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environmentalvisualenhancements's Issues

Using cubemap textures with different filenames results in the alpha channel being ignored

https://media.discordapp.net/attachments/717082994657067090/805480704606994502/unknown.png?width=1531&height=861

If the faces are named this way all works fine

        texXn=BoulderCo/Atmosphere/Textures/aurorasoftXn
        texXp=BoulderCo/Atmosphere/Textures/aurorasoftXp
        texYn=BoulderCo/Atmosphere/Textures/aurorasoftYn
        texYp=BoulderCo/Atmosphere/Textures/aurorasoftYp
        texZn=BoulderCo/Atmosphere/Textures/aurorasoftZn
        texZp=BoulderCo/Atmosphere/Textures/aurorasoftZp

If the faces are named differently, for example blankXn and aurorasoftXp then the alpha channel gets ignored on some of them.

From themaster402

NRE in Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>

I've seen this exception appear in various KSP.log files, so I went and had a look at it:

[EXC 23:53:16.008] NullReferenceException: Object reference not set to an instance of an object
        Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () (at /storage/github/EnvironmentalVisualEnhancements/Atmosphere/CloudsPQS.cs:390)
        UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <2425394cf09642369e2109953e31f62b>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

It's being caused by layer2D being null in that check when loading into the flight scene.

Possible issue when loading a Save game

Hi!

I think I have an issue related with EVE redux but I would need a double check to validate it.

Basically I have a saved game in which a vessel is orbiting Earth (400 km orbit) (KSP 1.10.1. RSS. Scatterer 0.0632)

  • If I load the game from Space Center then it looks like EVE is not rendering the clouds/city lights correctly.
  • If instead of loading the savegame from Space Center I switch to an orbiting vessel before loading the savegame, then everything works fine.

I have attached some screenshots to describe better the issue.

Kind Regards

Clouds layer not loaded in Map view
Kerbal Space Program 10_27_2020 1_57_38 PM

Clouds 2D layer bad rendered
Kerbal Space Program 10_27_2020 1_52_12 PM

However, If I load the savegame from an orbiting vessel then everything looks ok.
Kerbal Space Program 10_27_2020 1_59_40 PM

[New volumetrics issue] Potential interaction with Parallax

After reapplying temporal quality settings from the UI, Parallax starts spamming this message

[EXC 14:02:56.089] KeyNotFoundException: The given key was not present in the dictionary.
    System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0)
    ScatterConfiguratorUtils.Utils.GetDistributionData (Grass.Scatter thisScatter, PQ quad) (at <a6d74299c54e4f7a94f5e9deb2cc4ed5>:0)
    ParallaxGrass.ScatterCompute.Setup () (at <a6d74299c54e4f7a94f5e9deb2cc4ed5>:0)
    ParallaxGrass.ScatterCompute..ctor (Grass.Scatter scatter, PQ quad, Grass.ScatterComponent pqsMod, ParallaxGrass.QuadData parent, System.String sphereName, ParallaxGrass.MeshData& meshData, ParallaxGrass.MeshData& subdividedData, Grass.CollisionHandlerAdvanced& collisionHandler) (at <a6d74299c54e4f7a94f5e9deb2cc4ed5>:0)
    ParallaxGrass.QuadData.RangeCheck () (at <a6d74299c54e4f7a94f5e9deb2cc4ed5>:0)
    Grass.ScatterManagerPlus.FixedUpdate () (at <a6d74299c54e4f7a94f5e9deb2cc4ed5>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Full log: https://drive.google.com/file/d/1ggD_PCANO2ZdBd907zUcsQo1OgCB-X5v/view?usp=share_link

Blue Duna, Caused by EVE.

Im almost positive that Duna being this blue, and Eve (the planet) having its Aurora glitched along with a weird cyan Z-fighting kind of thing has been caused by EVE, when i remove the mod, everything returns to normal (without Eve's benafites of course). Kerbin seems to be fine and working perfectly, but ive noticed on Laythe a weird Darkening around the planet that is very hard to notice at first glance but can be spotted.
Mod List:
Capture
20211228172847_1
20211228172911_1
20211228172927_1
Inked20211228172857_1_LI

Now i have no idea why these problems are caused, other than the fact they only arrise when EVE is present.

E.V.E and A.V.P. not working

Astronomer's visual pack and Environmental Visual Enhancements aren't working, but occasionally, E.V.E. will work, but only the old clouds show, not the new volumetric ones.

GameData screenshot

KSP.log

I've already got some support for this issue (@Lisias), and apparently, it's a problem with the EVEManager.

clouds do not respond to star light color consistently. (scatterer + eve)

In-game, around the pale-orange-yellow star Gememma, a red dwarf, white objects should be orangish in tint. True white objects break the illusion.

Here we see white clouds on Gannovar, a white planet.

image

Now this could be temporarily fixed by going to the in-game editor in the tracking station and hitting "Apply"

image

however, returning to flight resets this updated cloud color.

I believe this is an example of scatterer/eve integration not working quite right, since it also removes the reddish tint at the terminator. The scatterer atmosphere is a blue atmosphere being tinted to be grayer with sunColor in the planetlist, however the clouds are behaving as if they are being shone upon by white light.

This is in a system where the primary sun is white, however the sun which is casting light on the clouds is the orange-yellow one.

image

A workaround is to set the clouds to be tinted by the color of the sun in the config, however as far as i can tell this would make it too reddish without scatterer.

Volumetric clouds do not work

I have tried deleting mods, redownloading EVE installing a config file and nothing works

image

if more info is required tell me

NullRef spam with CityLights emissives in the flight scene when using an MM patch

WhirligigWorld uses EVE's CityLights emissives to show lava in volcanoes visible from the surface and in space.

In the KSC scene and in the flight scene, but not in the map view or tracking station, there is intense Nullref spam. It persists regardless of what celestial body you orbit. This is on the latest version.

There appears to be no ill effects. (I haven't noticed a performance drop, and the emissives appear exactly as they should. But the logspam is annoying at least, and I'm worried it could have a noticeable performance cost in lower end computers.)

Things I have tried that have not fixed it:

  • looking for typos in the configs. (afaict there are none)
  • removing city lights nodes from planets other than Mesbin (Kerbin)
  • removing city lights node from Mesbin but not from other planets.
  • Removing all nonessential mods.
  • backdating to 1.11.6.1

Things that do stop the logspam:

  • Removing EnvironmentalVisualEnhancements entirely
  • Keeping EVE, but removing the entire Emissives mod support folder from WW (city lights configs and textures)
  • (needless to say these are not acceptable alternatives)

Mod list:

  • VertexHeightOblateAdvanced
  • Harmony
  • VertexMitchellNetravaliHeightmap
  • DistantObject
  • EnvironmentalVisualEnhancements
  • KittopiaTech
  • Kopernicus
  • ModularFlightIntegrator
  • ReStock
  • ReStockPlus
  • Scatterer
  • ScattererAtmosphereCache
  • SciRev
  • Squad
  • SquadExpansion (both DLCs)
  • TextureReplacer
  • WhirligigWorld
  • ModuleManager

Here's the KSP log, showing what happens when I go to the space center, tracking station, flight scene, map view, and also flight scene and map view around an asteroid far away from any city lights.

KSP.log

And the relevant files can be found here: https://github.com/WhirligigGirl/Whirligig-World/tree/1b4d0e3b000da7df6125b83966bcaef313c3a40f/GameData/WhirligigWorld/ModCompatibility/Emissives

Weird behavior of shadows with multistar lighting

First of all I have to say it is extremely exciting that shadows exist with multistar lighting in the first place, and I love the new smoother lighting. However, it doesn't quite work with multiple stars.

The shadows exist on the far side of the planet as well as the side they are shadowing. This means that they can cast shadows on a part of the planet that should be sunlit. This also doesn't play nice with ambient lighting but that's not as big a concern as I always turn ambient lighting in scaledspace off.

image

In this screenshot we see Ollym in front of the star Kaywell casting a shadow, through Lowel, onto Lowel's Gememma-lit side.

image

here we can see where the Kaywell shadow and the Gememma shadow meet up.

The correct behavior would be for a second star to light up the shadow where the primary isn't shining (and vice versa). Until this has been fixed I'll have to disable shadow casting for some systems. (assuming it can be fixed)

A second solution (if the correct behavior is impossible) would be to be able to choose which stars can have shadows cast from, plus cutting off the shadow projection at the terminator so it doesn't bleed over to the other side.

That way I could have, in the above case, only shadows in the Gememma-shine (no shadows cast from Kaywell's light), and the Kaywell-lit side at night will not be darkened mysteriously during eclipses of Gememma.

GameEvents leaks

The following GameEvents are being leaked by GlobalEVEManager :

  • onGUIApplicationLauncherReady
  • onGUIApplicationLauncherUnreadifying

UV noise texture order

more of a suggestion, would it be possible to (optionally in a config setting) set the order in which the textures apply to cloud layers? as of current, first the main tex applies, then the uv noise texture, and then the detail texture: but i reckon that if this order were customizable it would greatly improve customizability

City lights do not work on multiple bodies (or at all)

In non-optimized EVE, there was a problem where city lights wouldn't work except on the homeworld, unless you opened the EVE gui and clicked apply on each object.

With optimized EVE, city lights do not appear to work on any worlds, even the homeworld, even if updated in-game with the gui. No configuration change happened between the working and incorrect versions.

Because KopernicusExpansions emissivefx feature hasn't been being maintained properly (and it had problems to begin with), the EVE City Lights feature has become the only way of applying emissives to planets for worlds with lava, bioluminescence, and city lights. Because the City Lights feature also paints emissives over the terrain in pqs, this is actually more powerful than the old Kopernicus feature. Several worlds in Whirligig World as well as in Alternis Kerbol Rekerjiggered use EVE City Lights for this reason. (The ability to use emissives over oceans, as an option, would be an improvement as well)

See below: what can't be done with traditional emissivefx.

image

image

and the current situation:

image

Log Spam With Custom Cloud configs.

I'm having an issue with Log spam Coming From EVE in 1.10.1
It spams At the KSC, In flight, and whenever moving around in the tracking station.
It has happened to 2 different mods (Slippist and Komorfia)
The error is NullReferenceException: Object reference not set to an instance of an object
CelestialShadows.LocalShadowComponent.OnPreCull () (at <3af23c21a34d4d36b0771138325c3afc>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
I've posted the log in a zip file if needed
KSP.zip

_BuildManager.dll [EXC]

I can't figure out what this is, find it when I want to fix all bugs in KSP.log. I have this for a while (After game update to KSP 1.11.0).

EVE mod looks to work fine btw.

[EXC 04:21:52.386] NotSupportedException: The invoked member is not supported in a dynamic module.
	System.Reflection.Emit.AssemblyBuilder.get_Location () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	_BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <3f485ce99d7e479c99f0f040223fbad6>:0)
	System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
	System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
	_BuildManager._BuildManager.logVersion () (at <3f485ce99d7e479c99f0f040223fbad6>:0)
	_BuildManager._BuildManager.Awake () (at <3f485ce99d7e479c99f0f040223fbad6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	<LoadObjects>d__90:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	<CreateDatabase>d__71:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	GameDatabase:StartLoad()
	<LoadSystems>d__11:MoveNext()
	UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
	LoadingScreen:Start()

My mods:

Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v4.1.4.0
BAM v1.3.3.3 / v1.1.0.0
DistantObject v2.0.2.0
EasyVesselSwitch v2.2.7689.40431 / v2.2 for KSP v1.11+
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
Atmosphere v1.11.2.1
CelestialShadows v1.11.2.1
CityLights v1.11.2.1
EVEManager v1.11.2.1
PartFX v1.11.2.1
PQSManager v1.11.2.1
ShaderLoader v1.11.2.1
Terrain v1.11.2.1
TextureConfig v1.11.2.1
Utils v1.11.2.1
_BuildManager v1.11.2.1
KerbalEngineer.Unity v1.0.0.0
KerbalEngineer v1.1.8.3
HyperEdit v1.5.8.0 / v1.5.8
Kopernicus.Parser v1.0.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.9.0
Kopernicus v1.0.0.0
KittopiaTech v1.0.0.0
DockingPortAlignmentIndicator v6.9.2.2
DPAI_RPM v1.0.0.2
ModuleDockingNodeNamed v1.0.0.2
PQSModExpansion v1.0.0.0
Parallax v1.0.0.0
ParallaxCollision v1.0.0.0
ParallaxInstallationChecker v1.0.0.0
PlanetShine v0.2.6.1
Restock v0.1.0.0
scatterer v0.723.0.0
SmokeScreen v2.8.14.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
TextureReplacer v4.2.1.37427
TimeControl v2.10.0.0
KerbalAlarmClock v3.13.0.0
TransferWindowPlanner v1.7.2.0
TUFX v1.0.0.0

KSP.log

Eclipse bug

From @rettoph:

Hey! Love the mod, it looks amazing. I think i found one bug, not sure if theres a better place to report it.

When landed on either The Mun or Minmus and clicking "Return to Space Center" the KSC is completely dark. There is zero visibility at night. Entering any of the buildings and exiting fixes the issue on that particular instance, but it consistently returns every time.

I've been playing with the configs and found that this issue goes away if you remove the following snippet from GameData\StockVolumetricClouds\shadows.cfg:
OBJECT
{
body = Mun
caster = Kerbin
caster = Minmus
}
OBJECT
{
body = Minmus
caster = Kerbin
caster = Mun
}

it only seems to affect the two moons of Kerbin, any other body works fine.

Again, thanks for the beautiful mod, hope this helps!

EVE does not tolerate mods throwing ReflectionTypeLoadException

This is definitely user error, but it might cut down on support headaches if you make the EVE systems a little more resilient to this kind of issue.

 99298 [WRN 20:47:13.933] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes.
 99299 This is usually harmless, but indicates that the "AntiSubmarineWeapon" plugin failed to load (location: "GameData\NAS\Plugins\AntiSubmarineWeapon.dll")
 99300 Stacktrace:
 99301   at AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) [0x00000] in <0435390348b6470d8166bd1c53b4b100>:0 
 99302   at AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) [0x00000] in <0435390348b6470d8166bd1c53b4b100>:0 
 99303   at Scatterer.ReflectionUtils.getType (System.String name) [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99304   at Scatterer.EVEReflectionHandler.GetEVETypeAndInstance (System.Type& type, System.Object& instance) [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99305   at Scatterer.EVEReflectionHandler.MapEVEClouds () [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99306   at Scatterer.EVEReflectionHandler.Start () [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99307   at Scatterer.Scatterer.Init () [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99308   at Scatterer.Scatterer+<DelayedInit>d__36.MoveNext () [0x00000] in <c00f23eb65d44bd6b9619730b582d4a2>:0 
 99309   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <12e76cd50cc64cf19e759e981cb725af>:0 

[raymarched-volumetrics Branch] errors in Atmosphere.csproj

There are two errors in 'Atmosphere.csproj'

  • For UnityEngine.PhysicsModule.dll,
    <HintPath> should be ..\KSPResources\UnityEngine.InputLegacyModule.dll
    instead of ..\..\..\..\..\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed\UnityEngine.PhysicsModule.dll

  • 'RaymarchedClouds/Lightning.cs' is not included in project, <Compile Include="RaymarchedClouds\Lightning.cs" /> should be added

Clouds get clipped when using ThroughTheEyes/VR

ThroughTheEyes uses a closer near/far plane for the localspace camera, and VR brings it even closer. This results in the clouds getting clipped when in low orbit:
image

At about 160km altitude (760km SMA) the clouds seem to fully transition to a scaled space version.

The near plane changes are crucial to how those mods work, and if the far plane isn't also brought closer then you get lighting artifacts.

Is there any way these clouds could always be rendered in scaled space when you are outside the atmosphere? If you can point me where to look in the code I could try it out myself. Thanks!

OK, I see Clouds2D.Scaled - digging in there.

Clouds sinking into planet with some configs

EVE clouds clipping into planet when your ship is on low orbit

image

image

Screenshots made here: https://github.com/pkmniako/PoodsOPMVO/tree/scattererConfig2020

"Also Sci-FiVE is prone to that, even without Scatterer EVE Glow on Vall does it
And on Pol, i can recall, too. It happens when camera is in orbit, but PQS's are loaded and somehow the glow or clouds clip in it, depending on camera movement
It doesn't happen with any glow, only with some, i have no clue what's happening tbh. Doesn't happen in Tracking Station (no PQS, obviously). Used to happen on Rhode (Beyond Home) but in very old times."

EVE redux missing configs

Hello!
I've recently had a lot of problems with getting EVE redux to work properly.
I have tried installing it with CKAN, I have tried installing it manualy and I have tried installling it with different texture files, but no matter what I do, I get the same "no config! please add a config with the contents of "EVE clouds{}" to populate" message.

image

I have checked that the config file it mentions is available in the Game Data folder, but it seems like it's unable to detect it.

image

I can't install it

Where is the config? WHERE?? i cant find it and when i DID find it, it said no config. Please tell me how to install it

KSP 1.12 on macOS - No eve icon, BouldCo not detected

I've been searching for what the missing trick is here but perhaps no one else is running this on macOS (Big Sur)? I have KSP installed from Steam and I've unpacked EnvironmentalVisualEnhancements, BoulderCo, and scatterer as well as ModuleManager4.2.1.dll into my GameData folder, so it looks like this:

GameData
- BoulderCo/
- EnvironmentalVisualEnhancements/
- Scatterer/
- ModuleManager.4.2.1.dll

While the game is loading, I see the module manager indicate that it has loaded no patches. This seems very strange because once in the game, the sidebar menu has 2 spaces for icons. If I click one, I get Eve attempting to load its config (and failing, it says the config is not found for clouds, etc.). If I click the other, I get a menu for scatterer, which appears to load properly.

I came from this post where there's a link to the releases page here (1.11.3.1) and the BoulderCo config (version 1.2.2.1). Is there an extra step to getting this to work on macOS?

Volumetric Clouds not appearing

Hello! First, thanks for the great plugin continuation.
I cannot get the volumetric clouds to appear like in your screenshots. Do i need another config file? or adjust settings?
I only get a very thin layer visible

[Volumetric Clouds] Light Source of Cloud Shadows

Hi there! I'd like to report an issue with interstellar bodies. It seems the cloud shadows on the ground are using the sun instead of the new star as the light source for both volumetric clouds and scaled space layers. The shadow between volumetric cloud layers works normally.
Feel free to let me know if you need any more information.

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