EH14 Posted September 3 Share Posted September 3 Hi I didnt quite know which thread to post this into but I'm trying to get a save working with Parralax, Galaxies Unbound, and Other Worlds but after the initial loading screen I just boot into an infinite black loading screen. I've tested with a fresh game and with any two of the mods installed it loads correctly but theres something causing a conflict with all three. I know GU is abandoned now but could anyone point me in a direction for what I'd need to look for to attempt to fix it? Log file: https://drive.google.com/file/d/1arZJiu-1buVb_JL_ouUUjKqJn5uvA72w/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
EH14 Posted September 3 Share Posted September 3 (edited) 7 hours ago, EH14 said: Hi I didnt quite know which thread to post this into but I'm trying to get a save working with Parralax, Galaxies Unbound, and Other Worlds but after the initial loading screen I just boot into an infinite black loading screen. I've tested with a fresh game and with any two of the mods installed it loads correctly but theres something causing a conflict with all three. I know GU is abandoned now but could anyone point me in a direction for what I'd need to look for to attempt to fix it? Log file: https://drive.google.com/file/d/1arZJiu-1buVb_JL_ouUUjKqJn5uvA72w/view?usp=sharing I dont want to delete it on the off chance somebody else comes across this, but I've figured out the issue. Other worlds parallax settings file(originally named "ModConfig_Parallax.cfg") is a bit buggy but I fixed it by doing three things, not sure which ones exactly fixed it: I replaced all of the % symbols(%PQS, %MODS, etc) with @ like I've seen in other config files. Then I changed the text at the beginning to read "@Kopernicus:AFTER[OtherWorldsReboot]:NEEDS[Parallax]" and just "Parallax" lower down where the terrain files are defined. Finally I split the config into two files, the first I just named Parallax had the subdivision parameters and a second had the texture declarations. Updated Config Files: https://drive.google.com/drive/folders/1yJ0R2xVTPOuHJEkgnL-aRUicRaqpudm6?usp=sharing Edited September 3 by EH14 Completely fixed my issue Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted September 4 Share Posted September 4 (edited) Parallax-Continued Something is causing a memory leak (Think) and eating 32gbs of ram during loading up the game and crashing my pc. Parallax-Contiuned was the last mod i installed, care to take a look? Every .log file i could find is attached below (Heavily modded, but no problems before installing this Early access version of parallax continued) https://drive.google.com/drive/folders/1oaMRcxDiMgjiK879KWrR8d0Xjcs26Dmn?usp=sharing (Edit 1: It managed to boot this time after reinstalling Lisas's Tweakscale correctly but it still did eat up 95% of the ram. ) Edited September 4 by BSS_Snag Time for a biblical Flood Quote Link to comment Share on other sites More sharing options...
Engineer356 Posted September 7 Share Posted September 7 (edited) I am having issues with black grass and the ocean turning into a black void. Does anyone have any idea what the issue it? Edited September 7 by Engineer356 Quote Link to comment Share on other sites More sharing options...
Errol Posted September 7 Share Posted September 7 10 hours ago, Engineer356 said: I am having issues with black grass and the ocean turning into a black void. Does anyone have any idea what the issue it? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 7 Author Share Posted September 7 (edited) I'm retexturing a lot of the planets and moons that aren't up to spec, and I thought I'd share what I've got so far First off (and it's a pretty minor thing), working ambient occlusion! This screenshot is taken from Bop. Ambient Occlusion, like the name suggests, reduces the strength of the ambient light in surface cavities. The screen-space ambient occlusion provided by TUFX only works on geometry and isn't very good, so you miss out on a lot of the details that baked AO can produce - so Parallax will use baked ambient occlusion to achieve a higher level of detail. It'll be toggleable in the GUI and the performance impact is minimal. And now for the updated planets (so far!) I think the best one to show off first is Vall. Right now, its textures don't really 'look' like any surface at all - is it rock? Is it ice? It doesn't resemble anything! I wanted to use the vanilla textures as a starting point to build off of because the cracks underneath the ice look great, and so I present the new Vall: Next up is Moho and this might be slightly more controversial because I'm leaning more into the fantastical side of things, but I wanted to incorporate the hexagonal surface objects into the terrain itself in some form: And finally, Ike will receive some well deserved love! Its displacement map doesn't hold up very well with the extra detail that Parallax Continued is able to provide and it also didn't really look rocky/dusty either. Hopefully this looks a tad more grounded in reality A quick note on the screenshots above - they were taken with a new feature 'advanced texture blending' which uses the displacement maps to blend textures together more realistically. I realise I never talked about it here, so here is a quick comparison on Vall: And Kerbin, with the sand and the grass: That's all for now, I hope you enjoyed the eyecandy Edited September 7 by Gameslinx Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted September 8 Share Posted September 8 KSP2 wished it could've come close to what you've achieved. This is absolutely stunning! Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted September 11 Share Posted September 11 @Gameslinx huh? What did i just see? I hovered over the parallax-continued icon the the toolbar whilst in the VAB and it switched image for a split second? To bingus? Found it GameData\Parallax\Textures\ bingus.dds I see you https://imgur.com/a/rpNkKTl Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 11 Author Share Posted September 11 10 minutes ago, BSS_Snag said: @Gameslinx huh? What did i just see? I hovered over the parallax-continued icon the the toolbar whilst in the VAB and it switched image for a split second? To bingus? Found it GameData\Parallax\Textures\ bingus.dds I see you https://imgur.com/a/rpNkKTl Every 10 times you hover over the icon it will change to that Quote Link to comment Share on other sites More sharing options...
Streetwind Posted September 17 Share Posted September 17 Quick question, has anyone managed to use Parallax Continued successfully with Kcalbeloh, while using the Home Switch feature to put the KSC on one of the Kcalbeloh planets instead of Kerbin? I keep getting an exception that prevents the game from starting whenever that setting is on. I already went and made a bug report on GitHub, but maybe someone here knows of a potential fix...? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 17 Author Share Posted September 17 (edited) 13 minutes ago, Streetwind said: Quick question, has anyone managed to use Parallax Continued successfully with Kcalbeloh, while using the Home Switch feature to put the KSC on one of the Kcalbeloh planets instead of Kerbin? I keep getting an exception that prevents the game from starting whenever that setting is on. I already went and made a bug report on GitHub, but maybe someone here knows of a potential fix...? I've seen the github issue and it's something I'll be looking into over the next few days. I've never used the home switch feature before so I'm not clued up on how it works Edit: From the log file it looks like Kerbin exists twice. The homeswitch might make the 'new' planet Kerbin, but I would expect the original home world to take on a different name? Edited September 17 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Streetwind Posted September 17 Share Posted September 17 I figured it might be something like that... it's probably quite hard to account for everything that a massive toolkit like Kopernicus offers. It's also possible that something is wrong with the way Kcalbeloh implements its patches too - even before adding Parallax, I occasionally had some weirdness going on during testing (like atmospheric visuals being broken after a fresh game start until the first time going into the tracking station and back out; or the markers for the launch sites drifting around on the planet's surface in map view sometimes...) Quote Link to comment Share on other sites More sharing options...
Phoenix-D Posted September 19 Share Posted September 19 On 9/6/2024 at 5:25 PM, Engineer356 said: I am having issues with black grass and the ocean turning into a black void. Does anyone have any idea what the issue it? Does the ocean turn to a black void gradually, like an oil slick is being poured on to it? If so that's a TUFX problem. Turn off HDR. Quote Link to comment Share on other sites More sharing options...
ProximaCentauri_star Posted October 1 Share Posted October 1 Hell yeah Quote Link to comment Share on other sites More sharing options...
dave1904 Posted October 1 Share Posted October 1 @Gameslinx Im using Deferred, Volumetric clouds and Paralax release 2 with TUFX. Is TUFX required now or not? What settings do you use? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 1 Author Share Posted October 1 2 minutes ago, dave1904 said: @Gameslinx Im using Deferred, Volumetric clouds and Paralax release 2 with TUFX. Is TUFX required now or not? What settings do you use? Tufx isn't required, but I mentioned it in the changelog because there was a bug when TUFX's HDR setting was used alongside Parallax Continued that caused some severe artifacting. It was fixed a few days after release 1, but only mentioned in an edit I use Blackrack's TUFX profile, default settings, alongside Defered and Vol. Clouds Quote Link to comment Share on other sites More sharing options...
dave1904 Posted October 1 Share Posted October 1 7 minutes ago, Gameslinx said: Tufx isn't required, but I mentioned it in the changelog because there was a bug when TUFX's HDR setting was used alongside Parallax Continued that caused some severe artifacting. It was fixed a few days after release 1, but only mentioned in an edit I use Blackrack's TUFX profile, default settings, alongside Defered and Vol. Clouds Same. I need to get settings I like. Im not happy with how bright the ambient light is. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted October 2 Share Posted October 2 (edited) @Gameslinx Hello, just installed the latest release and find out that Pol's terrain illumination problem still exists I don't know if you want to address this now but, is that a bug related to deferred rendering? if it is so please do tell me I will send a bug report. (Edit: it's definitely have been improved, only a little bit wrong on the far side mountain surface I think I'm okay with that) Edited October 2 by jebycheek Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted October 2 Share Posted October 2 @Gameslinx do you have a rough timeline on a public release? Quote Link to comment Share on other sites More sharing options...
Jeb.Kerman Posted October 2 Share Posted October 2 (edited) Will You make a version that does not need OpenGL? I am Asking this because I am on Mac and Apple deprecated openGLfor Mac Edited October 2 by Jeb.Kerman Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 3 Author Share Posted October 3 On 10/2/2024 at 3:57 AM, jebycheek said: @Gameslinx Hello, just installed the latest release and find out that Pol's terrain illumination problem still exists I don't know if you want to address this now but, is that a bug related to deferred rendering? if it is so please do tell me I will send a bug report. (Edit: it's definitely have been improved, only a little bit wrong on the far side mountain surface I think I'm okay with that) It's a Deferred thing, caused by the reflection probe always being centered on the craft but applying reflections to everything. When the craft is in a brightly lit area and you zoom out, that's why you see illuminated terrain that should be dark On 10/2/2024 at 4:54 AM, kspbutitscursed said: do you have a rough timeline on a public release? If the roadmap isn't completed by march-april 2025, I'm aiming for around then. The roadmap is this: Future Plans Remastering the older Parallax assets (Done in PC Release 2) Adding Ambient Occlusion to the terrain (Done in PC Release 2) Adding Parallax to the planets from orbit Adding particle system support to terrain objects 13 hours ago, Jeb.Kerman said: Will You make a version that does not need OpenGL? I am Asking this because I am on Mac and Apple deprecated openGLfor Mac KSP doesn't run on Metal (Apple's current graphics api) from my knowledge so it's out of my control Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted October 3 Share Posted October 3 I can't get the new version of parallax continued to work, I don't know what's wrong. First release worked well. Parallax GUI shows up (settings do not change anything though), but there are no scatters or ground textures from Parallax. It just shows the default KSP textures. I get some exceptions in the log: Spoiler [LOG 19:48:30.076] [ModuleManager] Calling Parallax.ConfigLoader.ModuleManagerPostLoad() [LOG 19:48:30.077] [Parallax] Beginning config load [LOG 19:48:30.077] [Parallax] System Information: [LOG 19:48:30.077] [Parallax] GPU Name: NVIDIA GeForce RTX 4070 SUPER [LOG 19:48:30.077] [Parallax] Renderer Name: Direct3D11 [LOG 19:48:30.078] [Parallax] Supports Compute Shaders: True [LOG 19:48:30.078] [Parallax] Supports Async Readback: True [LOG 19:48:30.078] [Parallax] Available VRAM: 11999 [LOG 19:48:30.078] [Parallax] Available RAM: 32671 [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/DiscardAll [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/Parallax [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/Wireframe [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/Barebones [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/Bubble [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/ParallaxInstancedBiplanar [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/ParallaxInstancedSolid [LOG 19:48:30.648] [Parallax] Loaded shader: TerrainScatters [LOG 19:48:30.657] [Parallax] Loaded shader: Custom/Billboard [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/BlendTest [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/DistanceTest [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowBiomeMap [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowCubemap [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowDensity [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNoise [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNoiseEditor [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNormals [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowSlope [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowUVs [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowWind [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/SphericalCoords [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/TriplanarRotationTest [EXC 19:48:30.662] [ModuleManager] Exception while calling Parallax.ConfigLoader.ModuleManagerPostLoad(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null. Parameter name: value at System.Boolean.Parse (System.String value) [0x00003] in <9577ac7a62ef43179789031239ba8798>:0 at Parallax.ConfigLoader.InitializeGlobalSettings (UrlDir+UrlConfig config) [0x000a3] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at Parallax.ConfigLoader.ModuleManagerPostLoad () [0x0002e] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00617] in <15a1f1ead20a4e7995346c905233ca64>:0 [LOG 19:48:30.662] [ModuleManager] Calling Parallax.LegacyScatterLoader.ModuleManagerPostLoad() [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] [ModuleManager] Calling Parallax.Loader.ModuleManagerPostLoad() [EXC 19:48:30.670] [ModuleManager] Exception while calling Parallax.Loader.ModuleManagerPostLoad(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path "I:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Parallax\Exports\LegacyUpgrades\_Terrain.cfg". at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <9577ac7a62ef43179789031239ba8798>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at KSPCommunityFixes.Performance.ConfigNodePerf.ConfigNode_Save_Prefix (ConfigNode __instance, System.String fileFullName, System.String header, System.Boolean& __result) [0x0002c] in <d08a67791ddc409fad78e1e6485c71dc>:0 at (wrapper dynamic-method) ConfigNode.ConfigNode.Save_Patch1(ConfigNode,string,string) at ConfigNode.Save (System.String fileFullName) [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at Parallax.Legacy.LegacyTerrainConfigLoader+Loader.ModuleManagerPostLoad () [0x000d7] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00617] in <15a1f1ead20a4e7995346c905233ca64>:0 Full log: https://drive.google.com/file/d/18b4eE9EDnSB_Gp0zw-RZPcqhr9unSJdD/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 3 Author Share Posted October 3 7 minutes ago, Merlin1809 said: I can't get the new version of parallax continued to work, I don't know what's wrong. First release worked well. Parallax GUI shows up (settings do not change anything though), but there are no scatters or ground textures from Parallax. It just shows the default KSP textures. I get some exceptions in the log: Reveal hidden contents [LOG 19:48:30.076] [ModuleManager] Calling Parallax.ConfigLoader.ModuleManagerPostLoad() [LOG 19:48:30.077] [Parallax] Beginning config load [LOG 19:48:30.077] [Parallax] System Information: [LOG 19:48:30.077] [Parallax] GPU Name: NVIDIA GeForce RTX 4070 SUPER [LOG 19:48:30.077] [Parallax] Renderer Name: Direct3D11 [LOG 19:48:30.078] [Parallax] Supports Compute Shaders: True [LOG 19:48:30.078] [Parallax] Supports Async Readback: True [LOG 19:48:30.078] [Parallax] Available VRAM: 11999 [LOG 19:48:30.078] [Parallax] Available RAM: 32671 [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/DiscardAll [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/Parallax [LOG 19:48:30.155] [Parallax] Loaded shader: Custom/Wireframe [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/Barebones [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/Bubble [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/ParallaxInstancedBiplanar [LOG 19:48:30.639] [Parallax] Loaded shader: Custom/ParallaxInstancedSolid [LOG 19:48:30.648] [Parallax] Loaded shader: TerrainScatters [LOG 19:48:30.657] [Parallax] Loaded shader: Custom/Billboard [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/BlendTest [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/DistanceTest [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowBiomeMap [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowCubemap [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowDensity [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNoise [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNoiseEditor [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowNormals [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowSlope [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/ShowUVs [LOG 19:48:30.658] [Parallax] Loaded shader: Unlit/ShowWind [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/SphericalCoords [LOG 19:48:30.658] [Parallax] Loaded shader: Custom/TriplanarRotationTest [EXC 19:48:30.662] [ModuleManager] Exception while calling Parallax.ConfigLoader.ModuleManagerPostLoad(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null. Parameter name: value at System.Boolean.Parse (System.String value) [0x00003] in <9577ac7a62ef43179789031239ba8798>:0 at Parallax.ConfigLoader.InitializeGlobalSettings (UrlDir+UrlConfig config) [0x000a3] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at Parallax.ConfigLoader.ModuleManagerPostLoad () [0x0002e] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00617] in <15a1f1ead20a4e7995346c905233ca64>:0 [LOG 19:48:30.662] [ModuleManager] Calling Parallax.LegacyScatterLoader.ModuleManagerPostLoad() [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] SKIPPED [LOG 19:48:30.666] [ModuleManager] Calling Parallax.Loader.ModuleManagerPostLoad() [EXC 19:48:30.670] [ModuleManager] Exception while calling Parallax.Loader.ModuleManagerPostLoad(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path "I:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Parallax\Exports\LegacyUpgrades\_Terrain.cfg". at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in <9577ac7a62ef43179789031239ba8798>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.Open (System.String path, System.IO.FileMode mode) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at KSPCommunityFixes.Performance.ConfigNodePerf.ConfigNode_Save_Prefix (ConfigNode __instance, System.String fileFullName, System.String header, System.Boolean& __result) [0x0002c] in <d08a67791ddc409fad78e1e6485c71dc>:0 at (wrapper dynamic-method) ConfigNode.ConfigNode.Save_Patch1(ConfigNode,string,string) at ConfigNode.Save (System.String fileFullName) [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at Parallax.Legacy.LegacyTerrainConfigLoader+Loader.ModuleManagerPostLoad () [0x000d7] in <7fc6d2edb69b42999cbbbf8bdee324e5>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00617] in <15a1f1ead20a4e7995346c905233ca64>:0 Full log: https://drive.google.com/file/d/18b4eE9EDnSB_Gp0zw-RZPcqhr9unSJdD/view?usp=sharing There's an issue with Parallax trying to load the global settings config - it's probably caused by an outdated version that doesn't include the new ambient occlusion setting. It sounds like you might not have installed the new version correctly, or tried to install it over the top of Release 1. Can you delete the following folders: Parallax Parallax_StockPlanetTextures Parallax_StockScatterTextures Parallax_StockTerrainTextures and reinstall them from Release 2? Send your new log file again if anything goes wrong Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted October 3 Share Posted October 3 47 minutes ago, Gameslinx said: There's an issue with Parallax trying to load the global settings config - it's probably caused by an outdated version that doesn't include the new ambient occlusion setting. It sounds like you might not have installed the new version correctly, or tried to install it over the top of Release 1. Can you delete the following folders: Parallax Parallax_StockPlanetTextures Parallax_StockScatterTextures Parallax_StockTerrainTextures and reinstall them from Release 2? Send your new log file again if anything goes wrong I compiled the new version from github and made sure to remove the old version before installing. I did it the same way I got the first release working. Maybe I'm ultra stupid and messed something up completely, but I got the Parallax.dll and shaders compiled and in their respective folders, and since I can open the GUI ingame and the log says the shaders get loaded I don't know where the problem is on my end. It also tried to recompile both the dll and the shaders already. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 3 Author Share Posted October 3 (edited) 5 minutes ago, Merlin1809 said: I compiled the new version from github and made sure to remove the old version before installing. I did it the same way I got the first release working. Maybe I'm ultra stupid and messed something up completely, but I got the Parallax.dll and shaders compiled and in their respective folders, and since I can open the GUI ingame and the log says the shaders get loaded I don't know where the problem is on my end. It also tried to recompile both the dll and the shaders already. Please clone the latest version of the repo - I've just committed an update to the config file that I forgot to do when uploading Release 2. The ambient occlusion setting was missing from the repo's copy of the global config. It should work for you now Edit: You don't need everything - just a new version of the Parallax folder Edited October 3 by Gameslinx Quote Link to comment Share on other sites More sharing options...
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