tedach 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...You can run either. You'll have to reinstall ATM every time you change from x86 to x64, though.For example, if you decide to run KSP in x86, you'll need to overwrite the ActiveTextureManagement.dll with the x86 version (assuming you started out with 64bit ATM) and vice versa switching back. Link to comment Share on other sites More sharing options...
Brucey Posted October 12, 2014 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.You guys are awsome. But actually its still not quite working for me. Now it seems to have caused a memory leak. With KSP at the title screen, using opengl, windows task manager showed initially less then 2gb, but gradually spun up to 3.5+ gb over about 60 seconds, then crashed. My log got spammed with these messages.[TR.TextureReplacer] UnityEngine.UnityException: Texture 'TextureReplacer/EnvMap/PositiveX' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at TextureReplacer.Reflections.initialise () [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[TR.Reflections] Environment map -x -> TextureReplacer/EnvMap/NegativeX(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[TR.Reflections] Corrupted GameDatabase! Problematic TGA? TextureReplacer/EnvMap/NegativeXMaybe it's not playing nice with texture replacer? Link to comment Share on other sites More sharing options...
drtedastro Posted October 12, 2014 Share Posted October 12, 2014 You can run either. You'll have to reinstall ATM every time you change from x86 to x64, though.For example, if you decide to run KSP in x86, you'll need to overwrite the ActiveTextureManagement.dll with the x86 version (assuming you started out with 64bit ATM) and vice versa switching back.Thanks tedach... That is the info I was looking for......cheers. Link to comment Share on other sites More sharing options...
BigD145 Posted October 12, 2014 Share Posted October 12, 2014 Works pretty well RAM-wise. I'm getting tiny icons in Toolbar, though. Link to comment Share on other sites More sharing options...
rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 Looks like it wasn't reading from the configs. Should be fixed to address it. Link to comment Share on other sites More sharing options...
Taki117 Posted October 12, 2014 Share Posted October 12, 2014 GAH! Must spread rep....sarbian you rock! (and rbray too) Link to comment Share on other sites More sharing options...
sarbian Posted October 12, 2014 Share Posted October 12, 2014 I have found an other trick to add ! Soon Link to comment Share on other sites More sharing options...
BigD145 Posted October 12, 2014 Share Posted October 12, 2014 Best to add this to squad.cfg overrides:Squad/Strategies/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } Link to comment Share on other sites More sharing options...
dtoxic Posted October 12, 2014 Share Posted October 12, 2014 two null refs jumped out with 3-6 version game works fine thou no visible errors so far....logs:https://www.dropbox.com/s/clxiaypasu5gvci/KSP_Data.rar?dl=0 Link to comment Share on other sites More sharing options...
lincourtl Posted October 12, 2014 Share Posted October 12, 2014 (edited) Looks like it wasn't reading from the configs. Should be fixed to address it.Sad to say, I'm not seeing any reported memory savings now with 3-6. That seems consistent with the crash log too. Same problem with toolbar icons not showing up, and fuzzed custom navball from NavBallTextureExporter too as before.[LOG 15:38:57.389] ActiveTextureManagement: Memory Saved : 0B[LOG 15:38:57.391] ActiveTextureManagement: Memory Saved : 0kB[LOG 15:38:57.392] ActiveTextureManagement: Memory Saved : 0MBError occurred at 2014-10-10_003320.C:\Program Files\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Volynov.95% memory in use.2046 MB physical memory [101 MB free].0 MB paging file [999 MB free].2048 MB user address space [77 MB free].Write to location 00200000 caused an access violation. Edited October 12, 2014 by lincourtl Link to comment Share on other sites More sharing options...
rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 Sad to say, I'm not seeing any reported memory savings now with 3-6. That seems consistent with the crash log too. Same problem with toolbar icons not showing up, and fuzzed custom navball from NavBallTextureExporter too as before.Reported savings are not accurate at all I'm afraid. Will be fixing that at some point in the future. Link to comment Share on other sites More sharing options...
rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 two null refs jumped out with 3-6 version game works fine thou no visible errors so far....logs:https://www.dropbox.com/s/clxiaypasu5gvci/KSP_Data.rar?dl=0Those exceptions can be ignored... they aren't important to the loading. Link to comment Share on other sites More sharing options...
[email protected] Posted October 12, 2014 Share Posted October 12, 2014 (edited) Working now. But I had to uninstall and reinstall it about six times. Edited October 12, 2014 by [email protected] Link to comment Share on other sites More sharing options...
BigD145 Posted October 12, 2014 Share Posted October 12, 2014 Are people attempting to use -opengl and this? Link to comment Share on other sites More sharing options...
Epoxide Posted October 12, 2014 Share Posted October 12, 2014 Are people attempting to use -opengl and this?I have tried with both but no luck, still running out of memory with much less mods than usual Link to comment Share on other sites More sharing options...
sp1989 Posted October 12, 2014 Share Posted October 12, 2014 I also have to report that I am running out of memory even with very few mods, even with the new update. Here is my log and I hope it helps. https://www.dropbox.com/s/j9pm1i59c04ycoi/Player.log?dl=0 Link to comment Share on other sites More sharing options...
somnambulist Posted October 12, 2014 Share Posted October 12, 2014 (edited) The new build does not two parts from Lack's SXT. Full logs and a stripped down SXT with just the affected parts are available here. Excerpt from the logs:NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)KSP loads fine with these parts removed or when using medsouz's patched dll from yesterday.Edit: Another bug. I'm getting duplicate flag entries. Edited October 12, 2014 by somnambulist Link to comment Share on other sites More sharing options...
sp1989 Posted October 12, 2014 Share Posted October 12, 2014 Yea I'm not noticing any difference between when it is and is not installed. I know task manager is not that accurate but it is still showing me 3.3 GB after install. No difference and I still don't have half the mods I normally run installed.Also, it'd really be nice if there were some basic descriptions of what I'm supposed to be doing here. There are 2 releases, x64 and x86 and no real description of what the difference is or what I should be doing playing 32 bit. I get the whole merge into gamedata so please don't feed me that line. Can someone tell me the difference between the two?In fact, I just took ATM out and freed up .4 GB.X64 for is for people who are running the 64 bit version of the game. X86 is for everyone else. Link to comment Share on other sites More sharing options...
BigD145 Posted October 12, 2014 Share Posted October 12, 2014 I also have to report that I am running out of memory even with very few mods, even with the new update. Here is my log and I hope it helps. https://www.dropbox.com/s/j9pm1i59c04ycoi/Player.log?dl=0Very few mods and you're running out of memory? Somehow I doubt that unless you physically have very little memory in your computer. If that is the case you should stick to stock. Link to comment Share on other sites More sharing options...
rbray89 Posted October 12, 2014 Author Share Posted October 12, 2014 I think one of the problems may be that KSP uses a lot more memory to start off with now... Link to comment Share on other sites More sharing options...
sp1989 Posted October 12, 2014 Share Posted October 12, 2014 Very few mods and you're running out of memory? Somehow I doubt that unless you physically have very little memory in your computer. If that is the case you should stick to stock.I have been playing this game heavily modded for more than a year now. Thanks to ATM I have been able to do this. I don't know why but with the few mods I have loaded it still hits the limit. Link to comment Share on other sites More sharing options...
kuketski Posted October 12, 2014 Share Posted October 12, 2014 I have an other issue. I dont get memory exhaustion and i do notice difference in speed of VAB/KSC/Map loading and overall game performance in sandbox. But my current carrer game became unplayable - i cant enter VAB/Map/SPH/Mission control. Can enter R&D, but cant exit from there - Exit button click does nothing. I cant even exit to main menu. Only Alt+F4 helps.Tryed this with x86-release and x86-release-basic - same result:1) Interface become unresponsive in exiting game with numerous completeed contracts and active flights.2) Interface fully works in sandbox mode.3) Interface works in new career game, but contracts window is empty.I have no idea how texture managment can cause this, but i expirience this effects only when i use ATM and KSP go back to nominal after ATM deletion. I presume some mod incompatibility.My Mods (after ATM deletion):000_ToolbarB9_AerospaceBoulderCoChattererCITCommunityResourcePackContracts WindowCrossFeedEnablerDeadlyReentryDMagic Orbital ScienceEngineerEnvironmentalVisualEnhancementsFerramAerospaceResearchFinePrintFirespitterJSIKASKerbalJointReinforcementKineTechAnimationKlockheed_MartiankOSKSPLuaMagicSmokeIndustriesMechJeb2ModuleManager.2.5.1.dllModuleRCSFXMP_NazariNASAmissionNereidORSXPreciseNodeProbeControlRoomProceduralFairingsRealChuteRemoteTechResGenSCANsatSmokeScreenSquadThunderAerospaceTriggerTechTweakScaleUmbraSpaceIndustriesUniversalStorageVirgin KalacticAnyone else have such a problem?Registered to say this and - The Mod is awesome. Period. Must have for mod greedy person like me. Great job. Link to comment Share on other sites More sharing options...
Nowater Posted October 12, 2014 Share Posted October 12, 2014 I run opengl and ATM, 1,68GB instead of 2,3 with only opengl and 3,3GB+ without anything (It crashes at load) Link to comment Share on other sites More sharing options...
sarbian Posted October 12, 2014 Share Posted October 12, 2014 When i did a test with an empty gamedata 0.25 used about 200MB more than 0.24.2. I created a new branch on my repo to load DDS texture without re compressing them. It does not help at all with the memory but DDS loading directly from disk to memory should be way faster than usual textures. It could be used to load cache faster (if we can get the compressed bytes), or later when 64bit is stable to make things faster.The code is not tested, it's getting too late for me Link to comment Share on other sites More sharing options...
lincourtl Posted October 12, 2014 Share Posted October 12, 2014 (edited) Reported savings are not accurate at all I'm afraid. Will be fixing that at some point in the future.Yeah, but before the sarbian-fix (I'm not blaming sarbian, who is indeed awesome) it was reporting 740MB saved, which was also consistent with what I was seeing in Resource Monitor. Now Resource Monitor says almost 100% of my physical memory is being used, and the crash log agrees. BTW: Do we know why KSP uses so much more memory now? It can't just be the SP+ parts. I was running that in 0.24.2, along with ScanSat, and SDHI, and some more smaller part mods, thanks to ATM. And that was on top of a ton of plugins. Just curious.On edit: I know I'm trying to shoehorn KSP into 2GB, and 4GB is recommended. It used to work fine though. I'll be sad if I'm mostly confined to stock. Edited October 12, 2014 by lincourtl Link to comment Share on other sites More sharing options...
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