Merlin1809 Posted October 3 Share Posted October 3 6 minutes ago, Gameslinx said: 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 I can't see the commit yet That's exactly what I was suspecting and already tried guessing the setting name for AO in the global config without luck. Thank you! Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 3 Author Share Posted October 3 14 minutes ago, Merlin1809 said: I can't see the commit yet That's exactly what I was suspecting and already tried guessing the setting name for AO in the global config without luck. Thank you! Should be up now Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted October 3 Share Posted October 3 (edited) It almost works now: But bop and minmus and are completely messed up and look like this from orbit (Bop doesn't even load in and the game lags massively when inside its SOI, minmus looks normal when on the surface): Spoiler https://i.imgur.com/a2AWmrD.png Lots of exceptions in the log like: Spoiler [LOG 20:10:19.378] [Parallax] [Scatter Manager] body loading Bop [LOG 20:10:19.522] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlas.dds [LOG 20:10:19.545] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlasnrm.dds [EXC 20:10:19.598] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexColorMap.OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQS.Mod_OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQS.BuildQuad (PQ quad) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.Build () (at <4b449f2841f84227adfaad3149c8fdba>:0) Parallax.Harmony_Patches.QuadSetVisiblePatch.Prefix (PQ __instance) (at <378cf342de08473c9b1fbf9d79d8e01d>:0) (wrapper dynamic-method) PQ.PQ.SetVisible_Patch1(PQ) PQ.UpdateVisibility () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) (wrapper dynamic-method) PQS.PQS.UpdateQuadsInit_Patch1(PQS) (wrapper dynamic-method) PQS.PQS.StartSphere_Patch0(PQS,bool) PQS+<ResetAndWaitCoroutine>d__134.MoveNext () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) kopernicus also complains: Spoiler [LOG 19:52:03.208] [Kopernicus]: texture does not exist! I:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax_StockTerrainTextures/Bop/PluginData/Bop_Vertex_Color.png full log: https://drive.google.com/file/d/1ir-MaK2_x55rKe03nVhdqpFoouLlqiXv/view?usp=sharing I also updated everything not only the parallax folder (that shouldn't be a problem, or?) after I removing the old folders. Rebuilt the dll and shaders. Edit: I reverted to the older build and just added the useAmbientOcclusion = True to the global settings and it's also broken Edited October 3 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 3 Author Share Posted October 3 40 minutes ago, Merlin1809 said: It almost works now: But bop and minmus and are completely messed up and look like this from orbit (Bop doesn't even load in and the game lags massively when inside its SOI, minmus looks normal when on the surface): Reveal hidden contents https://i.imgur.com/a2AWmrD.png Lots of exceptions in the log like: Reveal hidden contents [LOG 20:10:19.378] [Parallax] [Scatter Manager] body loading Bop [LOG 20:10:19.522] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlas.dds [LOG 20:10:19.545] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlasnrm.dds [EXC 20:10:19.598] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexColorMap.OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQS.Mod_OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQS.BuildQuad (PQ quad) (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.Build () (at <4b449f2841f84227adfaad3149c8fdba>:0) Parallax.Harmony_Patches.QuadSetVisiblePatch.Prefix (PQ __instance) (at <378cf342de08473c9b1fbf9d79d8e01d>:0) (wrapper dynamic-method) PQ.PQ.SetVisible_Patch1(PQ) PQ.UpdateVisibility () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0) (wrapper dynamic-method) PQS.PQS.UpdateQuadsInit_Patch1(PQS) (wrapper dynamic-method) PQS.PQS.StartSphere_Patch0(PQS,bool) PQS+<ResetAndWaitCoroutine>d__134.MoveNext () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) kopernicus also complains: Reveal hidden contents [LOG 19:52:03.208] [Kopernicus]: texture does not exist! I:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax_StockTerrainTextures/Bop/PluginData/Bop_Vertex_Color.png full log: https://drive.google.com/file/d/1ir-MaK2_x55rKe03nVhdqpFoouLlqiXv/view?usp=sharing I also updated everything not only the parallax folder (that shouldn't be a problem, or?) after I removing the old folders. Rebuilt the dll and shaders. Edit: I reverted to the older build and just added the useAmbientOcclusion = True to the global settings and it's also broken New commit is up, you'll need to grab new copies of StockTerrainTextures and StockPlanetTextures Sadly every time I make a change to the assets I have to manually copy everything over for the github hosted version, so things like this can creep in. This commit ensures 100% parity with the release version. There is an error relating to a file path "_Terrain.cfg" which might be related to your install and could crop up again in which case I'll investigate which mod (likely a planet mod) is causing that but I want to ensure the install is correct before looking into it. Cheers Quote Link to comment Share on other sites More sharing options...
Jeb.Kerman Posted October 3 Share Posted October 3 11 hours ago, Gameslinx said: KSP doesn't run on Metal (Apple's current graphics api) from my knowledge so it's out of my control Okay then Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted October 3 Share Posted October 3 (edited) 3 hours ago, Gameslinx said: New commit is up, you'll need to grab new copies of StockTerrainTextures and StockPlanetTextures Sadly every time I make a change to the assets I have to manually copy everything over for the github hosted version, so things like this can creep in. This commit ensures 100% parity with the release version. There is an error relating to a file path "_Terrain.cfg" which might be related to your install and could crop up again in which case I'll investigate which mod (likely a planet mod) is causing that but I want to ensure the install is correct before looking into it. Cheers Ok it works now. Thanks! Although the _Terrain.cfg exception is still there and the only planet mod I have installed is OPM with the parallax pack. Edited October 3 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 5 Author Share Posted October 5 On 10/3/2024 at 11:44 PM, Merlin1809 said: Although the _Terrain.cfg exception is still there and the only planet mod I have installed is OPM with the parallax pack. I presume you grabbed the OPM Parallax patch from the Parallax Continued github? I've just installed OPM with the pack and I'm not seeing the exception myself. Well, if all works, there shouldn't be a problem Quote Link to comment Share on other sites More sharing options...
Czejenesku Posted October 5 Share Posted October 5 10 hours ago, Gameslinx said: I presume you grabbed the OPM Parallax patch from the Parallax Continued github? I've just installed OPM with the pack and I'm not seeing the exception myself. Well, if all works, there shouldn't be a problem You should put info about the patch etc. in the main mod page on page 1. Not all people read pages after grabbing the mod. Quote Link to comment Share on other sites More sharing options...
Jeb.Kerman Posted October 8 Share Posted October 8 If Parallax doesn't work for macOS, why are the Mac unity3d files in the mod? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 8 Author Share Posted October 8 17 minutes ago, Jeb.Kerman said: If Parallax doesn't work for macOS, why are the Mac unity3d files in the mod? The terrain shaders work, it's just the scatter system that doesn't. But the files themselves do contain everything needed on DirectX, OpenGL, Metal, and Vulkan platforms. It's just that KSP doesn't run under Metal and Apple doesn't support an OpenGl version past 4.1 which was released in 2010. We're out of options :p Quote Link to comment Share on other sites More sharing options...
Jeb.Kerman Posted October 8 Share Posted October 8 42 minutes ago, Gameslinx said: We're out of options :p I''m not blaming you for anything I'm blaming apple for not liking OpenGL Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted October 8 Share Posted October 8 1 hour ago, Gameslinx said: The terrain shaders work, it's just the scatter system that doesn't. But the files themselves do contain everything needed on DirectX, OpenGL, Metal, and Vulkan platforms. It's just that KSP doesn't run under Metal and Apple doesn't support an OpenGl version past 4.1 which was released in 2010. We're out of options :p So you're saying I can't make parallax compatibility with my mod? Great! Now I have a legitimate excuse for not doing it! Quote Link to comment Share on other sites More sharing options...
lego11 Posted Friday at 07:42 PM Share Posted Friday at 07:42 PM Hi there! I found a possible memory leak with Parallax on Linux, and have made a bugreport on GitHub. I hope I did everything right. Thank you in advance for any help regarding this, because it makes it very difficult to enjoy Parallax given it eats up all my RAM, and doesn't even give it back after closing the game! Quote Link to comment Share on other sites More sharing options...
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