HafCoJoe Posted September 30, 2016 Share Posted September 30, 2016 (edited) 4 minutes ago, blackrack said: I already mentioned I will make a setting to fix this. Current version won't work on 1.1.3, but since 1.2 is not officially released I could make a 1.1.3 release. Personally I would say wait it out for 1.2 (Probably because I'm not running 1.1.3 anymore, only the pre-release. My words could be completely irrelevant as such) - It's right around the corner judging from the Devnotes (Though the bug tracker is still quite full). I'd hate for you to spend time working on something that will get outdated in one or two weeks Edited September 30, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 30, 2016 Share Posted September 30, 2016 that would be awesome! if its too much work though dont worry about it. like i said the current 1.1.3 version does everything i need minus the renaming sun bit Quote Link to comment Share on other sites More sharing options...
Hotaru Posted September 30, 2016 Share Posted September 30, 2016 4 minutes ago, blackrack said: I already mentioned I will make a setting to fix this. Thanks, looks like I overlooked the relevent post because the embedded images weren't loading. Sorry to bother you! Quote Link to comment Share on other sites More sharing options...
blackrack Posted September 30, 2016 Author Share Posted September 30, 2016 Just now, Avera9eJoe said: I'd say wait it out for 1.2 - It's right around the corner judging from the Devnotes (Though the bug tracker is still quite full). I'd hate for you to spend time working on something that will get outdated in one or two weeks Just now, Galileo said: that would be awesome! if its too much work though dont worry about it. like i said the current 1.1.3 version does everything i need minus the renaming sun bit It's not much work at all actually, just have to copy back the old shader loading mechanism from an older commit. But let me sort out moduleManager compatibility before I do that. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 30, 2016 Share Posted September 30, 2016 Just now, blackrack said: It's not much work at all actually, just have to copy back the old shader loading mechanism from an older commit. But let me sort out moduleManager compatibility before I do that. heck ya! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted September 30, 2016 Share Posted September 30, 2016 'aight Quote Link to comment Share on other sites More sharing options...
KerbalMan23 Posted September 30, 2016 Share Posted September 30, 2016 14 hours ago, blackrack said: And after all these launches, a giant pollution spill engulfed Kerbin forever and ever. Looky here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00250-28092016-12-compatibility/&do=findComment&comment=2773471 I already got the thing. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 1, 2016 Author Share Posted October 1, 2016 12 hours ago, KerbalMan23 said: I already got the thing. I checked again and it appears my fix only works in map view or high orbit. Just disable cloud shadows for now and wait until rbray is back. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 1, 2016 Share Posted October 1, 2016 9 hours ago, blackrack said: I checked again and it appears my fix only works in map view or high orbit. Just disable cloud shadows for now and wait until rbray is back. hmmm - randomly curious, would it save FPS in any way if scatterer was disabled in map view (Not that I really need more frames)? So that it would only be visible in flight? - I'm imagining somehow turning the map view into a computer generated looking view, Almost homeworld-esque but not quite that simplistic. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 1, 2016 Author Share Posted October 1, 2016 (edited) On 10/1/2016 at 9:03 PM, Avera9eJoe said: hmmm - randomly curious, would it save FPS in any way if scatterer was disabled in map view (Not that I really need more frames)? So that it would only be visible in flight? - I'm imagining somehow turning the map view into a computer generated looking view, Almost homeworld-esque but not quite that simplistic. It won't save much. I love the homeworld map view btw. Edited: Alright everyone, I made the necessary changes for ModuleManager compatbility, @Poodmund @Galileo @sDaZe @Nhawks17 @Proot let me know if there are any issues or you have any suggestions. Make sure you include the assetPath when you migrate your configs, see included configs for examples. I also fixed the issues with EVE cloud shadows interfering with the atmosphere, you need both this version of scatterer and the EVE fix I already posted here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00250-28092016-12-compatibility/&do=findComment&comment=2773471 @KerbalMan23 try this. This version is released for both 1.2 and 1.1.3, the 1.1.3 version includes the ocean fix and multiple sun flares that weren't previously released for 1.1.3. Links are in the OP. Have fun. Edited October 2, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Share Posted October 2, 2016 you rock @blackrack Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) 10 minutes ago, Galileo said: you rock @blackrack Thanks man. Edited: Btw @Galileo I just realized I left the planetshine settings in the config file, but that feature is far from finished and is disabled in the .dll files I released, so don't get too excited when you see planetshine entries in the config files and don't waste your time fiddling with them either, they're safe to delete. Edited October 2, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 2, 2016 Share Posted October 2, 2016 On 10/1/2016 at 4:21 PM, blackrack said: Alright everyone, I made the necessary changes for ModuleManager compatbility This makes me so happy. Brilliant work as always blackrack! Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Share Posted October 2, 2016 thats all good! i already set up the nodes for when its ready also what do i need to change to change the name of the sun just this? mainSunCelestialBodyName = Sun or do i also need to change sunflares { Item = Sun } or this? Sun { //path to sunflare textures assetPath = scatterer/config/Sunflares/Sun ill play around and see Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 3, 2016 Author Share Posted October 3, 2016 40 minutes ago, Galileo said: thats all good! i already set up the nodes for when its ready also what do i need to change to change the name of the sun just this? mainSunCelestialBodyName = Sun or do i also need to change sunflares { Item = Sun } or this? Sun { //path to sunflare textures assetPath = scatterer/config/Sunflares/Sun ill play around and see Change all three. You can have multiple flares btw by adding entries in 2 and 3. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 3, 2016 Share Posted October 3, 2016 (edited) I saw that! So cool! ok so I got everthing running fine but hit one little snag. looks like the godrays are acting up again after entering a facility and exiting it seems to fix it but it returns every now and again BTW everything is running really smooth. LOVE the new set up now. This is probably the best release so far. cant wait for the planet shine! Edited October 3, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 3, 2016 Share Posted October 3, 2016 (edited) @blackrack You are flippen amazing! This new update looks outstanding. and as @Galileo said. Runs super smooth. I only wish I had more mods in my 1.2 and 1.1.3 installs to use them more. (this may be insentive enough to just push me into the new updates. Hey a quick visual question. I have not seen anyone ask or answer this yet on the forums. The new system in 1.1.3 / 1.2 will cut through textures at an increased distance when zooming in for close ups. (You can see inside parts and Kerbals heads when zoomed way in) Does anyone know of a way to tweak this to have a feel more like 1.0.5? This will hurt me on a Youtube series I have been procrastinating on continuing. May need to keep a 1.0.5 install around just for close ups indoor filming. Edited October 3, 2016 by V8jester Quote Link to comment Share on other sites More sharing options...
Hotaru Posted October 3, 2016 Share Posted October 3, 2016 34 minutes ago, V8jester said: Hey a quick visual question. I have not seen anyone ask or answer this yet on the forums. The new system in 1.1.3 / 1.2 will cut through textures at an increased distance when zooming in for close ups. (You can see inside parts and Kerbals heads when zoomed way in) Does anyone know of a way to tweak this to have a feel more like 1.0.5? This will hurt me on a Youtube series I have been procrastinating on continuing. May need to keep a 1.0.5 install around just for close ups indoor filming. Change "near clip plane" in the config. Default is 1.0, I have it turned down to 0.1 to resolve that problem (although presumably that might cause the Z-fighting with the ocean edges which that setting is meant to fix). Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted October 3, 2016 Share Posted October 3, 2016 (edited) @blackrack Just a notice, I think the 1.2.1564 prerelease update broke some mods again, cause they have a new map-open-check, I think. Much mods now spam a "MissingFieldException: Field '.MapView.MapIsEnabled' not found." From the changelog: "Added a map toggle interface for add-ons" Edited October 3, 2016 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 3, 2016 Author Share Posted October 3, 2016 43 minutes ago, Jebs_SY said: @blackrack Just a notice, I think the 1.2.1564 prerelease update broke some mods again, cause they have a new map-open-check, I think. Much mods now spam a "MissingFieldException: Field '.MapView.MapIsEnabled' not found." From the changelog: "Added a map toggle interface for add-ons" Is this a new version? I'll fix it soon. Quote Link to comment Share on other sites More sharing options...
Valerian Posted October 4, 2016 Share Posted October 4, 2016 On 10/3/2016 at 1:57 PM, blackrack said: Is this a new version? I'll fix it soon. "MapView.MapIsEnabled" used to be a field and is now a property, so you just need to recompile it. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 4, 2016 Author Share Posted October 4, 2016 1 hour ago, Valerian said: "MapView.MapIsEnabled" used to be a field and is now a property, so you just need to recompile it. Done, fixed .dll here: https://mega.nz/#!TFZzmL4D!ob2BTkD4ECa90hvvKfxtL1g_V3YUORY8PVhsaWq9uxU Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 4, 2016 Share Posted October 4, 2016 3 minutes ago, blackrack said: Done, fixed .dll here: https://mega.nz/#!TFZzmL4D!ob2BTkD4ECa90hvvKfxtL1g_V3YUORY8PVhsaWq9uxU You know, I'm pretty much convinced you don't sleep and are chained to a desk in somebodies basement Thanks dude! Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 4, 2016 Author Share Posted October 4, 2016 1 minute ago, V8jester said: You know, I'm pretty much convinced you don't sleep and are chained to a desk in somebodies basement Thanks dude! Haha I literally just pressed the "build" button and upload a 200kb file Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 4, 2016 Share Posted October 4, 2016 4 minutes ago, blackrack said: Haha I literally just pressed the "build" button and upload a 200kb file Hey you do a lot around here. And that's saying something when every other post on this thread tends to be "no ocean" or "fix my game with 500 mods in it" So really thanks man for all the hard work and patients that's more than we can say for a lot of guys on here. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.