Gojira Posted October 15, 2020 Share Posted October 15, 2020 As mentioned earlier in the thread, no, though I don't remember the exact explanation. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted October 15, 2020 Share Posted October 15, 2020 36 minutes ago, Gojira said: As mentioned earlier in the thread, no, though I don't remember the exact explanation. Rats just came back to edit my post but wasn't quick enough. Yeah I went back and have been reading since the beginning and finally got to that part. Thanks! Quote Link to comment Share on other sites More sharing options...
TBenz Posted October 16, 2020 Share Posted October 16, 2020 On 10/15/2020 at 3:18 AM, mcwaffles2003 said: I swear by the time KSP 2 comes out it is gunna be outdated by the KSP 1 modders These effects are sick Just found this and is "far future technologies" currently under your development? (Or is that another person? The moniker is different, so I have to ask) Nertea is the developer for FFT, Waterfall is actually being developed as a dependency for FFT. Quote Link to comment Share on other sites More sharing options...
TheOneAndOnlyAbbott Posted October 16, 2020 Share Posted October 16, 2020 Is there a waterfall config for your mods such as kerbal atomics, near future tech, cryo engines etc? Quote Link to comment Share on other sites More sharing options...
Starseeker Posted October 17, 2020 Share Posted October 17, 2020 12 hours ago, TheOneAndOnlyAbbott said: Is there a waterfall config for your mods such as kerbal atomics, near future tech, cryo engines etc? Not yet, the mod's still being worked on & templates being made. Quote Link to comment Share on other sites More sharing options...
TheOneAndOnlyAbbott Posted October 17, 2020 Share Posted October 17, 2020 Guess I'll have to settle with RealPlume for now. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 20, 2020 Author Share Posted October 20, 2020 On 10/8/2020 at 1:43 PM, toric5 said: Of course. I had a cut at trying to do a linux shader build. Give it a shot (replace these files in your GameData/Waterfall/Shaders folder) https://github.com/ChrisAdderley/Waterfall/tree/dev/GameData/Waterfall/Shaders Quote Link to comment Share on other sites More sharing options...
toric5 Posted October 20, 2020 Share Posted October 20, 2020 7 hours ago, Nertea said: I had a cut at trying to do a linux shader build. Give it a shot (replace these files in your GameData/Waterfall/Shaders folder) https://github.com/ChrisAdderley/Waterfall/tree/dev/GameData/Waterfall/Shaders it works on most plumes I tested, and they are extremely pretty. However, the swivel is missing a plume (no pink, just missing) and MM is showing 5 warnings on load. log Quote Link to comment Share on other sites More sharing options...
RyanRising Posted October 20, 2020 Share Posted October 20, 2020 6 minutes ago, toric5 said: it works on most plumes I tested, and they are extremely pretty. However, the swivel is missing a plume (no pink, just missing) and MM is showing 5 warnings on load. log Sounds like it's working perfectly on par with the Windows version, then! Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 21, 2020 Author Share Posted October 21, 2020 5 hours ago, toric5 said: it works on most plumes I tested, and they are extremely pretty. However, the swivel is missing a plume (no pink, just missing) and MM is showing 5 warnings on load. log That's great to hear! Quote Link to comment Share on other sites More sharing options...
toric5 Posted October 21, 2020 Share Posted October 21, 2020 13 hours ago, Nertea said: That's great to hear! Glad it was a straightforward fix! Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 27, 2020 Author Share Posted October 27, 2020 (edited) New releases: Waterfall 0.2.1 Log levels can now be specified in settings Lowered log levels by default (less logspam) Fixed a few ModuleManager errors Added more flare textures Added compiled shaders for Linux and OSX (somewhat experimental) WaterfallRestock 0.1.1 Fixed some MM errors for some plumes Fixed some template errors on load Added Swivel, Skipper plumes Edited October 27, 2020 by Nertea Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 31, 2020 Author Share Posted October 31, 2020 Waterfall 0.2.2 Even less log spam Some future stuff getting setup Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 2, 2020 Author Share Posted November 2, 2020 Waterfall 0.2.3 Fixed bad DDS format for some flare textures Quote Link to comment Share on other sites More sharing options...
MaeharaProjekt Posted November 2, 2020 Share Posted November 2, 2020 Nertea's mods are akin to thirst-traps for KSP players. Quote Link to comment Share on other sites More sharing options...
EchoLima Posted November 2, 2020 Share Posted November 2, 2020 How does this interact with RealPlume? Are both useable at the same time? Quote Link to comment Share on other sites More sharing options...
Gojira Posted November 2, 2020 Share Posted November 2, 2020 Both are usable at the same time, since they're two different systems. If you mean on the same engine, it works fine, but it'll be hard to see the Waterfall plumes because of RealPlume. I personally just disable the RealPlumes for engines that use Waterfall. Quote Link to comment Share on other sites More sharing options...
EchoLima Posted November 2, 2020 Share Posted November 2, 2020 38 minutes ago, Gojira said: I personally just disable the RealPlumes for engines that use Waterfall. How do you do this (without disabling the plumes for other engines)? Quote Link to comment Share on other sites More sharing options...
Gojira Posted November 2, 2020 Share Posted November 2, 2020 Delete their configs in RealPlume or RealPlume-Stock. Quote Link to comment Share on other sites More sharing options...
trekfan42 Posted November 2, 2020 Share Posted November 2, 2020 This mod is great! its funny cause I was just working on this today in blender for a render i was doing... Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 3, 2020 Share Posted November 3, 2020 13 hours ago, EchoLima said: How does this interact with RealPlume? Are both useable at the same time? 10 hours ago, Gojira said: Both are usable at the same time, since they're two different systems. If you mean on the same engine, it works fine, but it'll be hard to see the Waterfall plumes because of RealPlume. I personally just disable the RealPlumes for engines that use Waterfall. I'll update RealPlume soon with a :NEEDS[!WaterfallFX] for restock patches so this is automatic. But yes the mods at their core dont conflict, only the patches affecting the parts need to be resolved. If people write configs for other mods with RealPlume configs (that have their patches in RealPlume-stock) please let me know and I will deconflict. Doing that is the only work I will be doing on RealPlume now that Waterfall is in a version controlled release. Quote Link to comment Share on other sites More sharing options...
Gojira Posted November 3, 2020 Share Posted November 3, 2020 @ZorgYou rock, dude. Quote Link to comment Share on other sites More sharing options...
ValiZockt Posted November 3, 2020 Share Posted November 3, 2020 (edited) 2 hours ago, Zorg said: I'll update RealPlume soon with a :NEEDS[!WaterfallFX] for restock patches so this is automatic. But yes the mods at their core dont conflict, only the patches affecting the parts need to be resolved. If people write configs for other mods with RealPlume configs (that have their patches in RealPlume-stock) please let me know and I will deconflict. Doing that is the only work I will be doing on RealPlume now that Waterfall is in a version controlled release. Could that be done theoretically via MM patch? I’m not sure, but that’s what came in my mind: @PART[*]:HAS[ModuleWaterfallFX,~UseRealPlume[True]]:AFTER[<SomeLatePass>] { (Remove RealPlume effects stuff here) } So if theoretically someone wants to have Waterfall & RealPlume effects in one part they could use the UseRealPlume = True variable to stop RealPlume effects getting deleted. Edited November 3, 2020 by ValiZockt Quote Link to comment Share on other sites More sharing options...
RyanRising Posted November 3, 2020 Share Posted November 3, 2020 10 hours ago, Zorg said: I'll update RealPlume soon with a :NEEDS[!WaterfallFX] for restock patches so this is automatic. But yes the mods at their core dont conflict, only the patches affecting the parts need to be resolved. If people write configs for other mods with RealPlume configs (that have their patches in RealPlume-stock) please let me know and I will deconflict. Doing that is the only work I will be doing on RealPlume now that Waterfall is in a version controlled release. Is that because you'll be working on Waterfall plumes or because you just won't be doing plumes in general? Quote Link to comment Share on other sites More sharing options...
Zorg Posted November 3, 2020 Share Posted November 3, 2020 (edited) 24 minutes ago, RyanRising said: Is that because you'll be working on Waterfall plumes or because you just won't be doing plumes in general? I made a few small contributions to waterfall already, perhaps there will be a few more as I start to convert BDB to Waterfall if we require some custom plumes (which can be be ported to Waterfall main.) Its worth noting the main reason I even took over RealPlume back in the day was to help support Restock which was left in limbo after the previous maintainer left with no one else stepping up for months. I think waterfall is the future and so I have zero motivation to add new content to Realplume. I wrote out my thoughts on this on the realplume thread in a little more detail. For me the main reason to keep RealPlume installed alongside Waterfall would be so that engines not patched by Waterfall still has something decent as opposed to stock effects and whatnot as it will take some time for people to catch up to the hundreds of extant realplume configs. The high level of interest in waterfall and the excellent UI which IMO makes creating new effects much easier makes me think major mods will have good support sooner than later though. Edited November 3, 2020 by Zorg Quote Link to comment Share on other sites More sharing options...
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