Jump to content

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


rbray89

Recommended Posts

Hello there. I have a problem with the new version.

Today i updated all mods i use and when i updated this one the game didnt load. Well ok it load but... the highres version load kerbin1 for minutes (then i ended the game), and the lowres version loads fine, but after loading screen ends the game just closes. The old (some versions back i guess) version and all other mods run just fine, but i want to have the better clouds that astronomer did. So i have to get the new version to work :P

Hopefully u lived my english skills until now.

I dont know how to properly tell u my errors so i uploaded the file: http://www23.zippyshare.com/v/10863220/file.html

Thats the error which occurs when the losres pack closes the game after loading screen. The highres pack dont give me an error... because well it didnt crash it just never finished loading^^

From what i can tell, you're running out of memory. Load up Task Manager and check how much RAM ksp goes through. If it passes 3.4 GB of RAM, you've found your problem. Download Rbray's Active Texture Management mod and see if you're still running out.

Link to comment
Share on other sites

First of all: Why is it 3.4GB? I thought it was 4 GB?

But i guess ur right with the memory. Sadly im already using rbrays texture compressor.

But i really dont understand why all mods + the old version of visual enhancement work just fine and with the new version it crashes because ram.

With the old version (which i currently use) i have 2.9GB Ram in use, after loading, so the new version has to add like 500mb? I dont really think so :o

I tested a bit and it seems like it crashes when i use more then 3.1GB of ram or so while in loading screen. But i dont really understand it. When i play with my actual version i dont have crashes while loading.

When i then play a (long) bit my ram in use sometimes goes up to 3.7GB. Now im confused if u say that 3.4 is the limit, >3.1 crashes my game while loading and 3.7 is totally fine if not in the first loading screen O_ö

Im still interested in these ram mysteries, but thanks for helping me so far :)

Link to comment
Share on other sites

First of all: Why is it 3.4GB? I thought it was 4 GB?

But i guess ur right with the memory. Sadly im already using rbrays texture compressor.

But i really dont understand why all mods + the old version of visual enhancement work just fine and with the new version it crashes because ram.

With the old version (which i currently use) i have 2.9GB Ram in use, after loading, so the new version has to add like 500mb? I dont really think so :o

I tested a bit and it seems like it crashes when i use more then 3.1GB of ram or so while in loading screen. But i dont really understand it. When i play with my actual version i dont have crashes while loading.

When i then play a (long) bit my ram in use sometimes goes up to 3.7GB. Now im confused if u say that 3.4 is the limit, >3.1 crashes my game while loading and 3.7 is totally fine if not in the first loading screen O_ö

Im still interested in these ram mysteries, but thanks for helping me so far :)

The limit's all over the place. Some people crash at 2.9, Some 3.4, Some 4, It's different depending on what computer you have. Mine usually happens at 3.1-3.5. Normally at 3.4 though. The new versions probably add 500 MB depending on what version you use.

Link to comment
Share on other sites

I too get stuck on loading kerbin1 file with high res version. Before reduction pack i was playing w/o errors on 3.4 -3.6gb footprint. With aformentioned mod i get 2.5 on basic and 2.2 on aggresive. None of those load the clouds.

[EDIT] While typing this post i got an idea. ATM have to process new textures right? Well, after like 3min of proccesing it did load afterall :P Footprint 2.89 on basic. Give it some time Shragon, consecutive loads will be much faster. I hope. Now ill try to add Astronomers pack and see what happens.

Again, HD pack seems to load just ok, however my clouds arent nearly as pretty as on Astronomers screenshots. Still flat and square`ish. Cant rly see the diffrence between HD and h-res. I even disabled compression and mipmaps in boulder.tcfg

Tried on a clean install. Effect is the same. Merged VEM with stock KSP and then overriten with files from HD pack. Game is set on max. So straightfoward yet i must be missing something.

Oh and how rude of me, since this is my first post i should say hello, so hello everybody and hail the probe (some mods will get this im shure :))

Edited by Plusk
Link to comment
Share on other sites

myyyTil.jpg

No, is not a render. :cool: It's ingame Kerbin from my next release. Now we have a realist planet aspect from space and the mountains don't have fake shadows nevermore.

To the small pale blue dot and beyond!

Here's a little time lapse using some of the enhancements!

Beauty video!

Link to comment
Share on other sites

First of all: Why is it 3.4GB? I thought it was 4 GB?

Funny - it has never been 4gb (only), only people that know very little about windows say that. THe truth is a little more complex and you can see the limits at

http://msdn.microsoft.com/en-us/library/windows/desktop/aa366778(v=vs.85).aspx

Depending on the version and the flags set on both the kernel (at boot) and the executable the limit is 2gb, up to 3gb and 4gb. Assuming that IMAGE_FILE_LARGE_ADDRESS_AWARE is set in the executable (wich is the condition to have more than 2gb, so as people have that it is set), then it depends on operating system and is either up to 3gb (depending on kernel drivers etc.) or flat out 4gb.

Note that the app may crash earlier for other reasons, among them memory fragmentation. Running out of memery can mean not having enough memory in ONE PIECE, so you may see some free memory still, just it is not in one piece.

Link to comment
Share on other sites

Just a quick status update:

Got back from vacation, and working on volumetric cloud cover again. Should be ready within a couple weeks.

Saweet!

While I'm here, how many "aftermarket" clouds packs are there for this? I have Astronomer's pack, and it's lovely, but I'd like to experiment with some others if they are available?

Cheers.

Link to comment
Share on other sites

Just a quick status update:

Got back from vacation, and working on volumetric cloud cover again. Should be ready within a couple weeks.

Well, that's good to hear :D

I do have a question, though. How to install this with your texture reduction mod? They both share a BoulderCo folder in the GameData folder. Do you just merge them? Sorry if this has been asked before.

Link to comment
Share on other sites

Yes, just merge. :)

I appreciate the advice but it's still not working. :(

I can't provide an output file because the game isn't crashing. It goes into a not responding state where task manager can't even close the game. However, I do know what the game is getting stuck on. It is the kerbin1 clouds on the loadup screen. If the mods I'm using helps, it's what Scott Manley is using in the interstellar quest series - i.e. a lot of them. I'm running the Texture compressor with it.

EDIT: Just installed the low res versio nrather than the high res one, and it's all working and good to go :)

Edited by Woopert
Link to comment
Share on other sites

You are also using the Active Texture Management mod?

It needs "a bit" time at the first launch. Just start the game and make a cup of tea, do some crunches, call your mom (ok, this might even take longer then ATM ...), rest your eyes ... after the first launch it will behave normally on the next.

Something about caching all textures - didnt quite get that, but I am a gamer not a coder! :D

Link to comment
Share on other sites

Just recently got this, the high res one with astronomers pack, and noticed that Eve looked really cool, so i sent my second ever manned mission there( one way) to check it out. Was not dissapointed. I love this mod!

Javascript is disabled. View full album

You've got a great mod here! With my truck it looked like one of those stormchaser shows :P

Link to comment
Share on other sites

Well, been a while since I've checked in on this mod. All looking great, seems to be running fine.

Though I have a question: Is there a setting that modifies how the city lights fade out? I'd like to make them finish fading out further from Kerbin.

Link to comment
Share on other sites

Another Dev release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST this one gives a glimpse of what I've been working on. Launch a craft, and check out the single hex-segment of volumetric cover that is created. The cover is only generated once per game launch for now, and is generated above the first craft to be controlled.

ToDo:

Variate the cloud particle position

Particle lighting

hex-quad spawning/management.

Link to comment
Share on other sites

i know it will be kinda difficult to implement this but here goes. Is it possible at some point you could build in this mod lightning effects and storm clouds? Lightnings could be seen from Jool and Eve since they are covered in clouds and storm clouds with lightnings could be seen at Kerbin and Laythe, i don't include Duna since it has very thin atmosphere.

Link to comment
Share on other sites

i know it will be kinda difficult to implement this but here goes. Is it possible at some point you could build in this mod lightning effects and storm clouds? Lightnings could be seen from Jool and Eve since they are covered in clouds and storm clouds with lightnings could be seen at Kerbin and Laythe, i don't include Duna since it has very thin atmosphere.

This effect:

from space, at least, is easy to reproduce as a new layer of city lights, if rbray could implement random light blinks, of course...

Link to comment
Share on other sites

Another Dev release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST this one gives a glimpse of what I've been working on. Launch a craft, and check out the single hex-segment of volumetric cover that is created. The cover is only generated once per game launch for now, and is generated above the first craft to be controlled.

ToDo:

Variate the cloud particle position

Particle lighting

hex-quad spawning/management.

Can't test it just now, but tell us a little about so promising volumetric clouds project. Are generated in the main and/or detail texture place or they just appears randomly?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...