Samapico Posted December 6, 2015 Share Posted December 6, 2015 4 hours ago, blackrack said: Did you download the newest version I uploaded today? Fix is in the last page, I'll put it in the OP. I haven't rolled out a proper fixed version yet because I want to finish something first. The link for the fix is dead for me. It says the file is not available anymore Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted December 6, 2015 Share Posted December 6, 2015 (edited) On 12/04/2015 18:37:35, blackrack said: READ THE KNOWN ISSUES SECTION BEFORE POSTING @blackrack Thank you for your unlimited patience as well as this beautiful mod Edited December 6, 2015 by Kaa253 Quote Link to comment Share on other sites More sharing options...
Columbia Posted December 6, 2015 Share Posted December 6, 2015 19 hours ago, Speadge said: @Columbia Do you run Linux or WIndows? i think those screens have been posted before - perhaps you can find similar reports from page 90+ with a fix. For just beein on windows, i have to drop here for helping, sorry I run Mac. 10.10, Yosemite -- 64bit. 19 hours ago, blackrack said: Could you try increasing or lowering m_resolution like Djolox suggested? I tried, it doesn't seem to do much. Here are my mods, if you need it: BDArmory Burn Together Camera Tools Infernal Robotics No Offset Limits Scatterer Take Command and VesselMover. Thanks! Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted December 6, 2015 Share Posted December 6, 2015 Anyone know the key combination in Linux for the UI, it used to not work in anything but DX11 is that right? Quote Link to comment Share on other sites More sharing options...
Columbia Posted December 6, 2015 Share Posted December 6, 2015 (edited) Okay, so I found something: When it's zoomed close to the water, the textures appear, in a small radius, and only if the camera is facing directly toward it. 19 minutes ago, selfish_meme said: Anyone know the key combination in Linux for the UI, it used to not work in anything but DX11 is that right? Alt + F11 doesn't work? Edited December 6, 2015 by Columbia Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted December 6, 2015 Share Posted December 6, 2015 1 minute ago, Columbia said: Okay, so I found something: When it's zoomed close to the water, the textures appear, in a small radius, and only if the camera is facing directly toward it. lt + F11 doesn't work? Nope, but alt isn't the mod key for Linux, however right-shift f11 does not work either. I am unsure whether the ui works at all in opengl. I do know not to apply settings in opengl..... Quote Link to comment Share on other sites More sharing options...
Columbia Posted December 6, 2015 Share Posted December 6, 2015 4 minutes ago, selfish_meme said: Nope, but alt isn't the mod key for Linux, however right-shift f11 does not work either. I am unsure whether the ui works at all in opengl. I do know not to apply settings in opengl..... Ohhh. I see. And.. After a few flights, Scatterer seems to disable itself -- Ocean disappears, sky is on the default KSP sky and the menu is like this: Then after a revert to the editor and another flight, Scatterer is back again: Quote Link to comment Share on other sites More sharing options...
Deadpan110 Posted December 6, 2015 Share Posted December 6, 2015 36 minutes ago, selfish_meme said: Nope, but alt isn't the mod key for Linux, however right-shift f11 does not work either. I am unsure whether the ui works at all in opengl. I do know not to apply settings in opengl..... I can also confirm the key bindings do not work in Linux. Left ALT + Function causes desktop related menus to appear. KSP uses MODIFIER_KEY within settings.cfg and has the following set in Linux by default: MODIFIER_KEY { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Other things to note: Modifier + F12 = KSP Debug/Cheat menu (as we all know) Modifier + F11 = ModuleManager Menu Modifier + F10 = will be perfect for us Linux folk (I think) Quote Link to comment Share on other sites More sharing options...
raath Posted December 6, 2015 Share Posted December 6, 2015 (edited) 4 hours ago, Deadpan110 said: I can also confirm the key bindings do not work in Linux. Left ALT + Function causes desktop related menus to appear. KSP uses MODIFIER_KEY within settings.cfg and has the following set in Linux by default: MODIFIER_KEY { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } Other things to note: Modifier + F12 = KSP Debug/Cheat menu (as we all know) Modifier + F11 = ModuleManager Menu Modifier + F10 = will be perfect for us Linux folk (I think) Might be something on your DE. I'm on Mint 17.2 cinnamon and Alt+F11 works fine for me. Edited December 6, 2015 by raath Quote Link to comment Share on other sites More sharing options...
million_lights Posted December 6, 2015 Share Posted December 6, 2015 (edited) I am adjusting the configs to make them work with the "Toy Solar System" mod ( 1 / 10th scale). Its coming along nicely but On EVE there are two major problems I am trying to get rid of. Is there a way to get rid of those lines and MAYBE the (in this case) purple Sidebars? Open the spoiler to see the Screenshot (I hate pic spam in forums, hopefully you do too, appreciate this and do it yourself in the future! ) Spoiler Thanks a lot ! -Mil Edited December 6, 2015 by million_lights Quote Link to comment Share on other sites More sharing options...
McPoisoned Posted December 6, 2015 Share Posted December 6, 2015 (edited) The ocean shaders are just way too good: Edited December 6, 2015 by McPoisoned Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 6, 2015 Author Share Posted December 6, 2015 (edited) 2 hours ago, million_lights said: I am adjusting the configs to make them work with the "Toy Solar System" mod ( 1 / 10th scale). Its coming along nicely but On EVE there are two major problems I am trying to get rid of. Is there a way to get rid of those lines and MAYBE the (in this case) purple Sidebars? Open the spoiler to see the Screenshot (I hate pic spam in forums, hopefully you do too, appreciate this and do it yourself in the future! ) Hide contents Thanks a lot ! -Mil How are you adjusting the heights? Through the config tool or through the new UI scale settings? In any case I don't have any solution for these yet, all sorts of artifacts appear when you make the atmo about 3x higher than default or more, my current Duna config also look pretty awful and has plenty of problems like that. If you're doing this through the UI I'd suggest giving the config tool a try, not sure if you'd get any better results though. 9 hours ago, Samapico said: The link for the fix is dead for me. It says the file is not available anymore Seems to work fine: https://mega.nz/#!3cJ2jJjQ!rurSNC9jildjOmDOcOv5RGpwly6IJniMrIguJoDeF6Q 1 hour ago, McPoisoned said: The ocean shaders are just way too good: You just wait, I'm working on makin waves interact with ships. Edited December 6, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Speadge Posted December 6, 2015 Share Posted December 6, 2015 1 hour ago, blackrack said: You just wait, I'm working on makin waves interact with ships. looking forwar do see that with wind >17 and AMP > 7 would that mean ships will be able to "sink" lower that Sealevel, cause some of your wavesettings create so big waves, that i am almost floating in the whole between them as the sea between the waves sinks drastically. Quote Link to comment Share on other sites More sharing options...
Dafni Posted December 6, 2015 Share Posted December 6, 2015 I read the known issues and am aware of the fix patch, but I want to share this pics still. Looked like Kerbin got some kind of magnetic field http://imgur.com/a/ohtEc Quote Link to comment Share on other sites More sharing options...
Space Cowbuoy Posted December 6, 2015 Share Posted December 6, 2015 1 hour ago, blackrack said: You just wait, I'm working on makin waves interact with ships. All of this, in my face, right now!!!!1 XD In the mean time I've tried everything you've suggested @blackrack but I'm still getting these strange green triangular artefacts coming down from the horizon, they are in 1.0.4 and 1.0.5 now... The only way they disappear is if I set the oceanrenderqueue to 3000 or really close to that; for example at 2500-2990 they still appear. The sea looks weird when it's up at 3000 though. Strangely they only appeared when I got up in altitude to 50% cfgpoint1. I tested this multiple times and tried to see any settings that changed massively between the two points. Again sorry if this is more useless noise, but I've not seen anybody else with this green triangle thing. I knew I was asking for trouble running it in 1.0.4, and 64-bit, but I thought you'd like to know I see the same thing in 1.0.5 Peace man x Quote Link to comment Share on other sites More sharing options...
Death Engineering Posted December 6, 2015 Share Posted December 6, 2015 (edited) This is working brilliantly for me. Thanks for your amazing work, @blackrack ! (pretend there's a great pic of a foggy Duna valley) http://i.imgur.com/W0yiL1kl.png Edited December 6, 2015 by Death Engineering Quote Link to comment Share on other sites More sharing options...
visivante Posted December 6, 2015 Share Posted December 6, 2015 Not sure if EVE or Scatterer is causing this, but I'll post these images to the EVE thread as well. In the last couple versions of Scatterer/EVE I've started seeing this: Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted December 6, 2015 Share Posted December 6, 2015 1 minute ago, visivante said: Not sure if EVE or Scatterer is causing this, but I'll post these images to the EVE thread as well. In the last couple versions of Scatterer/EVE I've started seeing this: I believe that is a EVE issue, I had just EVE installed and it would do that from time to time. Quote Link to comment Share on other sites More sharing options...
visivante Posted December 6, 2015 Share Posted December 6, 2015 2 minutes ago, Itsdavyjones said: I believe that is a EVE issue, I had just EVE installed and it would do that from time to time. Well, that doesn't necessarily mean that EVE is causing the issue. Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted December 6, 2015 Share Posted December 6, 2015 6 minutes ago, visivante said: Well, that doesn't necessarily mean that EVE is causing the issue. True enough, but it rules out scatter as the cause. Quote Link to comment Share on other sites More sharing options...
Deutherius Posted December 6, 2015 Share Posted December 6, 2015 1 hour ago, Space Cowbuoy said: All of this, in my face, right now!!!!1 XD In the mean time I've tried everything you've suggested @blackrack but I'm still getting these strange green triangular artefacts coming down from the horizon, they are in 1.0.4 and 1.0.5 now... The only way they disappear is if I set the oceanrenderqueue to 3000 or really close to that; for example at 2500-2990 they still appear. The sea looks weird when it's up at 3000 though. Strangely they only appeared when I got up in altitude to 50% cfgpoint1. I tested this multiple times and tried to see any settings that changed massively between the two points. Again sorry if this is more useless noise, but I've not seen anybody else with this green triangle thing. I knew I was asking for trouble running it in 1.0.4, and 64-bit, but I thought you'd like to know I see the same thing in 1.0.5 Peace man x I have these too - I managed to find two ways to make them go away. Turn off atmospheric PostProcessing (yeah, kinda beats the purpose of having the mod) or force d3d11. Anyway, this is one of the best mods I have ever seen and used. The oceans look so damn good I hardly ever go to space anymore. Quote Link to comment Share on other sites More sharing options...
visivante Posted December 6, 2015 Share Posted December 6, 2015 1 hour ago, Itsdavyjones said: True enough, but it rules out scatter as the cause. Sorry if I'm being thick, but how is that so? Quote Link to comment Share on other sites More sharing options...
Space Cowbuoy Posted December 6, 2015 Share Posted December 6, 2015 43 minutes ago, Deutherius said: I have these too - I managed to find two ways to make them go away. Turn off atmospheric PostProcessing (yeah, kinda beats the purpose of having the mod) or force d3d11. Thanks for the suggestions @Deutherius really appreciate the help! Yeah, I'd noticed toggling post processing got rid of it too but like you say why do that lol? At least it leaves the ocean shaders if I'm really desperate ha! As for using dx11 I don't have a problem doing that I haven't tested it yet myself [so far in testing on using dx9] and I'll give it a go. Only thing is have you noticed any bugs or glitches arising from using dx11? Some people on here have been saying it's more unstable with scatterer than 9. Peace bro x Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 6, 2015 Author Share Posted December 6, 2015 (edited) 2 hours ago, Speadge said: looking forwar do see that with wind >17 and AMP > 7 would that mean ships will be able to "sink" lower that Sealevel, cause some of your wavesettings create so big waves, that i am almost floating in the whole between them as the sea between the waves sinks drastically. Yes, they will sink way below sea level and rise way higher. That is the reason I've been reluctant to put windy or rough seas as the default setting and put the tamest one as default, because otherwise you'd be floating between them all the time, this is what I'm trying to address now. 2 hours ago, Space Cowbuoy said: All of this, in my face, right now!!!!1 XD In the mean time I've tried everything you've suggested @blackrack but I'm still getting these strange green triangular artefacts coming down from the horizon, they are in 1.0.4 and 1.0.5 now... The only way they disappear is if I set the oceanrenderqueue to 3000 or really close to that; for example at 2500-2990 they still appear. The sea looks weird when it's up at 3000 though. Strangely they only appeared when I got up in altitude to 50% cfgpoint1. I tested this multiple times and tried to see any settings that changed massively between the two points. Again sorry if this is more useless noise, but I've not seen anybody else with this green triangle thing. I knew I was asking for trouble running it in 1.0.4, and 64-bit, but I thought you'd like to know I see the same thing in 1.0.5 Peace man x Hi, could you please test in dx11 and see if this persists? Also try without EVE and see if they go away or not, this might help me determine the cause. Edited: didn't notice there was a new page. 1 hour ago, Itsdavyjones said: I believe that is a EVE issue, I had just EVE installed and it would do that from time to time. 1 hour ago, Itsdavyjones said: True enough, but it rules out scatter as the cause. It's a scatterer issue I believe, fix is to go into the files CompiledSkyScaled.shader , CompiledSkyExtinction.shader , CompiledAtmosphericScatter.shader CompiledAtmosphericScatter24bitdepth.shader and replace "IGNOREPROJECTOR"="true" with "IgnoreProjector"="True" Unity keeps messing up these tags after each shader recompile. Please report back if this fixes it. 2 minutes ago, Space Cowbuoy said: Thanks for the suggestions @Deutherius really appreciate the help! Yeah, I'd noticed toggling post processing got rid of it too but like you say why do that lol? At least it leaves the ocean shaders if I'm really desperate ha! As for using dx11 I don't have a problem doing that I haven't tested it yet myself [so far in testing on using dx9] and I'll give it a go. Only thing is have you noticed any bugs or glitches arising from using dx11? Some people on here have been saying it's more unstable with scatterer than 9. Peace bro x Most of the dx11 issues now have workarounds, the only big issue is an aliased line along the horizon. Funny thing is I now play exclusively in dx11 and 64bit and it's much more stable than anything else. Edited December 6, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Space Cowbuoy Posted December 6, 2015 Share Posted December 6, 2015 (edited) 23 minutes ago, blackrack said: Hi, could you please test in dx11 and see if this persists? Also try without EVE and see if they go away or not, this might help me determine the cause. Hi back at you man Did the test. Removing EVE didn't help with the green jaggies, but running in dx11 did remove them. However the post processing layer, the ocean layer and the edges of landmasses especially [interplay between sea and sky shaders?] have begun to flicker like crazy in dx11. There was some flickering before when moving the camera, but moving the camera or zooming now causes serious flickering especially at high altitude. Everything else, as far as I can tell, is working great. BTW: I was also having the weird halo over Kerbin [which I thought best not to complain about ha] and those new files you provided cleared that up quick smart, good stuff!! x EDIT: Oh my stars, flickering aside, it looks so convincing; can't compliment you enough. EDIT 2: Did anyone disclose the settings for the ocean shader as seen in the OP screenshots? It reminds me of the sea in Empire TW and I want it!! Edited December 6, 2015 by Space Cowbuoy question for the room Quote Link to comment Share on other sites More sharing options...
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