can do so here on my bleeding edge playground github (sheesh, that sounds like something you need a tetanus shot for) https://github.com/R-T-B/Kopernicus/tree/dev110
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I will, standby. If you want to test the 1.9 release, just download the latest build from this thread and report bugs you find. If you want to test the really bleeding edge 1.10 release, PM me.