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[1.10.x] PlanetShine 0.2.6.3


prestja

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  • 1 month later...

In case it helps: this mod seems to work OK for me in KSP 1.11

I've briefly tested it, with the following list of things installed:

KSP 1.11.0.3045 win x64 (Steam)
Making History 1.11.0
Breaking Ground 1.6.0

Chatterer v0.9.99 - Keep talking!
Click Through Blocker 0.1.10.14
Docking Sounds!! 2.1.12.27690 (10/7/16)
E.V.E. Redux 1.11.1.1 (from blackrack) + Configs-1.2.2.1 (from WazWaz)
Final Frontier 1.10.0-3485 + KerbFleet Custom Ribbons 1.2.0
Kerbal Alarm Clock 3.13.0.0
Module Manager 4.1.4
PlanetShine v0.2.6.3
Rover Wheel Sounds (Revived) v1.8.1.11.20.19 (from DoctorDavinci, .dll overwritten with the one from MAFman)
Scatterer - atmospheric scattering 0.0722
Texture Replacer 4.3
ToolbarController 0.1.9.4
[x] Science! v5.26

The only detail I would mention is that, if played in 4k resolution (3804 x 2160), the UI for this mod is too tiny to see comfortably. It would be great if it could be scaled (maybe just the same as the UI Scale option from stock settings?). At any rate, thank you very much to the developer(s) of this mod!

________

Edit: updated PlanetShine version in my list; the contents of its GameData\PlanetShine\ChangeLog.txt misled me, but I verified the right version in the GameData\PlanetShine\Plugins\PlanetShine.version file.

Edited by alartor
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@prestja thanks for continuing support for Planetshine. I've noticed though that the feature of darkening the sky box while on or near a body's surface has been gone for the last couple versions, is this a glitch or on purpose? It was a feature that I really appreciated.

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  • 4 weeks later...
  • 2 weeks later...

@prestja  Are you only maintaining this mod or you can change the code? I'm asking because there is one feature missing from this mod that was working previously, but broke some time ago. Planet Shine doesn't work on kerbals due to several model and file pathing changes.  I was wondering if that can be restored. 

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10 hours ago, dok_377 said:

@prestja  Are you only maintaining this mod or you can change the code? I'm asking because there is one feature missing from this mod that was working previously, but broke some time ago. Planet Shine doesn't work on kerbals due to several model and file pathing changes.  I was wondering if that can be restored. 

I'm open to making improvements. This is the first I'm hearing of this issue, so thanks for bringing it up.

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9 hours ago, prestja said:

I'm open to making improvements. This is the first I'm hearing of this issue, so thanks for bringing it up.

No problem. This was bugging me for quite some time now. 

Here's an example:
 

Spoiler

NIQvbaN.jpgaHHSpvL.jpg

Doesn't work on any of the three suit models. 

Edited by dok_377
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On 12/31/2020 at 3:02 PM, Ahres said:

@prestja thanks for continuing support for Planetshine. I've noticed though that the feature of darkening the sky box while on or near a body's surface has been gone for the last couple versions, is this a glitch or on purpose? It was a feature that I really appreciated.

Just remembered it’s actually the Distant Object Enhancement mod that does the skybox dimming. My mistake. Thanks for keeping this mod alive. So good. 

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On 2/3/2021 at 12:48 AM, dok_377 said:

No problem. This was bugging me for quite some time now. 

Here's an example:
 

  Hide contents

NIQvbaN.jpgaHHSpvL.jpg

Doesn't work on any of the three suit models. 

Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help.

The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask.

According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16.

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4 hours ago, Iamsodarncool said:

Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help.

The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask.

According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16.

That's some useful information that can be used by @prestja

For me, unfortunately, that doesn't say much. I know some technical terms and what culling and unity layers are, but I'm in no way shape or form a programmer. I wouldn't know how to write a script or how to even compile a simple dll. 

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14 hours ago, Iamsodarncool said:

Hi, I don't have any experience coding KSP mods, but I'm a full time Unity dev so I think I can help.

The problem here is that lights have a culling mask that determines which layers of objects their light affects. Kerbals and ships are on different layers, and the PlanetShine lights do not have the Kerbal layer in their culling mask.

According to the KSP modding documentation on layers, Kerbals are on layer 16. So I think this bug would be fixed by changing line 124 of PlanetShine.cs from light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16);. However if that doesn't work (the modding docs seem pretty out of date so I wouldn't be surprised) you can write a script to find the layer of the Kerbal renderer components and use that number instead of 16.

That was my line of thinking as well. I remember there being changes to how Kerbals were rendered when the EVA suits got updated. Thank you very much for the information. I can get a new version pushed out here soon.

 

9 hours ago, dok_377 said:

That's some useful information that can be used by @prestja

For me, unfortunately, that doesn't say much. I know some technical terms and what culling and unity layers are, but I'm in no way shape or form a programmer. I wouldn't know how to write a script or how to even compile a simple dll. 

No worries ;)

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  • 3 weeks later...
  • 1 month later...
7 minutes ago, Nova1 said:

The planetshine-config dependency doesn't exist on CKAN.

It does, there's "PlanetShine - Default configuration". Like PlanetShine itself it is only marked as compatible with KSP up to 1.10, but if you can install the core PlanetShine, you should be able to install the default configs as well.  Otherwise, try selecting KSP 1.10 as compatible.

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Thank you for maintaining this mod, it’s one of the few visual mods that doesn’t make my old laptop physically cry, yet adds real atmosphere to the game.

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  • 2 months later...
  • 1 month later...
On 4/6/2021 at 4:03 PM, prestja said:
On 4/6/2021 at 2:06 PM, DasSkelett said:

Like PlanetShine itself it is only marked as compatible with KSP up to 1.10

Oh I should change that - thank you for the reminder.

Another reminder: CKAN still says 1.10.

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I'm also seeing an issue with KSP 1.12.2.3167. The loading bar will not go past "Loading part upgrades" and the log shows an error regarding a NullReferenceException: Object reference not set to an instance of an object GameDatabase.CleanupLoaders... I have seen it stated that this is often caused by a DLL assembly missing information that KSP now checks for in 1.12+, most notibly something in regard to "file version" info not being found within the DLL which causes KSP to spin its wheels. With this mod and ModManager only loaded, the issue shows up. Without this mod the issue vanishes.

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