Galane Posted December 28, 2013 Share Posted December 28, 2013 I'm going to use this. Should help on this old XP box with only 2 gig RAM. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2013 Author Share Posted December 29, 2013 Updated with new next-gen version of texture management. Link to comment Share on other sites More sharing options...
DartBoris Posted December 29, 2013 Share Posted December 29, 2013 Looks like new version freezes loading WarpPlugin (KSP interstellar) folder stuff , had to add entire WarpPlugin folder to ignore list.Just for feedback) Link to comment Share on other sites More sharing options...
Donziboy2 Posted December 29, 2013 Share Posted December 29, 2013 Same thing for me....Logs Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 29, 2013 Share Posted December 29, 2013 Running into a similar issue here. Not sure if it's stuck or if it's just taking a long time. Link to comment Share on other sites More sharing options...
dubhorizon Posted December 29, 2013 Share Posted December 29, 2013 Looks like new version freezes loading WarpPlugin (KSP interstellar) folder stuff , had to add entire WarpPlugin folder to ignore list.Just for feedback)same here, how did you add it to ignore list though? Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2013 Author Share Posted December 29, 2013 The first loading will take a long time, as it converts all mbm to tga files. Once it finishes, and gets to the main menu, then quit, and restart KSP. Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 29, 2013 Share Posted December 29, 2013 Is it normal for it to hang on one particular part/texture for over 10 minutes during the initial conversion process? Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2013 Author Share Posted December 29, 2013 Is it normal for it to hang on one particular part/texture for over 10 minutes during the initial conversion process?No... shouldn't take that long... is there something in the logs regarding it? Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 29, 2013 Share Posted December 29, 2013 I haven't found anything revealing in the logs yet, but just from watching the loading screen it seems to be hanging on certain files with a .mu extension. Examples are WarpPlugin\Spaces\Sci\model.mu and WarpPlugin\Parts\Electrical\ElectricalGeneratorsS\sgen.muI'll post the logs in a bit to confirm though Link to comment Share on other sites More sharing options...
NotCoach Posted December 29, 2013 Share Posted December 29, 2013 Three out of five loadups crashed on me after installing the updated mod. Do you want the logs, and how to I deliver them if you do. Link to comment Share on other sites More sharing options...
NotCoach Posted December 29, 2013 Share Posted December 29, 2013 Three out of five loadups crashed on me after installing the updated mod. Do you want the logs, and how to I deliver them if you do.Just crashed again when I tried to load a save. Reverting to prior version. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 29, 2013 Share Posted December 29, 2013 Just had a crash here also; hanged while trying to compress the Romfarer UI pieces (according to the output log in the crash folder.) Will attempt again and see. Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 29, 2013 Share Posted December 29, 2013 (edited) I haven't found anything revealing in the logs yet, but just from watching the loading screen it seems to be hanging on certain files with a .mu extension. Examples are WarpPlugin\Spaces\Sci\model.mu and WarpPlugin\Parts\Electrical\ElectricalGeneratorsS\sgen.muI'll post the logs in a bit to confirm thoughAnyway, here's the log for my most recent attempt at loading. https://app.box.com/s/3cqt16yjf6gwrpsiemxd This one didn't crash, rather I just terminated the process after it chewed on the same file for like 15 minutes or so. Other times I hit an out-of-memory exception. Edited December 29, 2013 by FenrirWolf Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 29, 2013 Share Posted December 29, 2013 So if a player tries this and doesn't like it, the mod leaves behind files in the parts folders? Link to comment Share on other sites More sharing options...
Motokid600 Posted December 29, 2013 Share Posted December 29, 2013 I too am experiencing the hang up.The end of the log. [LOG 23:03:41.825] PartLoader: Compiling Part 'Squad/Parts/Engine/radialLiquidEngine1-2/part/radialLiquidEngine1-2'[EXC 23:03:41.828] NullReferenceException: Object reference not set to an instance of an object[LOG 23:13:04.649] SaveConfig[LOG 23:30:38.123] Skipped rendering frame because GfxDevice is in invalid state (device lost)[LOG 23:30:38.229] Skipped rendering frame because GfxDevice is in invalid state (device lost)And then so on for a few dozen more lines.. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 29, 2013 Share Posted December 29, 2013 Yea Fenrir; I just had the same issue as you; game hangs without crashing. Mine looks to be a NRE while adding a sound from the stock game.PartLoader: Compiling Part 'Squad/Parts/Utility/parachute_single/part/parachuteSingle'(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Added sound_parachute_open to FXGroup activate(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)NullReferenceException: Object reference not set to an instance of an object at System.Collections.Generic.GenericEqualityComparer`1[System.String].GetHashCode (System.String obj) [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2[System.String,System.Int32].TryGetValue (System.String key, System.Int32& value) [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 @Moto the render frame skip is basically the splash screen not rendering because the game isn't in focus. My output log is spammed to hell and back with them as I was letting the game load in the background; made finding this NRE a pain Link to comment Share on other sites More sharing options...
Sigma52 Posted December 29, 2013 Share Posted December 29, 2013 multiple crashes, anyone else having any luck with this? Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 29, 2013 Share Posted December 29, 2013 Not yet Sigma. I will be trying a third time; hopefully that NRE I just posted narrows things down. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2013 Author Share Posted December 29, 2013 The textures are all there, but the extension has changed... I'm working right now on a version that will change them back, and will use a filter to only work on folders specified. Should be ready in a few minutes. Link to comment Share on other sites More sharing options...
blizzy78 Posted December 29, 2013 Share Posted December 29, 2013 I have not tried the new version yet, but might I suggest that textures 48x48 pixels and smaller not be compressed if that means there's any graphical loss involved? Those are usually icons, and they could look terrible with lossy compression. Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 29, 2013 Share Posted December 29, 2013 The textures are all there, but the extension has changed... I'm working right now on a version that will change them back, and will use a filter to only work on folders specified. Should be ready in a few minutes.CoolSo if a player tries this and doesn't like it, the mod leaves behind files in the parts folders?Haha, this thought crossed my mind as well. I don't mind the mod making some spare files in the name of MOAR RAM but it does raise the question of how the removal of said files should work. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 29, 2013 Share Posted December 29, 2013 Sounds good rbray; will be happy to play guinea pig for ya; and third time still unlucky. Weird that it's hanging at different points though; I would have thought it would find the first instance of something it couldn't read and hang on that. This time around it couldn't read/load a texture from KAS and hanged. (Really odd as it crashed the first time and hanged on the sound effect the second time; both well after KAS had loaded) Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 29, 2013 Share Posted December 29, 2013 Just have to keep that in mind when testing this out before moving over, it does leave files behind. Try it on another install. CoolHaha, this thought crossed my mind as well. I don't mind the mod making some spare files in the name of MOAR RAM but it does raise the question of how the removal of said files should work. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted December 29, 2013 Share Posted December 29, 2013 Depending on what sort of search or comparison program you have switching back isn't too bad (simple search of .mbm.orig and mass rename to .mbm will get them back to pristine) even without bray's upcoming update that incorporates that function. Link to comment Share on other sites More sharing options...
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