Rivvik Posted January 3, 2014 Share Posted January 3, 2014 Hello, sorry to bug you, but the game now loads but certain textures within mods such as Ion-Hybrid Propulsion, and KAS load very strangely...I'll put them on the kibosh list, but just a heads up.EDIT: This was with both versions. Normal and Aggressive Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 3, 2014 Share Posted January 3, 2014 What config would you like, how many mods I have running or the config file in Boulder Co not to sure what your asking for Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 What config would you like, how many mods I have running or the config file in Boulder Co not to sure what your asking forThis mod's full config file please Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 Hello, sorry to bug you, but the game now loads but certain textures within mods such as Ion-Hybrid Propulsion, and KAS load very strangely...I'll put them on the kibosh list, but just a heads up.EDIT: This was with both versions. Normal and AggressiveProbably because those parts have normalmaps that need to be marked as such in the config file. Link to comment Share on other sites More sharing options...
Frostiken Posted January 3, 2014 Share Posted January 3, 2014 Just a note, but my Mk1 pod now looks kinda... 'different'. Like the colors are a little odd on it. A few other parts seem a little weird on the menu, but I can't really point out what. Is this just a side effect of whatever it's doing with the textures? Link to comment Share on other sites More sharing options...
blizzy78 Posted January 3, 2014 Share Posted January 3, 2014 A suggestion: Please allow regular expressions to be used. This way it would be easier to specify multiple textures at once.Also, it would be nice to have a detailed explanation of the config file. Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 Just a note, but my Mk1 pod now looks kinda... 'different'. Like the colors are a little odd on it. A few other parts seem a little weird on the menu, but I can't really point out what. Is this just a side effect of whatever it's doing with the textures?Screenshot before/after comparison? The normal maps should be correct, so I wouldn't be able to tell you what it could be. Link to comment Share on other sites More sharing options...
Nereid Posted January 3, 2014 Share Posted January 3, 2014 (edited) Testet 2.7 agressive today. Seems to work well. Without using it (or 1.1) KSP won't even start anymore.Memory usage with 2.7: ca. 2.5 GB, load time 4' to main menu.Momory usage without : over 3 GB, load time 2' 40'' and crash just before main menu. Edited January 5, 2014 by Nereid Link to comment Share on other sites More sharing options...
sarbian Posted January 3, 2014 Share Posted January 3, 2014 I have a suggestion for the config file. You should load all nodes of the same name instead of only one, it would allow for separate config file for each mod and make it easier to share them and even allow for mod to package them. The required config is the downside of the current version and this would help a lot.I would also change the node name to have something related to the mod name in them, name like "FOLDERS" are a bit generic and may colide with an other mod.Great work on the last version. I have some missing part but it's most likely only config related Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 3, 2014 Share Posted January 3, 2014 (edited) Here is the config file you requested http://www./download/c4yp8pswwdy0bv4/textureCompressor.cfg and a log file http://www./view/fuiw7ywu8xyhc4i/KSP(2).logHalf way through the loading screen memory is already at 3.5g using v2.7 using 1.1 its only about 2.2g so its generating quite a lot of memory usage to the point where it runs out Edited January 3, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 Here is the config file you requested http://www./download/c4yp8pswwdy0bv4/textureCompressor.cfgAnd you said that it doesn't work with aggressive Either? The only thing I can think of is that you might have lots of PNG textures, which would mean that mipmaps would be generated for all those, increasing memory usage slightly. You could try disabling mipmap generation (not recommended for regular textures, but I like to set mipmaps_normals to false.) But if it didn't work with the aggressive config, I'm flabbergasted. Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 I have a suggestion for the config file. You should load all nodes of the same name instead of only one, it would allow for separate config file for each mod and make it easier to share them and even allow for mod to package them. The required config is the downside of the current version and this would help a lot.I would also change the node name to have something related to the mod name in them, name like "FOLDERS" are a bit generic and may colide with an other mod.Great work on the last version. I have some missing part but it's most likely only config related I was toying with the idea of creating a config template that modders could use, but decided I wouldn't likely get enough support for it. I may end up manually performing the config changes myself. Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 3, 2014 Share Posted January 3, 2014 I am still using V 1.1 and its working ok I just wish we had a 64bit windows client they have one but it randomly crashes which I could live with as I am addicted to mods Link to comment Share on other sites More sharing options...
sarbian Posted January 3, 2014 Share Posted January 3, 2014 Even if the modders don't all support it we could still trade mods specific config files with ease. And I am sure a lot would support it since your mod became on the the required one for mod intensive play. Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 True... I'll put something together. What would be preferred:A) Config files in the respecting mod's folders. Config files in this mod's folder. Link to comment Share on other sites More sharing options...
sarbian Posted January 3, 2014 Share Posted January 3, 2014 oh, I did not saw that you load the file manually. You could use some GameDatabase.Instance.GetConfigs( "nodename" ) since you start working after the .cfg are loaded by KSP. This why the file could be anywhereIf not I think having the conifgs in your mod folder will make it easier to track them. Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 oh, I did not saw that you load the file manually. You could use some GameDatabase.Instance.GetConfigs( "nodename" ) since you start working after the .cfg are loaded by KSP. This why the file could be anywhereIf not I think having the conifgs in your mod folder will make it easier to track them.OH! Really? That makes things easier! Link to comment Share on other sites More sharing options...
sarbian Posted January 3, 2014 Share Posted January 3, 2014 I'll check the syntax once I'm back from work. Link to comment Share on other sites More sharing options...
blizzy78 Posted January 3, 2014 Share Posted January 3, 2014 I can't really comment on the "GameDatabase.Instance.GetConfigs("nodename")" way of doing things, but if that works, it would be great because plugin authors could just distribute config files for their textures without requiring players to copy them somewhere. Such as ModuleManager does things now I suppose. Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 I am still using V 1.1 and its working ok I just wish we had a 64bit windows client they have one but it randomly crashes which I could live with as I am addicted to modsDoe the Aggressive config work for you? Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 A suggestion: Please allow regular expressions to be used. This way it would be easier to specify multiple textures at once.Also, it would be nice to have a detailed explanation of the config file.Hmmm... that could work. Normal maps could easily be configured that way. Will do. Link to comment Share on other sites More sharing options...
sarbian Posted January 3, 2014 Share Posted January 3, 2014 (edited) I just did a quick test. Here is a proof of concept for your PopulateConfig without the manual file loading.You'll have to change the code that use overridesFolders. But when I look at it I think there is something wrong with thisFor example you do a overridesFolders.GetValue("mipmaps") but that value is in a lower node.Or I am just not awake enough.Edit : as I said I would change the node name. Any cfg that use the same node name would conflict.private void PopulateConfig() { if (config == null && GameDatabase.Instance.databaseTexture.Count > 0) { config = GameDatabase.Instance.GetConfigs("COMPRESSOR").First().config; overrides = GameDatabase.Instance.GetConfigs("OVERRIDES").First().config; UrlDir.UrlConfig[] overridesFolders = GameDatabase.Instance.GetConfigs("OVERRIDES_FOLDERS"); UrlDir.UrlConfig[] folders = GameDatabase.Instance.GetConfigs("FOLDERS"); UrlDir.UrlConfig[] readable = GameDatabase.Instance.GetConfigs("LEAVE_READABLE"); UrlDir.UrlConfig[] normals = GameDatabase.Instance.GetConfigs("NORMAL_LIST"); foreach (UrlDir.UrlConfig uc in overridesFolders) { foreach (ConfigNode node in uc.config.nodes) { Log(node.name); } } foreach (UrlDir.UrlConfig uc in normals) { foreach (ConfigNode.Value texture in uc.config.values) { Log(texture.value); } } } } Edited January 3, 2014 by sarbian Link to comment Share on other sites More sharing options...
SpeedyFarrar Posted January 3, 2014 Share Posted January 3, 2014 KSP.log is the one we are looking for.I'm not sure how to post the log, but I looked through it and there weren't any errors in it other than "out of memory". Link to comment Share on other sites More sharing options...
TheDude Posted January 3, 2014 Share Posted January 3, 2014 Greetings,I'm having a terrible time with this mod. I have been trying 2.6 and now 2.7. No matter what combination of directories in the config or using the basic or adanced compression configs provides a very frustrating random hang and the occasional crash. I've added and deleted directories in the config, removed mods... you name it. I've gotten nowhere and I'm desperatly asking for help.My testing procedure is as follows:1. Copy my existing KSP directory to a test folder.2. Remove the 1.1 version.3. Copy over the 2.7 version. Basic or Advanced. No difference in outcome.4. Add all parts directories to config.5. Start game.6. First start generally had a CTD.Out of 20 start attempts I typically see this:18 hangs on completly random parts.1 CTD1 sucessful start.If or when the game actually does start I will close it and, WITHOUT MAKING ANY CHANGES WHAT SO EVER, will start the game again only to have it hange on a random part. AAAARRRRRGGGGG !!!!!I don't know if makes any difference but I'm running B9, KW, KOSMOS, LLL, AIES, Kethane, Intersteller and RLA STockalike. All of these mods have the texture reduction packs installed if available. Now before everyone gets their knickers in a twist, I'm not hitting the 3.5 GB memory limit. I've culled out most of the parts from these mods and typically have only 6 - 8 parts from each. My memory under 1.1 is right at 2.2 GB while sitting in the VAB.OK... I've complained enough. I don't believe in complaining without having a solution or offering to find a solution to the problem. That being said, you tell me exactly what you need, how you need it and how to get it to you and I'll do everything in my power to see that it happens.Best regards,The Dude Link to comment Share on other sites More sharing options...
rbray89 Posted January 3, 2014 Author Share Posted January 3, 2014 Greetings,I'm having a terrible time with this mod. I have been trying 2.6 and now 2.7. No matter what combination of directories in the config or using the basic or adanced compression configs provides a very frustrating random hang and the occasional crash. I've added and deleted directories in the config, removed mods... you name it. I've gotten nowhere and I'm desperatly asking for help.My testing procedure is as follows:1. Copy my existing KSP directory to a test folder.2. Remove the 1.1 version.3. Copy over the 2.7 version. Basic or Advanced. No difference in outcome.4. Add all parts directories to config.5. Start game.6. First start generally had a CTD.Out of 20 start attempts I typically see this:18 hangs on completly random parts.1 CTD1 sucessful start.If or when the game actually does start I will close it and, WITHOUT MAKING ANY CHANGES WHAT SO EVER, will start the game again only to have it hange on a random part. AAAARRRRRGGGGG !!!!!I don't know if makes any difference but I'm running B9, KW, KOSMOS, LLL, AIES, Kethane, Intersteller and RLA STockalike. All of these mods have the texture reduction packs installed if available. Now before everyone gets their knickers in a twist, I'm not hitting the 3.5 GB memory limit. I've culled out most of the parts from these mods and typically have only 6 - 8 parts from each. My memory under 1.1 is right at 2.2 GB while sitting in the VAB.OK... I've complained enough. I don't believe in complaining without having a solution or offering to find a solution to the problem. That being said, you tell me exactly what you need, how you need it and how to get it to you and I'll do everything in my power to see that it happens.Best regards,The DudeFirst off, try using the mod without adding the other mod folder in. It will still compress the textures, it just won't do anything else with them. If you have texture reduction packs for B9, Squad, or KW, you can remove them if you like and use the aggressive config, or change the scale parameter in the config to something higher. Typically, I see ~1GB reduction with just the stock aggressive config when running with B9 and KW stock.Now onto specific mod issues...It will probably be easiest to try this out myself, so the links to them might help. B9 and KW are good, as I tested those out myself and added the normal map config entries. The mods I'm most worried about are Kethane, Interstellar, and LLL. So you could try commenting those three out of your config, one at a time, and see if the hang-up/CTD still occurs. The mod will function exactly like 1.1 did for all mods that are not in the folder list. It just adds additional functionality for the mods that are added to the list. Link to comment Share on other sites More sharing options...
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