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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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[quote name='rbray89']Is this with your configs or mine? There were changes in some parameters (speed)[/QUOTE]

My own parameters.
Anyways, nevermind for the moment, Blackrack seem to have the problem identified. I'll try his quick fix, if corrects the problem I'll let you know.
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[quote name='Proot']Eve and/or Scatterer seems to have some kind of problem/incompatibility in the last changes: atmos are loaded, but unloaded again after one or two secs, leaving the sky black (I've changed the delay with no effect). Also, environmental effects appears completely stopped (froze, no movement), and the volumetrics are gone.
I'm not able to determine the specific problem, so I'm reporting the same to you and Blackrack.
I leave you the logs here:

[URL="https://drive.google.com/file/d/0B8doOUfa8UN-WGZ5dTVvaVVGaWM/view?usp=sharing"]KSP.log
[/URL][URL="https://drive.google.com/file/d/0B8doOUfa8UN-VTk4RFQwc0Q0S0U/view?usp=sharing"]output_log.txt[/URL][/QUOTE]

[quote name='rbray89']Is this with your configs or mine? There were changes in some parameters (speed)[/QUOTE]

[quote name='Proot']My own parameters.
Anyways, nevermind for the moment, Blackrack seem to have the problem identified. I'll try his quick fix, if corrects the problem I'll let you know.[/QUOTE]

I can confirm this is happening with mine as well... I tried the quick fix and it is still occurring.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

I'll give my logs as well so you can compare
[url=http://www./view/w8o7pizq36kic6x/output_log.txt]output_log[/url]
[url=http://www./download/zezm6pn20orwkw7/KSP.log]KSP[/url]
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[quote name='Nhawks17']I can confirm this is happening with mine as well... I tried the quick fix and it is still occurring.

[COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

I'll give my logs as well so you can compare
[URL="http://www./view/w8o7pizq36kic6x/output_log.txt"]output_log[/URL]
[URL="http://www./download/zezm6pn20orwkw7/KSP.log"]KSP[/URL][/QUOTE]For now you can just zoom out your view as far as it will go into orbit then back in. And that fixes the sky as well as allows you to use custom lens flares. I get the black sky as well but it breaks Scatterer in such a way that it fixes the lens flare? Not sure exactly what is causing this but I myself got it right after I installed "QuickHide" and alt-tabbed out of the game to quite with the alt-f11 window open.
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The problem still happening. Even with Blackrack's quick fix. Here the new logs:

[URL="https://drive.google.com/file/d/0B8doOUfa8UN-Z2tHaTF0UE5FWEE/view?usp=sharing"]KSP.log[/URL]
[URL="https://drive.google.com/file/d/0B8doOUfa8UN-NkdqTWg5T0hZNDg/view?usp=sharing"]output_log.txt[/URL]
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[quote name='MalfunctionM1Ke']The mod is not working for me allthough I have put it in the right place:

...\Kerbal Space Program\GameData\EnvironmentalVisualEnhancements

It gives me no clouds at all which is weird :/[/QUOTE]

Have you checked in-game? This version doesn't show the clouds in the opening menu (yet). If the clouds don't show up in-game it would help if you post your logs; it's hard trying to fix something without information :)
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I'm having a very weird issue, the game crashes (or closes down) when I load or create a save. Linux Mint 64-bit using 64 or 32-bit KSP, crashes on both...
KSP.log: [url]https://drive.google.com/file/d/0B260Et_3mNQMVUtSSVNORVJBVE0/view?usp=sharing[/url]
A KSP-output wasn't generated (Idk why...)
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[quote name='Pixely']Have you checked in-game? This version doesn't show the clouds in the opening menu (yet). If the clouds don't show up in-game it would help if you post your logs; it's hard trying to fix something without information :)[/QUOTE]

Yes I checked ingame. It was a beautifull day unfortunately :(
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[quote name='jlcarneiro']Hey, rbray89, your mod literally looks fantastic, thanks!

I use 64-bit linux version (on nVidia) and no problems such the ocean on KSC. But the atmospheric planets show some kind of flickering. Firstly, I thought it was lightnings, but I decided to report it to you.

I'm not sure what you need to report a glitch, but here are the log files and an animated gif. I used Duna, because I think its best viewed there...

[SPOILER=The animated screenshot (let it load, please)][URL]http://i.imgur.com/Ird4LNm.gif[/URL][/SPOILER]

[URL="http://www.filedropper.com/ksp"]The log file[/URL]

Hope this is enough...[/QUOTE]

This is exactly what I was seeing, but I was to lazy to generate a video. Thanks jlcarneiro.

EDIT: I just checked: With 1.0.5-3 the flickering is gone on Kerbin, Duna and Laythe, but still present on Jool. It's also always at the intersection of the camera axis with the planet just as described by jlcarneiro. Edited by Sethur
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So I just found another weird issue that might stem from EVE 1.0.5-3. When I'm on the night side of Mun near my vessel and use the helmet lamp, I can't see the light on the ground any more. If I move away from the vessel sufficiently, it works. Not sure if this is connected with EVE, though. Screenshot below.

Again, I'm on KSP 32bit, Windows, OpenGL

EDIT: The light cone on the ground starts to reappear when I use the jet pack to hover over the ground (see second screenshot). It's not there at all when I'm standing directly on the ground, though.

EDIT 2: Just tried this without EVE, still present, so it's definitely unrelated, sorry about that.

[IMG]http://i.imgur.com/kLoDffs.png[/IMG]

[IMG]http://i.imgur.com/m7PJzxH.png[/IMG] Edited by Sethur
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[quote name='Sethur']So I just found another weird issue that might stem from EVE 1.0.5-3. When I'm on the night side of Mun near my vessel and use the helmet lamp, I can't see the light on the ground any more. If I move away from the vessel sufficiently, it works. Not sure if this is connected with EVE, though. Screenshot below.

Again, I'm on KSP 32bit, Windows, OpenGL

EDIT: The light cone on the ground starts to reappear when I use the jet pack to hover over the ground (see second screenshot). It's not there at all when I'm standing directly on the ground, though.

[url]http://i.imgur.com/kLoDffs.png[/url]

[url]http://i.imgur.com/m7PJzxH.png[/url][/QUOTE]

I've found this to be a bug while running stock as well. :/
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[quote name='V8jester']For now you can just zoom out your view as far as it will go into orbit then back in. And that fixes the sky as well as allows you to use custom lens flares. I get the black sky as well but it breaks Scatterer in such a way that it fixes the lens flare? Not sure exactly what is causing this but I myself got it right after I installed "QuickHide" and alt-tabbed out of the game to quite with the alt-f11 window open.[/QUOTE]
Yeah I know about that fix but there's still the issue where with scatterer installed the EVE effects stop working, they only show as a texture and no parameters work.

[quote name='MalfunctionM1Ke']The mod is not working for me allthough I have put it in the right place:

...\Kerbal Space Program\GameData\EnvironmentalVisualEnhancements

It gives me no clouds at all which is weird :/[/QUOTE]
Did you install the config files too? You need them along with the release file.
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I updated to the latest version (both EVE and the and the Configs) and it's not giving me clouds on 1.0.5/Windows/Steam. I backed up to the earlier release and I have my clouds back. I am not sure what changed but it looks like the new confgs (in the BoulderCo directory) are not loading.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

BTW, thanks for the awesome mod. The clouds on Kerbin change the whole feel of the game and recently I sent a lander to Eve and sinking into a pool of purple added a lot of mystery as I had no idea where I was going to land.
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WIP UPDATE: Cloud rotation can now use multiple axis of rotation. This should be useful when making storms like hurricanes or trying to fake odd rotational angles of bodies (eg. Uranus). Still need to implement a mechanism to lock a rotational axis to the body rotation to gain full control over rotation.
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[quote name='LiquidAir']I updated to the latest version (both EVE and the and the Configs) and it's not giving me clouds on 1.0.5/Windows/Steam.[/QUOTE]

Same problem here. Just updated with ckan and the config files in BoulderCo are not loading. I have the files from Astronomer's Pack V2.

LE: Seems like Astronomer's Visual Pack V2 is also geeting a reboot version and I would need this new version for the config files to load. Waiting for it to appear on ckan and will test things out. Edited by Sheppard
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[quote name='rbray89']WIP UPDATE: Cloud rotation can now use multiple axis of rotation. This should be useful when making storms like hurricanes or trying to fake odd rotational angles of bodies (eg. Uranus). Still need to implement a mechanism to lock a rotational axis to the body rotation to gain full control over rotation.[/QUOTE]

This sounds great!

I do have a question though - is EVE Reboot a newer and more stable version of Overhaul or is it a revised version of Classic with some Overhaul features?
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[quote name='DuoDex']This sounds great!

I do have a question though - is EVE Reboot a newer and more stable version of Overhaul or is it a revised version of Classic with some Overhaul features?[/QUOTE]

it is the overhaul - released
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Ok, I've found that my problem is not with Scatterer o EVE... if not both. However those problems are non related.

So, the problem with EVE seems to be with changes in the config system of the last version. But I can't find what I need to change to correct the issue.
The log is flooding with this constantly:

[WRN 16:57:26.647] WARNING: Vector3 entry is not formatted properly! Proper format for Vector3 is x,y,z
[WRN 16:57:26.650] WARNING: Vector2 entry is not formatted properly! Proper format for Vector2 is x,y

Which one are Vector3 and Vector2? Are those the new values for axis rotation?
Where are they and which value could be a good scratch point? (I'm gonna download your configs to check the changes in your config files anyways)
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[quote name='Proot']Ok, I've found that my problem is not with Scatterer o EVE... if not both. However those problems are non related.

So, the problem with EVE seems to be with changes in the config system of the last version. But I can't find what I need to change to correct the issue.
The log is flooding with this constantly:

[WRN 16:57:26.647] WARNING: Vector3 entry is not formatted properly! Proper format for Vector3 is x,y,z
[WRN 16:57:26.650] WARNING: Vector2 entry is not formatted properly! Proper format for Vector2 is x,y

Which one are Vector3 and Vector2? Are those the new values for axis rotation?
Where are they and which value could be a good scratch point? (I'm gonna download your configs to check the changes in your config files anyways)[/QUOTE]

Hmmm... looks like squad's parsing code isn't as rigid as I thought it was. I'll have to address that. Speed and detail speed is a vector3, and particle size and area are vector 2 now.
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With the latest releases adding features, the old configs became non-working because additional parameters required for fields were not added or set at like a 0 or 1 as default. You have to manually amend them to the correct format.

EDIT: Is there a trick or method to stop this banding effect? What should I be changing to reduce it?

[IMG]http://i.imgur.com/PlZ4W2I.png[/IMG]

Pulling my hair out trying to get rid of this, is it possibly an OpenGL issue? Is it just a case of finding that sweet spot between your layerVolume area size-division ratio? Edited by Poodmund
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hey rbray,
i have the issue, that the mapview is unusable after i once EVAd out of my vessel.

Do you have any idea if that _could_ be related to your mod (1-05-3)?

thanks

-unusable: i see everything, but i get glitches and cant even set a maneuvernode / set targets or else
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[quote name='Poodmund']With the latest releases adding features, the old configs became non-working because additional parameters required for fields were not added or set at like a 0 or 1 as default. You have to manually amend them to the correct format.

EDIT: Is there a trick or method to stop this banding effect? What should I be changing to reduce it?

[url]http://i.imgur.com/PlZ4W2I.png[/url]

Pulling my hair out trying to get rid of this, is it possibly an OpenGL issue? Is it just a case of finding that sweet spot between your layerVolume area size-division ratio?[/QUOTE]

Is that layer super low to the ground (or the particles huge?)? This happens when the particles are close to ground. The "banding" is particle getting chopped in half by the ground. You can try raising or shinking the particle sizes to combat this.
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Hi rbray,

I played a pit around with your mod, and I have to say, it's sooooooooooo awesome!!!

I really love the terrain shader, it makes the surface look so real.

Thanks to everyone how is involved to make such a great game.

[imgur]UmuLp[/imgur]


Ps.: This runs on KSP 1.0.4, whit RSS (4k textures), RO (with all dependent and recommended mods), Scatterer, and EVE,
in OpenGL and hits a RAM peak of about ~ 2,5 gb.
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