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rbray89

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Everything posted by rbray89

  1. Oh, it is fine. If there is some sort of issue, I want to nail it down. The older versions had issues with config interpretation, made some textures unreadable that shouldn't have been (specifically Interstellar resource maps and rasterprops images), resized images that shouldn't have been, and had major bugs in memory use due to copy paste issues. Due to these, there is some actual extra memory use in the new version in some cases, but it is necessary for some mods to work. I'm pretty darn confident in this iteration though. You can take a look at the Log to review the textures to make sure all of the rules have been followed, but I am quite certain they are. I think you said that you didn't have any new config files, but if you did add any, they will have to be updated between 4-12 and the current version.
  2. Yeah, just tired it out on my machine and it stopped for a bit. This is because it is a massive texture. Just let it keep going. It will load.
  3. There were many bugs with the memory reporting in the logs before. I like to use the system resources on my computer as a check. Saves the same ammount, but it is actually reported correctly now. As for loading times, the first load should be slow, and subsequent loads should be about 1/2 the time of the first load.
  4. once caching is complete, loading times will be about half of what you get on the first run.
  5. You can check your actual memory usage in system processes. There were many, many bugs in the previous calculation. It is finally fixed and reporting correctly now.
  6. Hmmm... I really should've double checked with my own mod. I'll do this.
  7. Thanks to ecat, we have a robust texture caching system in place now. Games will load MUCH faster after loading for the first time. Normal maps are also 100% fixed for once.
  8. Yes, soon. I am also working on texture caching as ecat demonstrated, so load times will be vastly improved.
  9. What...? Could you please post your ksp.log file? The config should be updated to handle this, but the log file will tell me for sure.
  10. Hmmm... I was thinking of just performing it against the texture file itself (as MBMs can't be read anyways) and comparing the width and height separately and add any more non-data fields to the comparison if anything else is updated (eg. format). I will probably end up creating a format similar to MBM. A flag to indicate Normal or Not, a width and height field, MD5 hash, and of course, data. I was also thinking of just cloning the directory structure, so that it is easier to navigate in case you wanted to take a look. The last thing I was starting to think about, was to encode the files as pngs so that they could be viewed by changing the extension and take up less storage, then store the CRC, normal map flag in a paired config. I have to give you major props for this. Excellent, excellent idea. Much better than my initial attempt by overwriting all the original textures on the file system.
  11. Haha, that would work. I was referring to the fact that KSP loads everything with an extension it recognizes, so I wouldn't be able to store it as a "regular image file" (with extension). I really like the idea of a CRC. I could also do the normal map conversion there too. I think I may have stumbled upon how to fix the normalmap issue. KSP/Unity normalmap handling is WEIRD.
  12. looks like you have issues with other plugins... Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ExtraplanetaryLaunchpads\Launchpad.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. ... Failed to load assembly C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\Kethane\Plugins\MMI_Kethane.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. Looks like I'll have to double check I got all the normal maps. Looks like some NP2 parts might not have been created correctly.
  13. Do you have an old version of the mod still around? try deleting the plugin and all the old config files. (if you don't have visual enhancements you can just delete BoulderCo.
  14. Hmmm... did you modify any configs? The format changed, so if there were any configs that you added, they may have to be modified. Aggresive 2-14 should be REALLY aggressive. In my full mod configuration I was saving nearly 3GB of memory. Are those values the saved memory or the config reporting? Could you please post your KSP.log file?
  15. The problem then becomes saving it where KSP won't load it into memory. That is the tricky part, unless I make some special non-standard-image type cache. Hmmm... that could work.
  16. Regex is Regular Expressions. They allow you to use .Net regular expression syntax to do pattern matching. Ie. .*/Flags/.* matches all textures that reside somewhere in a Flags directory. You can look in the WarpPlugin config for other examples.
  17. New update, should resolve most people's issues. See update log in OP for more details.
  18. I may have to do something like this, though the shader is already pretty beefy at this point. I don't want it to melt anyone's computer
  19. I'm not sure why, but it seems to have issues with warpplugin. I have to investigate more. JSI Rasterprop also seems like it might be having issues too.
  20. Thanks, I've been working on pinning down just what is going on that KSP doesn't like. I should have more results later.
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