rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 But if KSP is re-loading textures why does the previous version and the patch posted earlier seem to work as expected?Believe me... It doesn't. I just tried them and the KSP loader re-loads the textures anyways. Memory usage will actually increase for some reason (likely KSP not flushing after the update)the version posted previously has been updated. Unfortunately, with .25, there is no recourse but to re-load textures after KSP has loaded them. The log debugging also correctly reflects memory saved.https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-5 Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 12, 2014 Share Posted October 12, 2014 (edited) Believe me... It doesn't. I just tried them and the KSP loader re-loads the textures anyways. Memory usage will actually increase for some reason (likely KSP not flushing after the update)the version posted previously has been updated. Unfortunately, with .25, there is no recourse but to re-load textures after KSP has loaded them. The log debugging also correctly reflects memory saved.https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-5Okay, I'll give this one a shot. If I report back in like 10 minutes we'll know it didn't work for me, because the game will have crashed again. Wish me luck! Update, 20 minutes later: Nope. Crashed. Edited October 12, 2014 by Neutrinovore Link to comment Share on other sites More sharing options...
Patrick Kerbivan Posted October 12, 2014 Share Posted October 12, 2014 (edited) The new release seems to be working for me so far. No crash on entering the VAB at least. It seems to be doing bad things to icons and such being added by mods though. I may have noticed this once or twice before with previous releases, but definitely not to this extent: Edit: Found even more cases of this badness, including distortion of stock assets such as the icons for the different strategies in the new admin building. Edited October 12, 2014 by Patrick Kerbivan Link to comment Share on other sites More sharing options...
johnwayne1930 Posted October 12, 2014 Share Posted October 12, 2014 I noticed that the new version of ATM negates the changes of the newest version of TextureReplacer.So I tried a config for TR like this:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = TextureReplacer enabled = false}But it didn't work, still no Textures replaced by TR.What can I do to make TextureReplacer work again? Link to comment Share on other sites More sharing options...
Iasus Posted October 12, 2014 Share Posted October 12, 2014 I got a clean load followed by a crash in the VAB. Many part textures looking funky as well, and the grass texture in the scene view of the KSC, plus in-game itself has been corrupted. All this happened once I installed the new release, and the grass texture remains corrupted after I removed it (Both folders from GameData). Trying a clean install to see if that fixes the issue. Will report back.Ias Link to comment Share on other sites More sharing options...
Iasus Posted October 12, 2014 Share Posted October 12, 2014 I got a clean load followed by a crash in the VAB. Many part textures looking funky as well, and the grass texture in the scene view of the KSC, plus in-game itself has been corrupted. All this happened once I installed the new release, and the grass texture remains corrupted after I removed it (Both folders from GameData). Trying a clean install to see if that fixes the issue. Will report back.IasLooks like a clean install fixed it. I am now running without ATM - if I have a play again I'll post logs/screenshots to help. Best of luck solving your issues.Ias Link to comment Share on other sites More sharing options...
Tw1 Posted October 12, 2014 Share Posted October 12, 2014 I am having a problem with some textures not loading also. This seems to be making some parts not load, or load with odd textures.Recreated in install with only stock, ATM, and a mod with the issue:Could this be an issue with the other mod's textures? Should I forward the issue to them? Link to comment Share on other sites More sharing options...
smart013 Posted October 12, 2014 Share Posted October 12, 2014 (edited) Ok, here my latest moderate success with the updated ATM.KSP32bit, Win7 64bit, AMD Athlon II X4 640, 3GHz, GeForce GTX 560, 4GB Memory, windowmode, open-gl. The following updated 61 (whoa) mods:Some inconclusive experimentation in the settings (with and without astronomers settings.cfg).Memory Footprint after starting up around 2.5 - 3GB. Everything seems to work (ok, Interstellar still has the treeloader problem, but thats not the point here) with my old .24.2 Save. Every vessel is where it belongs, didnt see anything weird with the textures. No crashes so far (but not much marathon played either). But the main problem is that the framerate is really low, especially compared to exactly the same mod compilation in 24.2 that was really fast. For KSP anyway. As an example the camera motion in the main menue is really sluggish. Definitely progress, but not really playable for be either. Dont know if part of the problem is ATM, for the moment it seems to work insofar that KSP started and runs again.Thanks for that Edited October 12, 2014 by smart013 Link to comment Share on other sites More sharing options...
MOARdV Posted October 12, 2014 Share Posted October 12, 2014 So... as far as I can tell, I won't be able to stop KSP from loading (or re-loading) textures. It will always load them. We have two options:1) re-load textures after KSP has already done this. This means considerably longer loading times. (standard KSP load time + white screen loading time)2) over-write the textures before KSP can load them. This means the file system will be altered. I might be able to put the textures somewhere else, but it will result in having to re-manage textures.I thought somewhere in the release notes there was something about the ability to do custom loaders. I can't find where I saw that now, of course. But, if that's correct, I wonder if you can hook into the texture loader and do your own loader / compressor for stock texture formats. Link to comment Share on other sites More sharing options...
lincourtl Posted October 12, 2014 Share Posted October 12, 2014 Thanks rbray! Unfortunately, I'm seeing textures knocked out which never were before, particularly toolbar icons, but even my custom navball texture in NavBallTextureExport is getting fuzzed up.Otherwise, it seems to be working OK. Apart from the long loading time because of the reloading of textures anyway. I'm seeing a savings of 740MB reported in the log file.Here's a screenshot. Link to comment Share on other sites More sharing options...
lincourtl Posted October 12, 2014 Share Posted October 12, 2014 (edited) I thought somewhere in the release notes there was something about the ability to do custom loaders. I can't find where I saw that now, of course. But, if that's correct, I wonder if you can hook into the texture loader and do your own loader / compressor for stock texture formats.Yeah, that was under Misc in the readme.txt: "GameDatabase code tweaked to allow modders to write their own asset loaders." Edited October 12, 2014 by lincourtl Link to comment Share on other sites More sharing options...
Friend Bear Posted October 12, 2014 Share Posted October 12, 2014 (edited) rbray89It looks like this mod makes it so contracts do not show up in career mode. It is the same with "texture replacer" mod, if this helps at all.Ideas?Check out my post in the help forum for more info.: http://forum.kerbalspaceprogram.com/threads/96581-No-Contracts-Texture-ram-mods?p=1472001#post1472001I have tested the other mods but maybe this is similar to issues others are facing? I don't know enough about the software used to program a lot of this, so sorry for the lack of information. Edited October 12, 2014 by Friend Bear Link to comment Share on other sites More sharing options...
sarbian Posted October 12, 2014 Share Posted October 12, 2014 I sent rbray89 some code that uses the custom loaders earlier Link to comment Share on other sites More sharing options...
skeevy Posted October 12, 2014 Share Posted October 12, 2014 I saw that git commit and it made me happy. Should we just hold off on using any of the ATM's posted until that release is out and about? Link to comment Share on other sites More sharing options...
sarbian Posted October 12, 2014 Share Posted October 12, 2014 My commit is not exactly a clean and fully tested code. It's more a proof of concept and rbray89 can see if he is interested when he has the time. Link to comment Share on other sites More sharing options...
Naten Posted October 12, 2014 Share Posted October 12, 2014 (edited) I threw together a quick fix for your Squad config. Its code does not work alone, it needs the overrides from the config in BoulderCo/ActiveTextureManagerConfigs/.Download the fix here.ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Squad enabled = true NORMAL_LIST { texture = Squad/Parts/FuelTank/RCSFuelTankR1/model001 texture = Squad/Parts/Aero/wingletAV-R8/model001 }}Place the folder in the .zip file in your GameData folder.EDIT: Now includes another config to prevent compression of strategy icons in the admin building!New config's code:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Squad enabled = true OVERRIDES { Squad/Strategies/Icons/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } }}If you like it enough to include it in the mod, that's fine with me. If you want to implement my config into your mod's current config, replace your Squad config with this:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Squad enabled = true NORMAL_LIST { texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSFuelTankR1/model001 texture = Squad/Parts/Aero/wingletAV-R8/model001 } OVERRIDES { Squad/Agencies/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } Squad/Strategies/Icons/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } }}The original config references the old names for the part folders for the RCS fuel tank and the winglet. To fix really ugly rendering of these parts, the normal list has been corrected. Thanks. -Naten Edited October 12, 2014 by Naten Link to comment Share on other sites More sharing options...
skeevy Posted October 12, 2014 Share Posted October 12, 2014 I'm not in any hurry for ATM...Linux x64 here...but I'm starting to get near 3\4 of all my ram used for KSP (5-6 out of 8GB) and I'm just wanting to lower my ram use a bit (I normally only use the basic version). Clean and tested or not, progress is progress and we thank you for it.Out of curiosity, does the lowering/texture scaling help with AA any? Only curious because AA never worked for my until very recently (not sure if it was the latest GPU driver or 0.25 KSP that helped with my AA). Link to comment Share on other sites More sharing options...
Naten Posted October 12, 2014 Share Posted October 12, 2014 I updated my fix to include a config that prevents the Admin Strategy icons from being compressed. Link to comment Share on other sites More sharing options...
Redmanjbj Posted October 12, 2014 Share Posted October 12, 2014 Alternatively, just add a -popupwindow tag to the command line thing after the opengl one, and it will render as a borderless window and you won't get that issueha! even better... works like a charm. thx Link to comment Share on other sites More sharing options...
rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 Sarbian is awesome! Everyone should give Sarbian rep... Like now.https://github.com/rbray89/ActiveTextureManagement/releases/tag/3-6Implements a new way to override KSP's internal texture loading altogether. No more waiting for the white screen to dissapear, and textures will load 2x as fast as KSP's loading. Link to comment Share on other sites More sharing options...
jonahkrw Posted October 12, 2014 Share Posted October 12, 2014 Just to let y'all know, the fix released by medsouz works for me.The official one still crashes. I'll be sticking with that for now Link to comment Share on other sites More sharing options...
drtedastro Posted October 12, 2014 Share Posted October 12, 2014 quick dumb question... for the downloads, does the x64 versus x86 refer to operating OS or ksp version / bits. Link to comment Share on other sites More sharing options...
Mokmo Posted October 12, 2014 Share Posted October 12, 2014 (edited) quick dumb question... for the downloads, does the x64 versus x86 refer to operating OS or ksp version / bits.x64 is 64 bits, x86 is 32 bitsYes your game version Edited October 12, 2014 by Mokmo Link to comment Share on other sites More sharing options...
drtedastro Posted October 12, 2014 Share Posted October 12, 2014 for the operating system, like win 7 x64 OR the 64bit verion of ksp?????My os is 64bit, and i run both x86 and x64 versions of ksp... Link to comment Share on other sites More sharing options...
Mokmo Posted October 12, 2014 Share Posted October 12, 2014 (edited) It seems some config files have been ignored on this new version. Almost all my toolbar icons are black squares.EDIT: Even Mechjeb's icons are doing this (including the one in the game's integrated toolbar) Edited October 12, 2014 by Mokmo Link to comment Share on other sites More sharing options...
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