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rbray89

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Everything posted by rbray89

  1. It isn't outside the realm of possibility. My choice of PNG was simply for convenience and disk-space. The annoying thing will be figuring out how to save it as DDS.
  2. 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.
  3. It seems I accidentally dropped the folder checking, so by default, everything is made unreadable and smaller... I'll fix that tonight. - - - Updated - - - probably due to log spam from another mod not liking the textures as non-readable. Fixing tonight.
  4. 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.
  5. 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.
  6. Hmmm... I like that idea. Ignoring things that are really small and wouldn't benefit from re-scalling. I'll add that in tonight.
  7. Haha, no man. The credit goes to you. I'm just an enabler.
  8. I can say with some (MUCH) degree of certainty that the cfg files we have in-place are being used. That being said, with the new additions, there may be config updates that are required to optimize the textures for display.
  9. Raw KSP alone sits at 1.7GB. before, it was much lower. With aggressive ATM, memory usage sits at 1.4GB. KSP is getting huge.
  10. I think one of the problems may be that KSP uses a lot more memory to start off with now...
  11. Those exceptions can be ignored... they aren't important to the loading.
  12. Reported savings are not accurate at all I'm afraid. Will be fixing that at some point in the future.
  13. Looks like it wasn't reading from the configs. Should be fixed to address it.
  14. 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.
  15. 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
  16. 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.
  17. I would suggest using Sarbian's patch until I can figure out what KSP is doing internally now. Before, they would read from the file tree in KSP that I could modify... now it looks like they might be grabbing it before I can get to it.
  18. YIKES!!! OK, looks like something to be goofy with KSP. I'm pulling this update for now.
  19. Alrighty, so with Sarbian's help, I addressed the issue in the loading mechanism. Should work now. https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-5
  20. Sounds like it doesn't work... I'll see about investigating today.
  21. Dang... OK. Well I guess I should try and find time to tackle this. I think I know where it is coming from.
  22. 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.
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