releansol Posted November 26, 2015 Share Posted November 26, 2015 (edited) I got some Troubles with the newest Update. The Clouds are back in Menu but have a look at the white ball :-) http://steamcommunity.com/sharedfiles/filedetails/?id=562908425 still there http://steamcommunity.com/sharedfiles/filedetails/?id=562910234 ouch! http://steamcommunity.com/sharedfiles/filedetails/?id=562910111 nothing to see in flight http://steamcommunity.com/sharedfiles/filedetails/?id=562910187 other mods i use AsteroidDay Chatterer KerbalEngineer Alarm clock Any idea? >Update: Problem Solved: With your newest files. Everything is fine Edited November 29, 2015 by releansol Problem solved Link to comment Share on other sites More sharing options...
rbray89 Posted November 26, 2015 Author Share Posted November 26, 2015 (edited) They're back! I'll be uploading a new release soon. Edited November 30, 2015 by rbray89 Link to comment Share on other sites More sharing options...
Decoherent Posted December 1, 2015 Share Posted December 1, 2015 I feel really stupid asking this, but how do I access the GUI in-game? Alt-N doesn't do anything. I've used it before, and now I can't figure it out :/ Link to comment Share on other sites More sharing options...
rbray89 Posted December 1, 2015 Author Share Posted December 1, 2015 9 minutes ago, Decoherent said: I feel really stupid asking this, but how do I access the GUI in-game? Alt-N doesn't do anything. I've used it before, and now I can't figure it out :/ ALT+0 Link to comment Share on other sites More sharing options...
Speadge Posted December 1, 2015 Share Posted December 1, 2015 On Fri Nov 27 00:08:23, rbray89 said: They're back! I'll be uploading a new release soon tthey seem to be way less dense than ingame in 1-05-3. Did you change anything regarding this? Link to comment Share on other sites More sharing options...
rbray89 Posted December 1, 2015 Author Share Posted December 1, 2015 8 minutes ago, Speadge said: tthey seem to be way less dense than ingame in 1-05-3. Did you change anything regarding this? Nope... Should be the same amount of coverage. Link to comment Share on other sites More sharing options...
theonegalen Posted December 1, 2015 Share Posted December 1, 2015 Woo! I can't use it on my potato until multithreading gets here. This kills framerate and RAM usage. Link to comment Share on other sites More sharing options...
rbray89 Posted December 1, 2015 Author Share Posted December 1, 2015 1 minute ago, theonegalen said: Woo! I can't use it on my potato until multithreading gets here. This kills framerate and RAM usage. Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features. Link to comment Share on other sites More sharing options...
theonegalen Posted December 1, 2015 Share Posted December 1, 2015 6 minutes ago, rbray89 said: Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features. I don't remember it being as bad, no. At least, I was able to play and enjoy playing with the basic clouds, at least. Link to comment Share on other sites More sharing options...
rbray89 Posted December 1, 2015 Author Share Posted December 1, 2015 6 minutes ago, theonegalen said: I don't remember it being as bad, no. At least, I was able to play and enjoy playing with the basic clouds, at least. Hmmm... I'd like to hear others chime in on this as well... Link to comment Share on other sites More sharing options...
theonegalen Posted December 1, 2015 Share Posted December 1, 2015 Also, apparently I say "at least" at least two times at least each post at least. Link to comment Share on other sites More sharing options...
Decoherent Posted December 1, 2015 Share Posted December 1, 2015 (edited) 13 hours ago, rbray89 said: ALT+0 Thanks much! I took a good 6+ months away from KSP, and it's been really neat coming back. EVE was virtually unusable resource-wise when I left; now it's svelte and just beautiful. I appreciate all the hard work! Edited December 1, 2015 by Decoherent clarity Link to comment Share on other sites More sharing options...
releansol Posted December 1, 2015 Share Posted December 1, 2015 15 hours ago, rbray89 said: ALT+0 Ths doesn't work for me since a couple of days. I tried older versions. With the same result nothing happens. Anyway in cityLights.cfg the line ' _CityOverlayDetailScale = 300 is missing.'. Intention? Link to comment Share on other sites More sharing options...
rbray89 Posted December 1, 2015 Author Share Posted December 1, 2015 (edited) 47 minutes ago, releansol said: Ths doesn't work for me since a couple of days. I tried older versions. With the same result nothing happens. Anyway in cityLights.cfg the line ' _CityOverlayDetailScale = 300 is missing.'. Intention? If you want help, please read the OP and follow instructions. Yes, that is intended. I use default values instead of populating the configs with tons of default parameters when possible. In this case, the default changed to be something appropriate for the shader changes. Edited December 1, 2015 by rbray89 Link to comment Share on other sites More sharing options...
nukeboyt Posted December 1, 2015 Share Posted December 1, 2015 On 11/26/2015, 5:08:23, rbray89 said: They're back! I'll be uploading a new release soon. What do I need to do to get them? I've tried on a clean install with EVE as the only mod. Clouds are great in-game, but not visible on menu pages. Thanks for a great product! Link to comment Share on other sites More sharing options...
NeoFatalis Posted December 1, 2015 Share Posted December 1, 2015 1 hour ago, nukeboyt said: What do I need to do to get them? I've tried on a clean install with EVE as the only mod. Clouds are great in-game, but not visible on menu pages. Thanks for a great product! I have the same problem... Link to comment Share on other sites More sharing options...
Superfluous J Posted December 1, 2015 Share Posted December 1, 2015 1 hour ago, nukeboyt said: What do I need to do to get them? I've tried on a clean install with EVE as the only mod. Clouds are great in-game, but not visible on menu pages. Thanks for a great product! 12 minutes ago, IsimonZx said: I have the same problem... PSST read the first post on how to report bugs. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 1, 2015 Share Posted December 1, 2015 1 hour ago, nukeboyt said: What do I need to do to get them? I've tried on a clean install with EVE as the only mod. Clouds are great in-game, but not visible on menu pages. Thanks for a great product! He's saying that the clouds will be visible in the menu in the next release. (I'm looking forward to having them back myself!) Link to comment Share on other sites More sharing options...
Valerian Posted December 1, 2015 Share Posted December 1, 2015 (edited) On 11/25/2015, 5:53:00, Sigma88 said: Quote Pretty sure MM allows for more expansive searches. MM allows to check the content of a node, but you have to know the type of the node itself. wildcards don't work in node types, so if I were to use something like this: @EVE_CLOUDS { @Kerbin { @Kerbin-clouds* { [mychanges] } } } to target all cloud layers that are called: Kerbin-clouds1 Kerbin-clouds2 Kerbin-clouds3 Kerbin-clouds4 Kerbin-clouds5 it will fail because MM will read that patch as intended to target a node of type: Kerbin-clouds* (with the actual character * in the type) unless there is some other feature which I am missing that allows to do that, I'll ask sarbian if I get the chance anyway, doing that should be possible with a dll (I think) I agree, there is something very wrong with the way EVE configuration file is organized: nodes should always be types + a name property, but never be names themselves. Currently EVE config looks like that, this is just a sample config with 2 Kerbin cloud layers, just to show my point: Spoiler EVE_CLOUDS { Kerbin { Kerbin-clouds1 { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } Kerbin-clouds2 { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } } } The fixed way should look like that, the nodes "Kerbin" will be replaced with a node "Body" having a "name = Kerbin" property, same things applies for clouds. Note that the "name" property is not mandatory if you don't need to specifically target a node, so I didn't put it for the clouds: Spoiler EVE_CLOUDS { Body { name = Kerbin Clouds { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } Clouds { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } } The way it is currently makes it really hard or impossible to do some things using Module Manager, please fix Edited December 1, 2015 by Valerian added spoiler blocks Link to comment Share on other sites More sharing options...
nukeboyt Posted December 1, 2015 Share Posted December 1, 2015 3 hours ago, Kerbas_ad_astra said: He's saying that the clouds will be visible in the menu in the next release. (I'm looking forward to having them back myself!) Thanks. I didn't read it that way at first, but it makes sense. 3 hours ago, 5thHorseman said: PSST read the first post on how to report bugs. I didn't assume it was a bug. Link to comment Share on other sites More sharing options...
rbray89 Posted December 2, 2015 Author Share Posted December 2, 2015 5 hours ago, Valerian said: I agree, there is something very wrong with the way EVE configuration file is organized: nodes should always be types + a name property, but never be names themselves. Currently EVE config looks like that, this is just a sample config with 2 Kerbin cloud layers, just to show my point: Reveal hidden contents EVE_CLOUDS { Kerbin { Kerbin-clouds1 { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } Kerbin-clouds2 { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } } } The fixed way should look like that, the nodes "Kerbin" will be replaced with a node "Body" having a "name = Kerbin" property, same things applies for clouds. Note that the "name" property is not mandatory if you don't need to specifically target a node, so I didn't put it for the clouds: Reveal hidden contents EVE_CLOUDS { Body { name = Kerbin Clouds { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } Clouds { altitude = 4000 detailSpeed = 0,6,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } } The way it is currently makes it really hard or impossible to do some things using Module Manager, please fix I'll think about it... Link to comment Share on other sites More sharing options...
KSACheese Posted December 2, 2015 Share Posted December 2, 2015 On 11/30/2015, 8:23:27, rbray89 said: Was previous EVE as bad? If so, I'm thinking of creating a "downgrade" option for those who still want some of the features. I think a downgrade option would be very nice. I've lost my old downloads of EVE 7.4 and I've been wanting to roll back to the low res EVE. If you could, that would be awesome! Link to comment Share on other sites More sharing options...
Alphasus Posted December 3, 2015 Share Posted December 3, 2015 How hard is this to run, and does it rely on the GPU? Will a GTX 960 run this well with an i3 4170? Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 3, 2015 Share Posted December 3, 2015 (edited) 36 minutes ago, Alphasus said: How hard is this to run, and does it rely on the GPU? Will a GTX 960 run this well with an i3 4170? EDIT: Ah! I read fast! Most of what I originally said you probably already know. The last point stands though. Not sure how EVE compares with GPU usage, sorry. KSP is different than most games in the fact that having a good CPU is more important than having a good GPU. I run with a GTX 660 and an Intel I5 6500. Your system should run EVE comparably to my build considering KSP is currently a single core program. When KSP migrates to multi-core Unity 5 you might want to consider getting a new CPU. My two cents. Edited December 3, 2015 by Avera9eJoe Link to comment Share on other sites More sharing options...
rbray89 Posted December 3, 2015 Author Share Posted December 3, 2015 1 hour ago, Alphasus said: How hard is this to run, and does it rely on the GPU? Will a GTX 960 run this well with an i3 4170? 38 minutes ago, Avera9eJoe said: EDIT: Ah! I read fast! Most of what I originally said you probably already know. The last point stands though. Not sure how EVE compares with GPU usage, sorry. KSP is different than most games in the fact that having a good CPU is more important than having a good GPU. I run with a GTX 660 and an Intel I5 6500. Your system should run EVE comparably to my build considering KSP is currently a single core program. When KSP migrates to multi-core Unity 5 you might want to consider getting a new CPU. My two cents. Since the Overhaul, I've tried to push as much "stuff" to the GPU as possible. This means I no longer read textures on the CPU after load, and I try to minimize vertex calculations. That being said, it will likely reduce your framecount by 2-10FPS depending on your machine. In my case with an i7 4700HQ and GT 750M I'll get around an average of 20FPS when on terrain. Without EVE I will get about 26FPS. I'm still working on optimization, so these numbers may come down. Link to comment Share on other sites More sharing options...
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