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[1.6.x] RasterPropMonitor - Development Stopped (v0.30.6, 29 December 2018)


MOARdV

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  On 4/22/2016 at 1:46 PM, MOARdV said:

I would definitely try at least OS X without mods and see if it works.  The other possibility is that I have too narrow of a selection of shader modes, such that some *nix flavors aren't finding a defined mode, and they're falling back to the generic "no shader" shader.  I can make a test build to see if that's it, but I'd need it tested, since I can't reproduce the failure (I'm strictly Windows).

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I'd be happy to pilot your test build on Linux.

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  On 4/22/2016 at 2:01 PM, HebaruSan said:

I'd be happy to pilot your test build on Linux.

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Many thanks for offering to test it.  It's on DropBox now.  It may or may not make a difference - if it doesn't work, it most likely means I will have to sort out the "new" way of bundling shaders, which has not gone too well so far for me.

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  On 4/22/2016 at 2:18 PM, MOARdV said:

Many thanks for offering to test it.  It's on DropBox now.  It may or may not make a difference - if it doesn't work, it most likely means I will have to sort out the "new" way of bundling shaders, which has not gone too well so far for me.

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Cool, I will take a look and report back, but it will be 10 or so hours before I have the opportunity.

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  On 4/21/2016 at 4:55 PM, InsaneDruid said:

Hey. I hope you guys can help me:

I have set up a monitor with an external camera attached just fine. But is is possible to lower the cameras near clipping plane? It seems to be quite high and I would like to shield the camera (and thus block the view of it) with an object (during ascent), but this object would need to be meters big now before the camera sees it/gets blocked in view by it.

If this inst possible i probably have to go the way with Master-slave usage of JSIActionGroupSwitch to have the shield object move withj an animation and the monitor page turned on with a button or something, but the way by just decoupling the object would be nicer.

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May I re-ask this question, as it might be lost in some more important discussion.

 

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  On 4/22/2016 at 3:06 PM, InsaneDruid said:

 

May I re-ask this question, as it might be lost in some more important discussion.

 

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I did intend to answer, but I got caught up with the "pink text" problem.  Sorry.

In response to your question: right now the camera inherits the configuration of the normal game flight cameras.  It looks like it is possible for me to change the near clipping plane, but I have not tested this to see what side-effects it may introduce.  I will have to experiment.

What distance would you prefer it to have, so I can try it here and see what happens?  If it's something that I can change, I will make this a configurable option, so you can control it for your parts specifically without needing RPM to rebuild if something changes in your models.

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  On 4/22/2016 at 1:46 PM, MOARdV said:

I would definitely try at least OS X without mods and see if it works.  The other possibility is that I have too narrow of a selection of shader modes, such that some *nix flavors aren't finding a defined mode, and they're falling back to the generic "no shader" shader.  I can make a test build to see if that's it, but I'd need it tested, since I can't reproduce the failure (I'm strictly Windows).

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I can do in osx

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  On 4/22/2016 at 2:18 PM, MOARdV said:

Many thanks for offering to test it.  It's on DropBox now.  It may or may not make a difference - if it doesn't work, it most likely means I will have to sort out the "new" way of bundling shaders, which has not gone too well so far for me.

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Pink boxes are still present in this build.  Fedora 23, Nvidia GTX 660, Nvidia blob 361.42.

sqqsxm.png

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  On 4/22/2016 at 8:20 PM, Sandworm said:

CC.  The latest dropbox version (Dev.0.25.0) seems to be working under Ubuntu linux.  I've only tested on pad, and with external camera, but all seems well.    THANKS!

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Okay.  It looks like, unless @HebaruSan sees something different, that was the fix.  I'll plan on making a v0.25.1 release late this evening or tomorrow morning, once I get a final yay-or-nay from HebaruSan.

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Hello guys

After install this mod I´m getting graphic issues in other one; SVE. If I enter IVA and use a monitor some terrain and atm texture dissapear. Someone else is having this issue?

Thanks!

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  On 4/22/2016 at 8:55 PM, swoosh said:

Hello guys

After install this mod I´m getting graphic issues in other one; SVE. If I enter IVA and use a monitor some terrain and atm texture dissapear. Someone else is having this issue?

Thanks!

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This seems to be an issue related to your install. I have SVE and RPM installed and experience no issues. Try removing SVE and check out if everything is working, then reinstall it (check if you have the updated version, it got updated today). If the issue keeps appearing it might be another mod. 

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  On 4/22/2016 at 9:24 PM, Ghosty141 said:

This seems to be an issue related to your install. I have SVE and RPM installed and experience no issues. Try removing SVE and check out if everything is working, then reinstall it (check if you have the updated version, it got updated today). If the issue keeps appearing it might be another mod. 

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I did it but the issue is there :(

RPM alone works ok. Then I install SVE (with the update from today, 0.6.4 and scatterer and kopernicus, updated too). It works well until I enter IVA and power on one of the monitors (any function), then the issue appears when I exit IVA:

J2gF9zx.jpg

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@swoosh I think what you're running into is an interaction between bug #9344 and Scatterer's FoV problems.  When you zoom in to see the instruments in IVA, that changes the field of view globally.  And Scatterer seems to assume the default FoV for ocean positioning purposes, so you end up with the drawn at some crazy angle and clipping into the land.

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  On 4/22/2016 at 10:22 PM, Vegemeister said:

@swoosh I think what you're running into is an interaction between bug #9344 and Scatterer's FoV problems.  When you zoom in to see the instruments in IVA, that changes the field of view globally.  And Scatterer seems to assume the default FoV for ocean positioning purposes, so you end up with the drawn at some crazy angle and clipping into the land.

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This! ^^

I thought it was the monitors, but it was the zoom in IVA. If I reset the FoV in IVA then the issue go away. You save my day :)

Is there some fix for this? or we have to reset FoV everytime?

Again, thx for the info @Vegemeister!!

Edited by swoosh
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  On 4/22/2016 at 8:49 PM, MOARdV said:

Okay.  It looks like, unless @HebaruSan sees something different, that was the fix.  I'll plan on making a v0.25.1 release late this evening or tomorrow morning, once I get a final yay-or-nay from HebaruSan.

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Yup, works for me, too. Kudos on such a quick turnaround for this fix. Still one of my favorite quality of life eye candy mods.

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Hey guys, I've been trying to install RPM, but it doesn't seem to be working at all. I mean, the capsules are unmodified, and there is no indication that the mod was ever installed.

I installed manually, so that the JSI folder has 4 subfolders.

I looked through the debug log and found a few lines that looked interesting:

[Log]: RPMVesselComputer: Initializing RPM version 0.25.0.36940

[Warning]: [Part]: PartModule TransferDialogSpawner at mk2LanderCabin, index 6: index exceeds module count as defined in cfg.
Looking for TransferDialogSpawner in other indices...

[Warning]: ...no TransferDialogSpawner module found on part definition. Skipping...

This is on KSP version 1.1

Here is the full log, very long:

  Reveal hidden contents

Thank you guys!

 

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