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


rbray89

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On 1/12/2016 at 0:15 PM, Legate Loginod said:

Can someone help me please? This glitches will never go away even if i reinstall the mod multiple times :/

http://imgur.com/a/oLnmA

 

Your album is basically a compilation of Scatterer's greatest hits (if the hits were bugs).  Rbray89 has definitely been instrumental in helping blackrack with his work, and the two have certainly spent a lot of time making their mods play together, but rbray isn't specifically responsible for fixing issues Scatterer causes with EVE.  I'd recommend waiting for Scatterer to be out of development if the bugs bother you.  There's a reason EVE is in 'released' mods, and Scatterer is not.

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3 hours ago, Xeiki said:

So, that means that there is no fix? Guess if have to pass this mod by then. Thanks anyways!

 

Edit: Now I have that issue even when I uninstalled this mod. Is there a way to fix this? I thought once i revert back to the unmodded version the stock issue would disappear as well.

He said it was an issue with stock Laythe aka it's a bug that Squad would have to fix, nothing that EVE caused :P

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I am using the dev version that Nhawks17 bundles with SVE and am not getting any clouds.  I'm pretty sure it's related to the version of EVE included in the download as I get this in the KSP.log towards the beginning of load.

[LOG 19:17:06.958] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:17:06.966] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	LoadingScreen:Start()

 

Towards the end of the log I also get this:

[LOG 19:29:06.932] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:29:06.935] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	AddonLoader:OnLevelWasLoaded(Int32)

 

Here's the full log if you need it:  https://www.dropbox.com/s/yfqriykptfvd06k/KSP.log?dl=0

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Not sure if I'm missing something. I would like the clouds but not the citylights. If I delete the CityLights folder in BoulderCo, I lose all textures from Kerbin completely. What am I doing wrong?

N.M!! Turns out renaming the file isn't good enough I had to actually delete it. Works great thanks man.

Edited by KerBlam
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15 hours ago, armegeddon said:

I am using the dev version that Nhawks17 bundles with SVE and am not getting any clouds.  I'm pretty sure it's related to the version of EVE included in the download as I get this in the KSP.log towards the beginning of load.


[LOG 19:17:06.958] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:17:06.966] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	LoadingScreen:Start()

 

Towards the end of the log I also get this:


[LOG 19:29:06.932] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:29:06.935] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	AddonLoader:OnLevelWasLoaded(Int32)

 

Here's the full log if you need it:  https://www.dropbox.com/s/yfqriykptfvd06k/KSP.log?dl=0

Adding onto this, this is happening on Linux but not Windows, dunno if it's something that is conflicting in EVE with the Linux OS.

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I am currently experience a weird... glitch/bug, where between the altitudes of 55,000-160,000 around Tekto (OPM) the cloud layers disappear from view. They pop out when entering this range and pop back in upon exit. Is this a known effect that can be solved or am I being stupid? If not, would you like logs?

In Map View everything is fine so it seems to be linked to specific altitude ranges.

EDIT: Ah this was posted a couple of pages back:

On 1/2/2016 at 0:46 PM, Paul_Sawyer said:

I noticed that too, although in my case city lights disappear once I pass 160 km. Tried to play with configs in GUI, but that doesn't help.

Here's the log file if needed.

https://www.dropbox.com/s/yxjrkotykvhfn9i/output_log%20Scatterer%2BEVE.txt?dl=0

Edited by Poodmund
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9 hours ago, KerBlam said:

Heres a wierd glitch I noticed on my most recent flight. Is this normal?

dwSbQcQ.png

Quoting myself from page 217 (yes, 1 page back...):

On 1/12/2016 at 0:50 PM, Ignath said:

I think if you browse through the thread a bit you'd find this issue coming up a lot.  I believe each time it's been linked to a bug in core KSP rather than anything wrong with EVE.  I don't believe anything can be done about it...at least not by Rbray89

 

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1 hour ago, Ignath said:

Quoting myself from page 217 (yes, 1 page back...):

Oh you mean this one??

On 12/1/2016 at 5:15 AM, Legate Loginod said:

Can someone help me please? This glitches will never go away even if i reinstall the mod multiple times :/

http://imgur.com/a/oLnmA

 

Also , this one is the one that annoys me the most

http://i621.photobucket.com/albums/tt298/matt0677/screenshot28_zpswv7ch2r8.png

 

Logs 

KSP.log

output_log.txt

Excuse me for not opening every single image link over 217 pages to hopefully come across one similar to mine. I did read back through the thread.

In any case, thanks for the answer. Funny I can't seem to remember that EVE used to do this pre 1.0... Is it something that cropped up lately?

Edited by KerBlam
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2 hours ago, Ignath said:

Quoting myself from page 217 (yes, 1 page back...):

 

From what I know it is an EVE issue and it is fixed in the current dev version.

Hey, @rbray89, I think I found a way to reproduce that annoying bug when, after reverting a flight, camera is stack below the ground:
dyX0COy.png

For aircrafts (launched from SPH) it happens if you revert a flight after flying and getting back to the ground by either smashing into it or landing softly. It never happens if you revert during the flight itself, or if you revert a craft that didn't take off the runway.

For rockets (launched from VAB) it happens if you revert a flight that went past 10 km altitude mark. It also sometimes happens if you revert a rocket standing on a launchpad, however I didn't manage to find a sequence for that case - it appears to happen quiet randomly.

Here are the logs of my tests, so that you can get a better idea:
https://www.dropbox.com/s/wic2twoz28dj3o7/output_log%20EVE-Revert-aircrafts.txt?dl=0

https://www.dropbox.com/s/mqdlmp8obddrufp/output_log%20EVE-Revert-Rockets.txt?dl=0

No mods except for EVE - last dev version from Github.

I hope it will be of some help for you.

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@rbray89, @Sigma88, @Poodmund: I've got a problem with EVE and Kopernicus. It keeps glitching out: IE the clouds sometimes cover the half (horizontally and vertically) the planets. Can you guys help? (PS: It's not just on menu screen)

Example below

http://i.imgur.com/zmKxd0i.png

Edited by davidy12
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1 hour ago, davidy12 said:

@rbray89, @Sigma88, @Poodmund: I've got a problem with EVE and Kopernicus. It keeps glitching out: IE the clouds sometimes cover the half (horizontally and vertically) the planets. Can you guys help? (PS: It's not just on menu screen)

Example below

http://i.imgur.com/zmKxd0i.png

Have had this before too, I think rbray knows about it.

 

Edited by Nhawks17
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To expand on my report listed further up, I have done the following.

Reproduced on Vanilla install with only latest EVE build installed and with 1 Cloud Layer around Kerbin. I set up a single Mk1 Pod module at around 165,000m altitude on a Sub-Orbital trajectory, quit then re-loaded the game, this is when the logs start from.

The craft is at 165km and the cloud layer is visible, hits 160km and it disappears, then continues until 55km when it pops back into view again. I let the pod crash down, returned to Space Center then quit out of the game.

Logs: http://pastebin.com/iMnhiBWp

Video:

 

 

Edited by Poodmund
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18 minutes ago, Poodmund said:

To expand on my report listed further up, I have done the following.

Reproduced on Vanilla install with only latest EVE build installed and with 1 Cloud Layer around Kerbin. I set up a single Mk1 Pod module at around 165,000m altitude on a Sub-Orbital trajectory, quit then re-loaded the game, this is when the logs start from.

The craft is at 165km and the cloud layer is visible, hits 160km and it disappears, then continues until 55km when it pops back into view again. I let the pod crash down, returned to Space Center then quit out of the game.

Logs: http://pastebin.com/iMnhiBWp

Video:

 

 

I may have found something poodmund

interestingly enough, I just noticed that kerbin's scaled version has:

fadeStart = 55000
fadeEnd = 60000

and kerbin's PQS has:

fadeStart = 60000
fadeEnd = 120000
deactivateAltitude = 160000

I think it's a bit too much of a coincidence...

you could try the same with duna which has different parameters

 

ScaledVersion:
fadeStart = 95000
fadeEnd = 97000

PQS:
fadeStart = 100000
fadeEnd = 110000
deactivateAltitude = 120000

 

edit:

and Tekto from OPM uses a Laythe template, which coincidentally has the same exact parameters as kerbin...

Edited by Sigma88
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@rbray89, could be possible in the future to have light over the clouds until the terminators of a planet? Maybe even a bit of "tint" like in the previous EVE?
And BTW, I was thinking in try again with the cubemaps, to avoid deformations and save a bit of memory, but I've seen that you are not using them in the last master update. May I know the cause?

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On January 14, 2016 at 8:22 PM, armegeddon said:

I am using the dev version that Nhawks17 bundles with SVE and am not getting any clouds.  I'm pretty sure it's related to the version of EVE included in the download as I get this in the KSP.log towards the beginning of load.


[LOG 19:17:06.958] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:17:06.966] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	LoadingScreen:Start()

 

Towards the end of the log I also get this:


[LOG 19:29:06.932] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager'
[EXC 19:29:06.935] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a)
	System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext ()
	System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext ()
	EVEManager.EVEManagerBase.GetManagers ()
	EVEManager.GlobalEVEManager.Awake ()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	AddonLoader:OnLevelWasLoaded(Int32)

 

Here's the full log if you need it:  https://www.dropbox.com/s/yfqriykptfvd06k/KSP.log?dl=0

An update to the issue I mentioned: I used some info I found in the forums to make KSP run in 64bit mode in windows (I am aware that no one will provide support for this).  I get the same exceptions in the log under the ksp64 run. This makes me think it could possibly be caused by the eve manager not being able to run in a 64 bit environment. While I don't expect any win64 help, if it could work under 64 bit Linux, that would be great.

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Hi,

I just tried installing Eve on a new Linux install.  64 bit, my system has 32 gig of memory.

KSP starts, then just exits.  When I remove EVE, it works fine.

Here is the log:  https://www.dropbox.com/s/t50kge5pp4jitcx/Linux_KSP.log?dl=0

I looked, but the log file doesn't seem to show anything, or at least, anything which stood out.

Thanks in advance

 

 

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58 minutes ago, linuxgurugamer said:

Hi,

I just tried installing Eve on a new Linux install.  64 bit, my system has 32 gig of memory.

KSP starts, then just exits.  When I remove EVE, it works fine.

Here is the log:  https://www.dropbox.com/s/t50kge5pp4jitcx/Linux_KSP.log?dl=0

I looked, but the log file doesn't seem to show anything, or at least, anything which stood out.

Thanks in advance

 

 

I'd suggest doing it on a clean install and seeing if the problem persists. Looks like you have a couple of additional mods which might be causing an issue when EVE is installed. But it could also be EVE, never know.

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On 2016/1/10 at 6:53 PM, Poodmund said:

I'd like to refer you to this post on the Dev. thread where rbray89 stated that it is because the required textures are not yet included: http://forum.kerbalspaceprogram.com/index.php?/topic/90956-wip-environmental-visual-enhancements-development/&do=findComment&comment=2336047

my friend did the windowed IVA problem solved?

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8 hours ago, Nhawks17 said:

I'd suggest doing it on a clean install and seeing if the problem persists. Looks like you have a couple of additional mods which might be causing an issue when EVE is installed. But it could also be EVE, never know.

So installing on a clean install, works.

So there must be some incompatibility.  As you can see, I have a lot of mods.  Before I start playing with a long debugging session, do you see any specific ones which might be causing the problem?

Or is there a list somewhere of known issues on Linux with other mods?

Thanks

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There may be other possibilities.  I had a strange issue creep up a few weeks ago where KSP kept crashing as soon as it would load my game.  I didn't pick up on the most obvious visual cue immediately, the planet on the main menu had shadows but no clouds, but simply putting a fresh copy of the mod fixed it.  I really have no idea why that happened but sometimes deleting the offending mod and reinstalling it is all it takes.

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10 hours ago, ftd-phoenix said:

my friend did the windowed IVA problem solved?

Potentially. rbray89 made this commit to the EVE Git Repository titled, 'Window Updates'. rbray89 hasn't been too active in this thread as of late so I am not sure what the push did: Link

Its looks as if the rendering process has changed... give it a try and see?

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