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KSP2 Release Notes
Everything posted by rbray89
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Haha... Yeah. Though I do like the way sarbian figured to alter the extension list. That way, we can load everything up using our loading system (as ideally we would load all files anyways) and keep the "white-screen" out of the picture so to speak. Not sure if DatabaseLoader<> only does one texture per frame or not. I remember having to add code to handle multiple images each update otherwise some would be lost if I just used the most recently added. It also provides the possibility of on-demand loading of other assets too... (models & sounds) which I think could be great.
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How are you handling cleanup of the mods? There are many things in EVE that I think would not play nicely with being removed in-game. I could see how other mods might change many stateful aspects of things in KSP that would not work. On the other-hand, If you altered the AddonLoader mechanism to delay loading mods until after a save is selected that could work. It would just mean that in order to properly clean things up, you would have to quit the game to load a new save.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Looks like it is a memory issue. Stuff like this can happen if you get too close to the memory limit. Check your resource monitor to be sure. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
rbray89 replied to pingopete's topic in KSP1 Mod Development
Haha, no man. The credit goes to you. I'm just an enabler. -
Sarbian is awesome! Everyone should give Sarbian rep... Like now. https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-6 Implements a new way to override KSP's internal texture loading altogether. No more waiting for the white screen to dissapear, and textures will load 2x as fast as KSP's loading.
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Believe me... It doesn't. I just tried them and the KSP loader re-loads the textures anyways. Memory usage will actually increase for some reason (likely KSP not flushing after the update) the version posted previously has been updated. Unfortunately, with .25, there is no recourse but to re-load textures after KSP has loaded them. The log debugging also correctly reflects memory saved. https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-5
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So... as far as I can tell, I won't be able to stop KSP from loading (or re-loading) textures. It will always load them. We have two options: 1) re-load textures after KSP has already done this. This means considerably longer loading times. (standard KSP load time + white screen loading time) 2) over-write the textures before KSP can load them. This means the file system will be altered. I might be able to put the textures somewhere else, but it will result in having to re-manage textures.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Dang... OK. Well I guess I should try and find time to tackle this. I think I know where it is coming from. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I've been buying KSP gift codes for people with donations. Right now, there isn't much that can be done I'm afraid. I'm knee-deep in real-life commitments, and don't have any spare time for anything else. It will get better, but not for a couple weeks I'm afraid. I'm really sorry guys.