-
Posts
2,719 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rbray89
-
Sorry, but this doesn't really tell me anything. I need your output_log.txt file to be able to do any sort of diagnosis. Pretty much, though the normal map resize is the basic config. Aggressive will half all textures. CPU is either overheating or PSU can't supply enough power. 4-2 loads the cores up to 100%, so your computer needs to be stable at max usage.
-
no... though, that makes me think about what happens with unhandled mods... Could be where the additional memory usage is coming from. could be anything depending on the mod. Some use resource maps or read to get information (eg. EVE uses them as a map for volume cloud spawning). OS? Machine specs? You may have to delete the cache for those files with the update to 4-2.
-
OnStart Is Giving Me Conniptions
rbray89 replied to Apollo13's topic in KSP1 C# Plugin Development Help and Support
Vector2 doesn't work for me, and color is supported as well. Any classes that are added with the persistent tag and have persistent members are converted to a config item. -
With 4-2? did the same thing happen with 4-1? what if you run without ATM? Have you run with Astronomer's Visual Pack before? That one I'm not sure about. Likely resource maps and similar things. You would have to find the configs that say "compress = false" to "compress = true" - - - Updated - - - with 4-2? do you have logs?
-
Memory usage might be up a bit for two reasons: 1) uncompressed textures are supported again. I had forgot about them during DXT caching, so they would always compress. Now, if the config says they shouldn't, they wont. 2) Very Large textures will actually load instead of being skipped (hence the missing clouds) Since these textures are HUGE, they add a good bit to the memory usage (EVE Kerbin 1 would use 8k*8k bytes... so about 67MB in memory. Astronomer has similarly sized textures too...
-
Awesome! Now we can tell people to do this before installing I think. Tried to design it so it wouldn't need to be this way, but I guess that didn't work out. Sounds good! Yeah, I think I'll drop the Nvidia one. Between that, and the fact that the Nvidia port isn't *quite* operational yet, I think libsquish is the way to go. I could see that. Those textures are massive. I think the suggestion of multi threaded compression is a good one. Especially if it works No worries Though part of me would wish that squad would implement some of this on their end The big reason I choose MIT license is so that others can use my code in commercial products (Squad, if you are reading this *HINT* *HINT*)