shaw Posted February 23, 2015 Author Share Posted February 23, 2015 Just tried out the new .dll - it fixed the crashing issues I was having with the reflections from Ven's revamp enabled and certain parts. Ven's looks even better now, thanks.One thing, though - my memory usage seems to have jumped a fair bit. I'm on 64-bit Linux with 16 GB of RAM, so it's not really much of a worry for me. But sitting at the main menu the KSP process jumped from using around 7.2 GB to about 8.5 GB. I swapped the .dll files in and out a couple of times to test it, and it's definitely the new TR .dll that's doing it. Monitoring memory during loading shows the extra mem use appears towards the beginning of the loading process, before the MM configs are handled - that's when textures are loaded, right?Not sure if this is will be an issue on Windows, as the Linux 64-bit process seems to use tons more RAM than Windows anyway - when I moved over to Linux, the same install that used 3 GB of RAM in Windows 32-bit used 6 GB of RAM in Linux 64-bit. Thought I should mention it, though.--EditActually, it appears that the new .dll may have some other problems too. It makes most of the parts of my most recent rocket disappear on launch:http://i.imgur.com/PAhZN0G.png?1I've got a very heavily modded game, so I'll do more testing to confirm it and post logs later.Increased RAM usage and disappearing ship parts (the reflective ones, right?) are likely a sign of TR crashing. Are there any errors in the log? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted February 23, 2015 Share Posted February 23, 2015 It was almost all the parts. Ven's mostly, but there were 3 boosters from KW, stock separators, plus parts from RoverDude's Sounding Rockets and others. No logs yet. I'll test more later. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 23, 2015 Share Posted February 23, 2015 This is a new testing version that uses a new method for hiding parts while rendering reflections. It should hopefully fix all the issues, like crashing solar panels. Try to break it.TextureReplacer.dllIt fixes the crashes using Ven's parts but definitely also causes invisible parts in flight and in the editor and throws a lot of NullReference Exceptions. I was both able to launch a vessel and view a vessel already in flight with gigantors. I also launched a Mk1-2 pod with two OX-STAT solar panels (both using Ven's retextures). So far so good, I couldn't do either before. I reverted to the VAB and removed the OX-STATs and then the Mk1-2 disappeared. I was able to fix it by adding a part (the nodes still show up when you select a part) and then hitting Control-Z. I looked at a Mk1-2 in flight with two OX-STATs in a similar location (on the sides at the very top) and the Mk1-2 disappeared leaving all other parts visible. When I changed to the map view I was still able to see the parts when I went pack to ship view I could see the vessel plus a super-sized, exploded view of several of the parts. It was like the Hell Kraken but with parts rather then the blue hole of death. Here's the log.https://www.dropbox.com/s/y9fyv7vajwjx0mb/TRNullRef.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
Agathorn Posted February 23, 2015 Share Posted February 23, 2015 Does this new build do anything to address TR breaking contracts? Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 23, 2015 Share Posted February 23, 2015 (edited) Cloud reflections have always worked for me while using the EVE overhaul.Does this new build do anything to address TR breaking contracts?It never broke contracts for me. Edited February 23, 2015 by RobotsAndSpaceships Quote Link to comment Share on other sites More sharing options...
Agathorn Posted February 23, 2015 Share Posted February 23, 2015 It never broke contracts for me.Great for you, but as has been stated by several people, it does break contracts for people. We are dealing with it constantly in RP-0 support, and as soon as the player removes TR everything works fine. Quote Link to comment Share on other sites More sharing options...
jimmyjack Posted February 23, 2015 Share Posted February 23, 2015 http://i.imgur.com/ol5hJ9f.png?1 Tired of sci fi and near future ships with subpar so last century kerbonaut suits? Worried that the complex mechanisms and need for balancing ones own pressure might by overlooked by more zealous kerbonauts? Possibly resulting in katastrophy? If so have i got a set of stylish and easy to use (mostly functional) suits for your kerbonauts!Introducing BioSuits MK Ihttp://imgur.com/a/CSaYzOverviewThese suits were inspired by the various near future and sci fi part mods out there. Primarily B9 for its aesthetic design choice of simple panels and symmetrical style. I chose to use MITs new age suit as a base design for the practical parts of the suit. To use simply combine the TextureReplacment folders from the pack with the one in your KSP folder.Features6 distinct color variants each with a rough and clean counterpart, the rough versions looks like some wear and tear has occurredSpecial suits for the Original Three each with a name tag on IVA and EVA suits as well as some special grit and tidbits for each oneboth IVA and EVA variants for each colorDependenciesInstall these first before moving the folder from the pack into your hierarchyTextureReplacerNOTE: visor reflections will make the helmets look oddFuture PlansI fully intend to create experience based suits that go from clean to rough and downright worn to death variants. More colors will eventually be made if demand is high enough for them. If possible i would love to get a normal map working with the helmets visor to create a angled effect on parts of it. Eventually i would also like to replace the helmet and jetpack models entirely. For now this is all pie in the sky due to my real life being rather packed. Also i will be finishing up some new head styles ! Special ThanksB9 Aerospace - It was their art style and approach that prompted me to think i needed more sci fi or near future items in my KSPProot - for his texture packRenaissance Compilation: artworks remake that served as both an inspiration and a bit of a guide for mapping out my own work. Some of his bits remain because they work so damned well!SupportIf you like what you see and think its worth its while please donate. This goes a long way to helping me continue to make more designs and expand on the current suits. I will be considering commission designs as well. So if you have a style youd love to see please PM me! https://www.paypalobjects.com/en_US/i/btn/btn_donate_SM.gifhttps://www.paypalobjects.com/en_US/i/scr/pixel.gifLicenseThis is all produced under a creative commons license. http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.pngI couldn't ever get the helmets to work with my install no matter what I did. I just wander if it had something to do with the way reflections work now ? Quote Link to comment Share on other sites More sharing options...
SVlad Posted February 23, 2015 Share Posted February 23, 2015 I've encountered with a game crash bug, using Stock Revamp and Texture replacer. As both of this mods required to reproduce this crash, I've created a separate thread in support section. All details and archive with logs listed there. Quote Link to comment Share on other sites More sharing options...
shaw Posted February 23, 2015 Author Share Posted February 23, 2015 Does this new build do anything to address TR breaking contracts?No. I cannot reproduce that issue nor I've been able to find out what causes it. Could you upload your logs (both KSP.log and KSP_Data/output_log.txt)?- - - Updated - - -I've encountered with a game crash bug, using Stock Revamp and Texture replacer. As both of this mods required to reproduce this crash, I've created a separate thread in support section. All details and archive with logs listed there.Does it happen with the new experimental DLL? Quote Link to comment Share on other sites More sharing options...
Ser Brynden Posted February 24, 2015 Share Posted February 24, 2015 Thanks Shaw! Reflections control now works as intended on my end. Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted February 24, 2015 Share Posted February 24, 2015 (edited) Does it happen with the new experimental DLL?Allow me to join in the discussion. The new dll doesn't crash, but the parts become invisible. Mind you, when you build one of the parts, it looks ok, but when you load a craft or launch, the parts become invisible and can not be clicked. On the Aeris craft for example, the front landing gear becomes bugged and the nose falls through the ground a bit. Meanwhile, the back ones work ok and you can even take off, hehe. Either in the VAB or in flight, the log becomes flooded with:[LOG 03:46:02.057] [TR.TextureReplacer] System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.GameObject:set_layer (int) at TextureReplacer.Reflections+Script.update (Boolean force) [0x00000] in <filename unknown>:0 at TextureReplacer.Reflections+Script.updateScripts () [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LateUpdate () [0x00000] in <filename unknown>:0 The problems go away if I put Static reflections (or none). This is what I used to do with the official dll. With that one all of my cockpit dials showed NaN, the screen went black (interface still visible) and the log became flooded with things like:Look rotation viewing vector is zero[ERR 00:04:28.259] Invalid parameter because it was infinity or nan.Maybe you should update the first post to warn people to turn off reflections until you can fix the issue. Lots of use use Ven's mod and the Renaissance Pack Edited February 24, 2015 by karamazovnew Quote Link to comment Share on other sites More sharing options...
SVlad Posted February 24, 2015 Share Posted February 24, 2015 Does it happen with the new experimental DLL?I confirm results of karamazovnew. Cockpit totally disappears and front gear, attached to it become immaterial.Cockpit IVA still workLog. Output. Quote Link to comment Share on other sites More sharing options...
shaw Posted February 24, 2015 Author Share Posted February 24, 2015 It should be fixed now. I cannot reproduce disappearing parts any more.TextureReplacer.dll Quote Link to comment Share on other sites More sharing options...
sarbian Posted February 24, 2015 Share Posted February 24, 2015 (edited) No. I cannot reproduce that issue nor I've been able to find out what causes it. Could you upload your logs (both KSP.log and KSP_Data/output_log.txt)?I have been tracking a bug with Module Manager for the last few days and found that it only occurs when TextureReplacer is here. It is most likely related to the contract bug. I found out that at some point the gamedatabase is corrupted and had value with a name string with a length of -1 After adding a bunch of code in MM to track the problem I finaly found when the DB is corrupted : [ModuleManager] Found no bad value(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Load(Texture): UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_125_01/blank_NRM(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[TR.Loader] Generated mipmaps & compressed UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_125_01/blank_a [2x2 DXT5 -> DXT1](Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)d3d: failed to create 2D texture id=3623 w=2 h=2 mips=3 d3dfmt=21 [invalid call][ModuleManager] Found bad valueAs you can see has soon as you have that d3d error the DB is corrupted. I guess the problem comes from the fact that texture is a 2x2 png and it's not a power of 4 or something like that. The texture is in Karbonite. Edited February 24, 2015 by sarbian Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted February 25, 2015 Share Posted February 25, 2015 (edited) It should be fixed now. I cannot reproduce disappearing parts any more.TextureReplacer.dllYey, it's working!EDIT. Actually... I've just noticed a new problem. Adding some parts with reflections (ex, the side tanks from Ven's pack, or the small doughnut one) to a craft makes them unclickable. Attachment nodes still work so I can add other parts to them, but surface nodes don't. However, this only affects the FIRST part in a symmetry. Meaning that if I add 2 or more parts in symmetry, I can click the others just fine, and if I hold the part with the mouse and go to no symmetry and attach again, I can click it without problem. At first I thought that the reflection meshes from Ven's parts were the problem, but I've added reflections to a tank from KW and it has the same effects.Static reflections don't cause this, it's jut the real ones. I'm also having a different problem with procedural tanks. When trying to add, one, before I click it in place I can see the nice static reflections, but after that, the reflections disappear (happens with either real or static reflections, although with real ones I can't even click them anymore). EDIT 2Anyway, I'm hopeful this will be fixed, but I was wondering, is it possible to add functionality to the mod so that it also reads a reflection map (or should I say mask) for the reflection effect? For example, B9 and KW use some wonderful parts that have few meshes, the details come from the textures. But I'd like to turn the texture into a mask, so that on the same mesh, some places would not have reflections, while others would have reduced reflections. The "color = 0.5 0.5 0.5" would control the maximum reflection power (the white in the mask), and it would go towards zero reflection for black. Is that possible? Is it possible to maybe also use a sort of blurring effect, with a different mask, to emulate the specular power (focus, clarity) of the material? Edited February 25, 2015 by karamazovnew Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 25, 2015 Share Posted February 25, 2015 Selecting attached parts in the editor like Ven's solar panels has been an issue since at least 2.2.5, for me at least. So not necessarily a new issue with the most recent dll. Quote Link to comment Share on other sites More sharing options...
karamazovnew Posted February 25, 2015 Share Posted February 25, 2015 Selecting attached parts in the editor like Ven's solar panels has been an issue since at least 2.2.5, for me at least. So not necessarily a new issue with the most recent dll.Most probably, but since the game used to crash before the latest patch, I was only using static reflections, so I never encountered this problem before Anyway, I guess it would be useful to stop saying "Ven's ... etc" and replace it with "parts with the Reflection Module". Until everything's fixed, I'll try to delete Ven's Texture Replacer cfg file and be happy with just the helmet visor reflections. Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted February 25, 2015 Share Posted February 25, 2015 Great for you, but as has been stated by several people, it does break contracts for people. We are dealing with it constantly in RP-0 support, and as soon as the player removes TR everything works fine.Huh, I used it with RP-0, and never had any problems. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 26, 2015 Share Posted February 26, 2015 Newest plugin for me on linux x64 ubuntu 14.10 EATS ram. I mean eats it up. On load I was hitting 10gb of ram while I have 16 onboard I couldn't even load KSP to the main screen latest dll posted. I will get logs tomorrow if needed. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 26, 2015 Share Posted February 26, 2015 It should be fixed now. I cannot reproduce disappearing parts any more.TextureReplacer.dllExcellent! No more invisible parts. No rotations errors. No obvious memory problems in Windows 7. Quote Link to comment Share on other sites More sharing options...
shaw Posted February 26, 2015 Author Share Posted February 26, 2015 Newest plugin for me on linux x64 ubuntu 14.10 EATS ram. I mean eats it up. On load I was hitting 10gb of ram while I have 16 onboard I couldn't even load KSP to the main screen latest dll posted. I will get logs tomorrow if needed.Yes, please send me the logs. This sounds as if TR was crashing. Quote Link to comment Share on other sites More sharing options...
F.S.W. Posted February 28, 2015 Share Posted February 28, 2015 Hai!Is there a way to remove the "Toggle EVA Suit" button from the EVA context menu (without removing TR)? Quote Link to comment Share on other sites More sharing options...
shaw Posted February 28, 2015 Author Share Posted February 28, 2015 Hai!Is there a way to remove the "Toggle EVA Suit" button from the EVA context menu (without removing TR)?No.10chars Quote Link to comment Share on other sites More sharing options...
Yakuzi Posted March 1, 2015 Share Posted March 1, 2015 Thanks so much for this amazing mod Shaw! I've been playing around with it a lot lately because reflections make things pretty and tasty... +rep (wish I could give moar) Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted March 2, 2015 Share Posted March 2, 2015 Hi, again! I'm having low FPS problems when EVAing landed on Mun, specially after planting a flag. I get less than 1 FPS! I've lowered my graphic settings and it got a little better but yet I'm struggling to plant a flag!I'm using 64-bit Linux with 6GB of RAM and a GeForce GT730M. These are my graphic settings:And these are my addons:I don't want to uninstall TR, can anybody help me? Quote Link to comment Share on other sites More sharing options...
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