Jump to content

R-T-B

Members
  • Posts

    2,014
  • Joined

  • Last visited

Everything posted by R-T-B

  1. Oh I didn't mean "work immediately." More like, "we can update it someday" work. It's broke now I'm pretty confident. Sorry, my programmers perspective crept in there. @Prestja, I'm going to be working an almost insane nightshift to play catchup at work this weekend (for some reason boss thinks we must play catchup on projects for COVID-19 downtime at the workplace, go figure). I will try to look at some bugs personally on my own branch during the little time I have, but discord-meet coding is almost surely going to have to be pushed back. Sorry. In the meantime, Is there any particular bug you'd like me to try and sort out on my branch? actually, on second thought, how about this: I'm tempted to work on KopEx while you work on main Kopernicus, if that's alright with you. I have it close to working from past efforts, I think. It'd be nice to have it working as a complement (other than the footstep issues I mentioned)
  2. No, I tested my own build of KopEx Footprints and I literally mean footprint texture. It will work in 1.8.1, but beyond that anywhere with atlas shader is a lost cause from how it's engineered, I think. At least I don't know how to fix it. The atlas shader completely freaks out where the footprint should be, and I have no idea where to begin fixing it. In other important details: It should be noted though I've been working on/off on trying to get these things updated for some time, I'm very busy right now with IRL job and work. I'm on Presja's team in the sense that I am there to support him, but my support in actual time in front of a coding IDE is severely time limited. I can only say that my knowledge is just enough to realize this is a big/huge undertaking and I wish him the best of luck, but my contributions will be more knowledge from my past efforts than code as I can only really code anything on weekends (and even then, maybe just Sunday depending). So wish him the best of luck everyone, as he deserves more credit than me if this works out! I have a strong suspicion this bug is linked to the poorly implemented "Ultra" terrain shaders, which I think is SOMEHOW tied into the texture paths having changed. Unsure, but I'd start hunting there Presja.
  3. I know for a fact the new Atlas terrain shader is not footprint friendly, so at least that part will be extremely hard. It's only on Kerbin now, but will be used on more and more bodies going forward. The rest of the Expansion should work though.
  4. Scatterer should be working, I helped with the update. There is a 1.9.1 eve (also built by me), but it's deprecated because when combined with scatterer, all/most of EVE's bugs are effectively worked around, making it sorta redundant. You can find my builds here if you really want them. Keep in mind I am no longer working on them, as I have teamed up with the Kopernicus project here and that's already more than enough for me... lol https://github.com/R-T-B/EnvironmentalVisualEnhancements/releases Mine as well. We are here to get this up to full "release quality" but right now it's more "beta" When I "play" kerbal and not "test" kerbal, I still am on 1.8.1. But you can help us have that not be the case by reporting bugs! Chief bugs I am aware of in Kopernicus right now are: 1.) Very bad scatter performance, best to just turn them off. 2.) Terrain is only working on highest setting shader, and looks bad/not right. Really the first part is fine, the second is not though. 3.) Oceans are glitched if not using scatterer.
  5. Hello OhioBob, I have a test build of PanelsFix2 on hand if you'd be willing to test. Please reach out to me if interested since you know this issue best.
  6. There were two panel fix branches (hence "PanelsFix2"), hopefully the second one is better? I did not notice those issues but I wasn't strictly watching for them either. Good catch, this sounds probable. Just want to highlight this for Presja. Although I am hopeful this is not the case, it is indeed highly probable that the PanelsFix2 branch wasn't merged for this reason, so be prepared for new bugs there.
  7. I played with JNSQ. To answer your question, no, but I did local system fine and teleported to quite a few for testing fine. It's certainly not bug free. I followed the development. Scatters are borked, as are a few other things that hurt performance but don't immediately manifest as a bug. Unfortunately, I have no idea how to fix them, hence me not making pull requests or my own builds. To me, it sounds like issues with systems with multiple light source stars. It may be that the branch I think you should be building, PanelFix2, fixes this. Maybe try?
  8. I hope you're building the "PanelsFix2" branch. That was the last place development occurred, and it fixes a bug with doubles solar panel power output and finally implements proper multi stellar-body tracking. I've been using a build based on that for months, and it is indeed very mostly bug free. Don't turn on Terrain scatters though, they are a mess performance wise. In the stock solar system, I've done Eve flyby, Moho, Duna, Kerbin, Minmus, and Mun landings. No real issues other than what is already noted, and poor performance in certain environments of course. Kopernicus it should be noted, holds a very high development standard for itself. They are also very hostile to unofficial builds "causing issues with users" because of how invasive their plugin is. Though this has been regularly shown to not really "destroy the solar system," you should be very careful when unofficially updating this plugin, as both a dev and a user. Source: Was a dev, updated Kopernicus in the past, got yelled at.
  9. I swear I saw them on my card, must've been one of those conditional invisibility things (or me mentally blocking bugs... lol.) Still, good to know it's working now.
  10. Yep, basically air turbulence (like on the ocean) causes them. They are a real thing. My version had them too.... or so I hope it did, anyways.
  11. I am kind of doubting it makes a difference, but I started a new game when I tested your scatterer, and thus was not in flight etc. Maybe a factor?
  12. Yeah, my play time is limited but mostly bug free. I think a few people are experiencing external issues unrelated to scatterer during their update.
  13. just a heads up that blackrack has official versions out, as such I am basically closing up shop here. Please see here: https://github.com/LGhassen/Scatterer/releasesways You can always fetch my builds at the old links but really, blackracks should be better. He knows shaders like nobodies business and that's where the rest of the bugs were. I may pick up other projects that interest me later but for now my work here is done.
  14. And with that, my old builds are hearby deprecated until such time as I am needed again (wherever that may be, may look into other projects). Please use blackracks official builds from here. He does a much better job for me, I was just giving us something in the interim. (Glad we didn't have to mess with clipping planes in the end man!)
  15. Sorry for the slow responses, I am genuinely going to have to be honest with you guys that I have fixed most of what I know how to fix... I'll take a look at the new bugs but these strike me as maybe something that in the end will have to fall to blackrack's domain to fix. I really don't know much about the shader code and several days later have still yet to get it to compile normally, and unfortunately, I believe that is where the remaining bugs lie. "I'm trying but it's hard," is the summary of where I'm at, lol. Pah, don't worry about it! I know how it goes, we all get stuck actually playing the game some days! ;)
  16. Thanks. I'm having issues compiling the shaders again (still foreign territory for me I guess) or I'd have something for you to try. You may try it without other mods to see if it's a mod conflict in the meantime. Otherwise, we'll have to wait until I work this out. Hopefully not too long.
  17. This is a new one! Hmm, let me know look at your log file and see if I can't replicate with similar hardware. Thanks for the properly done bug report. EDIT: You did completely replace your scatterer folder last release, right? Not just replace the dll? That could cause this. Otherwise, I may have to try some custom shaders for you as I see your running an older GPU (Kepler model GTX 680), and while it's not underpowered for it's age, it might need some workarounds in the shader code. Let me know if you want to try some simple experimental builds with me.
  18. Oh I'm aware of the steam survey, but usually, it wouldn't matter. We really shouldn't have to compile on different brand cards and I'm still confused as to what's going on there, but for right now I have a card that seemingly is working, so can't be bothered to figure out why it is happening Laziness is a curse like that. Yeah I noticed that close up (seems to take real-super-duper closeups for me but it's certainly there and reproducible). I wish I had a better idea of what was going on there, but I've got to be frank: I've really no idea on that one so a fix is at least a few days away. I'll continue toying with things in hope I find something miraculously broken like I just did, and can thus fix it. You never know.
  19. https://github.com/Kopernicus/Kopernicus/tree/PanelsFix2 They have more recent work in testing. The bugs right now mostly appear to relate to solar panel power output and body selection.
  20. Hello texture/visual pack artists: We found an easy way to detect the Atlas "Ultra" shader (currently only on Kerbin), so future releases will no longer require you to work around the fact that certain values behave differently with it in Scatterer. Sorry for the confusion, I just am not as good as blackrack at finding means to detect what exactly is being loaded, apparently. He figured this one out in no time when he got working on it. So in short, my previous PSA is no longer applicable: Keep your texture packs unmodified, or reverse any modifications you have done in future versions. Scatterer will now treat all Spec RGB values the same regarless of the terrain shader setting. Thanks.
  21. No need, I found the bug. It was indeed occuring everywhere in the local scene, and in some cases, even generating null refs! Pretty bad actually, but I guess it just didn't appear "wrong" enough or out of place enough for me to catch it right off the bat. There is a new release that fixes that, amongst several other things. Release 1.50 is out! Please download that and more importantly, revert to EVE 1.9.0.3 (now the newest), as the two previously newer releases of EVE had a bug that masked several bugs in Scatterer by actually overriding a good shader with a faulty one. It was probably the origin of several cloud bugs, as well. That bold part is important. I'll be rejecting any bugs from here forward with a EVE build of 1.9.0.4 or 1.9.0.5 because those are known faulty builds that actually can mask issues in Scatterer, EVE and elsewhere due to a pretty doofus mistake on my part (hey, at least I'm honest). The good news is while they didn't do anything horribly harmful, they didn't really do anything productive either, so reverting willl work fine and probabably even fix some bugs when you do it. Then, you get to enjoy the nice list of fixes in 1.50 of Scatterer should you desire (hint, the sunflare bug is one of them!) Builds are up now at the usual download locations in the OP. Changelog for Scatterer 1.50 follows: This is a bugfix update to the 1.0 release series of Scatterer. To install simply extract to your KSP install. What was changed / added since Unofficial Release 1.41? 1.) The sunflare code has seen a bugfix allowing it not to render underneath local scenery, and a null reference in the sunflare code was also corrected, potentially improving performance., 2.) The Kerbin "Ultra" atlas shader is now handled properly code-side. This should be transparent to end users and just be a "good thing" provided they completely replace their stock scatterer folder. Please make sure to replace your Kerbin-atmo config in particular with this release, as the Spec RGB values are back to "normal" when using the Ultra shader due to a method of detecting the Atlas shader discovered by blackrack. 3.) The shaders were previously compiled on an AMD Navi card, which seemingly is producing significantly different shaders than those nvidia cards like for some reason. This release simply bundles shaders that were built on a GTX 1060 Pascal nvidia card, which seems to work well on all cards, as tested and proven in a prior hotfix. We don't quite understand why this is, we just know it works and thank the frog god. Remember, in order to install each release I recommend completely replacing the Scatterer folder. Thank you for your continued reports. Here is an example of the fixed sunflare shader on 1.50, using my own custom red dwarf Kerbolar-system mod and a medium communications-relay from my own carreer save. You can see the sunflare now correctly draws over the craft as it should.
  22. Ah! I was looking against terrain geometry. It's obvious against the ship. I think I know what's going on. I think I may be drawing in the wrong layer of the render frame. I'll do some tests.
  23. Hmmm... I'll need to bugtest this on some modern nvidia hardware. If it's just on Kepler stuff and older, I can't really worry too much about it (no offense meant, I welcome pull requests if someone knows what to do, but I'm not about to personally buy a Kepler card for bugtesting or anything), but if it's a more widespread issue it certainly will need fixing. Can I get a screenshot in addition to that log, just to see what you mean? Pretty sure I understand but still I've been caught looking for the wrong thing before... heh. I have a feeling your problem is not just old hardware though. I've had at least one report from an RTX user, and it's weird because there seems to be no pattern as to who/why it happens that I can find. Frustrating. Hence me asking for a screenshot, to make sure I'm not looking for the wrong visual bug. EDIT: Breaking news, just found a big-bad bug in the cloud shader code that is the result of nothing more or less than a RTB-typo. It was not only a bug itself, but was quite possibly hiding other bugs from me. Maybe, just maybe, it was the root of all evil. Once I get some testing done, I'll have some release candidates for a "1.50" release. The final release for this will have all the known shader bugs fixed, with any luck. The release candidates are for beta testing to get us there... but still should be steady improvements. I'm just now starting to understand that weird shader side of things and it feels empowering, lol. PS: Yes, I'll take a poke at the sunflare bug too while I'm at this. EDIT EDIT: No need for a new release, it seems this typo bug is exclusive to EVE and propagated itself in the last two versions. Since no new features have been added since then, I am simply advising everyone to revert EVE versions until further notice (the buggy ones have been pulled). I will continue to work on existing Scatterer bugs like the sunflare bug in the meantime, but that should fix most cloud issues. Just revert EVE to 1.9.0.3. Thanks again for the reports.
  24. I honestly am confused then. Has any release worked for you ever? If so, do you know which one? That'd be where I'd start diagnosing. Let me see your eve config and a KSP logfile as well, if you have no other details. Sometimes they can reveal things. Seems it has something to do with eve then and scatterer fixes it for some users when it replaces eve shaders, hence the mixed reports... plain eve users are left high and dry. Weird. I'll look into that. Maybe the eve shader needs recompile as well on nvidia hardware just like scatterer did. I'll try that later today.
×
×
  • Create New...