rbray89 Posted December 16, 2014 Author Share Posted December 16, 2014 I was just going to try it, because as of 0.90 stock KSP will no longer run in 2GB.On edit: Nope. ATM keeps running out of memory trying to do the conversions. The cache directory never even gets created. KSP.log here: https://www.dropbox.com/s/ti9xqtt8i2majls/KSP.90.ATM.Aggressive.log?dl=0[LOG 20:10:38.102] Load(Audio): Squad/Sounds/sound_tab_retreat[LOG 20:10:38.127] Load(Texture): NASAmission/Flags/NASA[LOG 20:10:38.172] ActiveTextureManagement: Loading texture...[EXC 20:10:38.200] OutOfMemoryException: Out of memory ActiveTextureManagement.TextureConverter.InitImageBuffer () ActiveTextureManagement.TextureConverter.IMGToTexture (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps, Boolean isNormalFormat) ActiveTextureManagement.TextureConverter.GetReadable (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps) ActiveTextureManagement.CacheController.RebuildCache (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.CacheController.FetchCacheTexture (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.DatabaseLoaderTexture_ATM.UpdateTexture (ActiveTextureManagement.TexInfo texture) ActiveTextureManagement.DatabaseLoaderTexture_ATM+<Load>d__4.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext()[LOG 20:10:38.213] Load(Texture): NASAmission/Parts/GrapplingDevice/grabberDiffuse[LOG 20:10:38.232] ActiveTextureManagement: Loading texture...[EXC 20:10:38.236] OutOfMemoryException: Out of memory ActiveTextureManagement.TextureConverter.InitImageBuffer () ActiveTextureManagement.TextureConverter.IMGToTexture (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps, Boolean isNormalFormat) ActiveTextureManagement.TextureConverter.GetReadable (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps) ActiveTextureManagement.CacheController.RebuildCache (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.CacheController.FetchCacheTexture (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.DatabaseLoaderTexture_ATM.UpdateTexture (ActiveTextureManagement.TexInfo texture) ActiveTextureManagement.DatabaseLoaderTexture_ATM+<Load>d__4.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext()[LOG 20:10:38.249] Load(Texture): NASAmission/Parts/GrapplingDevice/window[LOG 20:10:38.254] ActiveTextureManagement: Loading texture...[EXC 20:10:38.272] OutOfMemoryException: Out of memory ActiveTextureManagement.TextureConverter.InitImageBuffer () ActiveTextureManagement.TextureConverter.IMGToTexture (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps, Boolean isNormalFormat) ActiveTextureManagement.TextureConverter.GetReadable (ActiveTextureManagement.TexInfo Texture, Boolean mipmaps) ActiveTextureManagement.CacheController.RebuildCache (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.CacheController.FetchCacheTexture (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) ActiveTextureManagement.DatabaseLoaderTexture_ATM.UpdateTexture (ActiveTextureManagement.TexInfo texture) ActiveTextureManagement.DatabaseLoaderTexture_ATM+<Load>d__4.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext()http://i.imgur.com/6xkNdUY.pngHmmm... hopefully I just need to recompile it. I'll be working on this tonight. Link to comment Share on other sites More sharing options...
JorusAton Posted December 16, 2014 Share Posted December 16, 2014 Hmmm... hopefully I just need to recompile it. I'll be working on this tonight.Awesome! I really appreciate the work!! Link to comment Share on other sites More sharing options...
Voculus Posted December 16, 2014 Share Posted December 16, 2014 I find I'm no longer able to run the game in OpenGL. Good and bad, though. Good, because the OpenGL was so poorly optimized, that it would make two GTX 780s struggle, and I won't miss it. Bad, because without ATM, there is no KSP for me! I appreciate the effort, rbray! Link to comment Share on other sites More sharing options...
sp1989 Posted December 17, 2014 Share Posted December 17, 2014 I find I'm no longer able to run the game in OpenGL. Good and bad, though. Good, because the OpenGL was so poorly optimized, that it would make two GTX 780s struggle, and I won't miss it. Bad, because without ATM, there is no KSP for me! I appreciate the effort, rbray! You're not the only one. Unfortunately any veteran player knows that its not the day of release you get excited about. Its about 3-5 days after when all your mods are updated. ATM has the honor and curse of making about 80% of KSP players games work. So I think I speak for everyone when I say with the upmost consideration of real life, time, effort, and difficulty......PLEASE HURRY UP! In all seriousness I am sure KSP players who are in the middle of finals are very happy and hope you take all the time you need. Link to comment Share on other sites More sharing options...
q3w3e3 Posted December 17, 2014 Share Posted December 17, 2014 I am sure KSP players who are in the middle of finals are very happy and hope you take all the time you need.I am 1 day away from finishing my finals... BRING ON THE UPDATES! Link to comment Share on other sites More sharing options...
Virtualgenius Posted December 17, 2014 Share Posted December 17, 2014 Why cant you run in opengl I have gtx680 and its fine Link to comment Share on other sites More sharing options...
Voculus Posted December 17, 2014 Share Posted December 17, 2014 Why cant you run in opengl I have gtx680 and its fineThe loading screen shows up, but when I get to the title screen, and the game is trying to render the Munar surface with a crashed lander, my screens are all black, except for a small rectangle on the lower left, that flickers very fast, and occupies about 1/4 of that screen only. It's a bizarre gfx bug for sure, and never happened prior to 0.90. I reinstalled fresh, and made sure my drivers were all up to date. Wasn't meant to be. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 17, 2014 Share Posted December 17, 2014 most certainly. That is fine.Done, tested on my machine (with 0.25), and made the pull request so that future users can benefit from additional memory savings. This mod has saved me from having to make some tough decisions about which mods to keep. Thanks! Link to comment Share on other sites More sharing options...
dtoxic Posted December 17, 2014 Share Posted December 17, 2014 The loading screen shows up, but when I get to the title screen, and the game is trying to render the Munar surface with a crashed lander, my screens are all black, except for a small rectangle on the lower left, that flickers very fast, and occupies about 1/4 of that screen only. It's a bizarre gfx bug for sure, and never happened prior to 0.90. I reinstalled fresh, and made sure my drivers were all up to date. Wasn't meant to be.disable fullscreen and run in frameless window that shoud fix the problemalso be sure to add this to your shortcut " -force-opengl -popupwindow" Link to comment Share on other sites More sharing options...
scipiosgoblin Posted December 17, 2014 Share Posted December 17, 2014 Volculus, I had the same thing. Put a space between -force and -opengl. It worked for me after I did that. Don't know why.Goblin Link to comment Share on other sites More sharing options...
Voculus Posted December 17, 2014 Share Posted December 17, 2014 disable fullscreen and run in frameless window that shoud fix the problemalso be sure to add this to your shortcut " -force-opengl -popupwindow"Still no luck, I'm afraid. I tried rolling back my GFX card driver one version, too, but no joy. I'm not sure what could have changed that much from 0.25 to 0.90. Link to comment Share on other sites More sharing options...
Voculus Posted December 17, 2014 Share Posted December 17, 2014 Volculus, I had the same thing. Put a space between -force and -opengl. It worked for me after I did that. Don't know why.GoblinHoly crap! It worked! Thank you! Link to comment Share on other sites More sharing options...
scipiosgoblin Posted December 17, 2014 Share Posted December 17, 2014 I said much the same thing. LOLGlad it worked. Link to comment Share on other sites More sharing options...
sam1133 Posted December 17, 2014 Share Posted December 17, 2014 Hi, you people have completely lost me, could you give very basic simple instructions of the procedure pleasethanxsam Link to comment Share on other sites More sharing options...
Saint-Stanislas Posted December 17, 2014 Share Posted December 17, 2014 (edited) step one : ksp 0.25 = atm 4.2 ksp 0.90 = atm recompiled ( wich is not out yet, but sounds like it's coming soon : ''working on this tonight'' are the keywords here) step two : choose between whatever you want : 0.25 with ATM, or 0.90 without ATM, but you'll add it laterActually, I get pretty good performance without it, the game seems to run way smoother than 0.25 ... well I definitely have a better FPS. And a little 600mb in the RAM that was not there, even though I removed KSPInterstellar until it's updated! I can't wait to add ATM over this performance increase ( maybe my computer is just ... something )EDIT: I admit that their explanation is unclear for somebody who never heard of the power of unity argument That's what they we're refering to, you should read it if you didn't already Edited December 17, 2014 by Saint-Stanislas Link to comment Share on other sites More sharing options...
sam1133 Posted December 17, 2014 Share Posted December 17, 2014 ok..thank you Saint..will do Link to comment Share on other sites More sharing options...
rbray89 Posted December 17, 2014 Author Share Posted December 17, 2014 Alrighty! .90 release here: https://github.com/rbray89/ActiveTextureManagement/releases/tag/4-3More configs (thanks to Kerbas_ad_astra)Folders use regex matching for advanced folder handlingEverything under ActiveTextureManagementMisc. fixes Link to comment Share on other sites More sharing options...
sp1989 Posted December 17, 2014 Share Posted December 17, 2014 Alrighty! .90 release here: https://github.com/rbray89/ActiveTextureManagement/releases/tag/4-3More configs (thanks to Kerbas_ad_astra)Folders use regex matching for advanced folder handlingEverything under ActiveTextureManagementMisc. fixesSo no more Boulder Co configs? Link to comment Share on other sites More sharing options...
lincourtl Posted December 17, 2014 Share Posted December 17, 2014 Alrighty! .90 release here: https://github.com/rbray89/ActiveTextureManagement/releases/tag/4-3More configs (thanks to Kerbas_ad_astra)Folders use regex matching for advanced folder handlingEverything under ActiveTextureManagementMisc. fixesThanks! You're the best. I'll be trying it out in just a bit. Link to comment Share on other sites More sharing options...
rbray89 Posted December 17, 2014 Author Share Posted December 17, 2014 So no more Boulder Co configs?Correct. No more messy EVE confusion. Link to comment Share on other sites More sharing options...
RainDreamer Posted December 17, 2014 Share Posted December 17, 2014 <3 another essential mod for me got updated! I can almost start a new career now! Link to comment Share on other sites More sharing options...
peachoftree Posted December 17, 2014 Share Posted December 17, 2014 one way you could reduce the initial time is package the compressed squad textures with the mod (as long as it doesn't violate the EULA, Of course), I'm sure the squad folder is one of the biggest in everyones install. For me it has taken at least twice as long as everything that came before it. (still loading ) Link to comment Share on other sites More sharing options...
Saint-Stanislas Posted December 17, 2014 Share Posted December 17, 2014 Yay!Btw the cfg of Stationpartexpansion and WildBlueIndustries dont have .cfg. I'm not sure if ATM will read them without it ? ( anyway, i'm not using either of these )Thank you ! Link to comment Share on other sites More sharing options...
Bobe Posted December 17, 2014 Share Posted December 17, 2014 Just a quality of life request; do you think you could append the version number to the release files? I like to be able to keep track of which version I have. Link to comment Share on other sites More sharing options...
sp1989 Posted December 17, 2014 Share Posted December 17, 2014 Correct. No more messy EVE confusion.Yes yes yes thats a fantastic change!! Link to comment Share on other sites More sharing options...
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