Fractal Softworks Forum

Starsector => Mods => Modding Resources => Topic started by: Dark.Revenant on April 15, 2016, 12:10:21 AM

Title: [0.9.1a] GraphicsLib 1.4.1
Post by: Dark.Revenant on April 15, 2016, 12:10:21 AM
(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.1.7z)

Download GraphicsLib 1.4.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.1.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.4.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



What is this?
GraphicsLib is a mod package containing numerous graphical improvements, including a variety of effects plugins, a dynamic lighting engine, and a screen-space distortion shader.  This library can also be used by other modders to implement unique shaders and make use of the built-in lighting, distortion, and post-processing APIs.


Features


Screenshots
(http://i.imgur.com/SbXGy2J.png) (http://i.imgur.com/bpgS9tA.png)

(http://i.imgur.com/TEwoZki.png) (http://i.imgur.com/jE7vhKh.png)
Spoiler
(http://i.imgur.com/rjFh3bc.png)

(http://i.imgur.com/f0XcAg4.png)

(http://i.imgur.com/a7dH9ax.png)

(http://i.imgur.com/4oFuZRa.png)

(http://i.imgur.com/AMB9iYB.png) (http://i.imgur.com/YwlXL0D.png)

(http://i.imgur.com/4ALyPAh.png)

(http://i.imgur.com/nSJ9fqf.png)
[close]


How to Use
For players: Just download and enable the mod.  You don't have to do anything else; it works right out of the box.  If your computer can't handle GraphicsLib, follow the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931).

For modders: If you want to incorporate GraphicsLib into your mod, you should follow this setup procedure:
Spoiler
Use the following mod detection code in your ModPlugin class.  If you want to make calls to GraphicsLib functions or use GraphicsLib objects, you must first check to see that hasGraphicsLib is true before calling/referencing them!  Note that some scenarios may make this arrangement difficult, requiring GraphicsLib for resolving class links.  Note that "shaderLib" is intentional here; the mod ID has remained the same to ensure backwards-compatibility.
Code: java
public static boolean hasGraphicsLib;

@Override
public void onApplicationLoad() {
    hasGraphicsLib = Global.getSettings().getModManager().isModEnabled("shaderLib");

    if (hasGraphicsLib) {
        ShaderLib.init();
        LightData.readLightDataCSV("data/lights/your_light_data.csv");
        TextureData.readTextureDataCSV("data/lights/your_texture_data.csv");
    }
}

Material Map: This texture determines the reflectivity of the sprite.  Internally, the lighting engine uses a minimum function (i.e. reflectivity = the darker of the pixel on screen and the corresponding pixel on the material map), so there are limitations on what you can do with a material map.  In general, you want to begin with the original ship sprite and then darken areas that should not reflect as much light.  You can also darken individual color channels to allow interesting effects like having reflected shines being a different color than the hull.  Remember that the material map must have an alpha channel that matches the original sprite's alpha channel.  For implementation, see the example in GraphicsLib.  If a sprite lacks a material map, the default is the original sprite (i.e. identical to previous lighting versions).

Normal Map: This texture is difficult to make properly, but the results can be well worth it.  There are many tutorials for making normal maps elsewhere on the Internet, if you are interested in making them for vanilla sprites or your own ships.  However, if you want an easy way out, an adequate normal map can be generated automatically through Photoshop, Crazy Bump, or similar programs, which takes far less time than making a normal map from the ground up.  Remember that the normal map must have an alpha channel that matches the original sprite's alpha channel.  For implementation, see the example in GraphicsLib.  If a sprite lacks a normal map, the lighting engine will default to using the old lighting model for that sprite rather than the new Blinn-Phong model.

Surface Map: This texture is completely optional (even more so than the other two).  Surface maps enhance the normal map of the object by influencing how the specularity looks.  The red channel corresponds to luminosity and will cause the ship to appear to glow wherever the red channel is nonzero.  The green channel determines the specular intensity of the object; a value of zero is totally matte while a high value will be very shiny.  The blue channel determines specular hardness, so a value of zero is cartoonishly shiny while a high value is very glossy; a value of 0.2 (or 51 on the integer scale) corresponds to the default behavior.  Remember that the surface map must have an alpha channel that matches the original sprite's alpha channel.  If a sprite lacks a surface map, the lighting engine will substitute red = 0, green = (derived from material map), blue = 0.2.
[close]


Warnings
You generally need a card made in 2008 or later to have a reasonable expectation of supporting GraphicsLib.  Performance may vary, but a GTX 460 or better should be sufficient to run without any performance hit on the default settings, and with settings tweaks virtually any compatible card will work fine.  Mobile and integrated chipset drivers are known to have problems with GraphicsLib.  If you are using an integrated graphics chipset, disable distortions and post-processing!



(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.4.1 (September 8, 2019):
- Render order fix for layered modules

Version 1.4.0 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Added shader maps for new Starsector 0.9.1a sprites
- Support for alternative ship textures
- Minor fix for light fade-in logic
- Minor fix for automatic distortion fade-out logic
- Render order update

Version 1.3.1 (February 15, 2019):
- Fixed lighting for plasma burn system
- Rendering order fix for lighting

Version 1.3.0 (November 17, 2018):
- Added a bunch of shader maps for new/updated Starsector 0.9a sprites
- Updated lighting settings where applicable for new/updated Starsector 0.9a content
- Fixed rendering order for station modules
- Added lighting support for mine explosions
- Works in Starsector 0.9a

Version 1.2.1 (June 10, 2017)
- Improved various effects for certain edge cases with sprites that are significantly smaller than the collision radius

Version 1.2.0 (June 4, 2017)
- Now works on Starsector 0.8.1a
- Additional LazyLib check
- Fixed some misc. bugs that nobody noticed
- Tweaked ship destruction effects for ship pieces to avoid fx spam
- Updated even more sprites

Version 1.1.0 (April 23, 2017)
- Now works on Starsector 0.8a
- Supports lighting on destroyed ship pieces
- New maps for the new ships/weapons, and updated maps for a large number of existing ships/weapons

Version 1.0.4 (March 26, 2017)
- Adjusted ripple intensity for ship deaths
- Disable bloom automatically on Intel IGPs

Version 1.0.3 (January 8, 2017)
- Nvidia post processing bug is fixed

Version 1.0.2 (May 21, 2016)
- General compatibility update

Version 1.0.1 (April 22, 2016)
- Added sun/hyperspace lighting from SS+

Version 1.0.0 (April 15, 2016)
- Renamed GraphicsLib
- shaderSettings.json renamed to GRAPHICS_OPTIONS.ini
- Added graphical effects plugins previously in Starsector+
- Added data/config/no_self_destruct.csv in case you want your mod-added missiles to not explode automatically
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: Dark.Revenant on April 15, 2016, 12:14:35 AM
FYI: This mod will NOT work with Starsector+.  If you use Starsector+, continue to use ShaderLib.
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: xenoargh on April 15, 2016, 01:13:40 PM
If we previously worked with ShaderLib, what are the primary differences / improvements vs. ShaderLib? 
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: Dark.Revenant on April 15, 2016, 02:22:30 PM
It's essentially ShaderLib plus some more plugins.
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: samsaq on April 21, 2016, 07:56:58 PM
I'm posting this here as I cannot anymore on the shaderlib page: I have an issue.
I use this mod(shaderlib) as I use starsector plus, but I simply couldn't figure out why my game always crashed on start up until I noticed that shader lib was not on my mods list, so I checked the mods folder for starsector, and indeed it is there, I also re-installed the mod, but that hasn't fixed the issue, anyone have any idea as to why a mod wouldn't be displayed in the launcher?
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: Dark.Revenant on April 21, 2016, 10:41:04 PM
it's listed as "ZZ ShaderLib"
Title: Re: [0.7.2a] GraphicsLib 1.0.0
Post by: Orikson on April 22, 2016, 05:44:27 AM
I'm posting this here as I cannot anymore on the shaderlib page: I have an issue.
I use this mod(shaderlib) as I use starsector plus, but I simply couldn't figure out why my game always crashed on start up until I noticed that shader lib was not on my mods list, so I checked the mods folder for starsector, and indeed it is there, I also re-installed the mod, but that hasn't fixed the issue, anyone have any idea as to why a mod wouldn't be displayed in the launcher?

If you have both the old ShderLib and the new GraphicsLib mod in the 'Mods' folder, GraphicsLib will be prioritise by the system over ShaderLib, thus, you'll only see ZZGraphicsLib. Remove GraphicsLib from the folder to ensure the system pick ShaderLib.
Title: [0.7.2a] GraphicsLib 1.0.1
Post by: Dark.Revenant on April 22, 2016, 06:44:47 PM
Adding in some last few features from SS+...

(http://i.imgur.com/vPv4Tfp.gif) (https://www.mediafire.com/?dhft3vqnkhr9ga7)

Download GraphicsLib 1.0.1 (https://www.mediafire.com/?dhft3vqnkhr9ga7)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
1.0.1
- Added sun/hyperspace lighting from SS+
Title: Re: [0.7.2a] GraphicsLib 1.0.1
Post by: HuoShengdi on April 25, 2016, 12:33:38 PM
Encountered a crash relating to lighting effects. Occurred when I entered battle with the IBB fleet with custom Cerberus frigates, so I'm not sure if it belongs here or in the Ship/Weapons Pack.

Code
7905446 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] GraphicsLib 1.0.1
Post by: Dark.Revenant on April 25, 2016, 02:44:12 PM
Update Starsector.
Title: [0.7.2a] GraphicsLib 1.0.2
Post by: Dark.Revenant on May 21, 2016, 01:39:00 PM
Routine update.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.0.2.7z)

Download GraphicsLib 1.0.2 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.0.2.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
1.0.2
- General compatibility update
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: ApetureUnicorn on July 13, 2016, 08:29:43 PM
is there a way of installing this or using this on a mac?
all the other mods that work are folders but when i download this it just comes up with a page.
i cant find a way to make it work, constant crashes
eg. Blackrockdrive is a blue folder with data and stuff inside it while graphicslib is a page and when opened with console it comes up with an alien language
(i2Àn¦\tÄÖ?]?W[Øvåÿ¨?4ÏÑ@IßÓÜ»>JÓ?e?Æ¿Z×E&mj5ÃIƬûì?P(gc³bì9Õ5÷àô_^Æ)
?PLZ HELP
 ??? ??? ???
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Soren on July 13, 2016, 10:12:29 PM
is there a way of installing this or using this on a mac?
all the other mods that work are folders but when i download this it just comes up with a page.
i cant find a way to make it work, constant crashes
eg. Blackrockdrive is a blue folder with data and stuff inside it while graphicslib is a page and when opened with console it comes up with an alien language
(i2Àn¦\tÄÖ?]?W[Øvåÿ¨?4ÏÑ@IßÓÜ»>JÓ?e?Æ¿Z×E&mj5ÃIƬûì?P(gc³bì9Õ5÷àô_^Æ)
?PLZ HELP
 ??? ??? ???

Other Mac user here - you probably don't have a utility that opens .7z files. I recommend this one (http://wakaba.c3.cx/s/apps/unarchiver.html) - worked just fine for precisely this file.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: facc00 on August 03, 2016, 08:09:37 PM
Sorry if this has already been answered but some faction mods require shaderlib and on the mod index it states [0.7.2a] ShaderLib by Dark.Revenant (outdated, use GraphicsLib instead unless you're still running Starsector+)

So I have graphicslib installed do all mods that need shaderlib now need to say use graphicslib?


Thanks


In example going down the list getting my game modded

http://fractalsoftworks.com/forum/index.php?topic=4018.0
Topic: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)

DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!
Mod version 0.8.5
Changelog
NOTE: Requires ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+

Thanks for the clarification.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Orikson on August 03, 2016, 08:23:44 PM
Sorry if this has already been answered but some faction mods require shaderlib and on the mod index it states [0.7.2a] ShaderLib by Dark.Revenant (outdated, use GraphicsLib instead unless you're still running Starsector+)

So I have graphicslib installed do all mods that need shaderlib now need to say use graphicslib?


Thanks


In example going down the list getting my game modded

http://fractalsoftworks.com/forum/index.php?topic=4018.0
Topic: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)

DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.2a!
Mod version 0.8.5
Changelog
NOTE: Requires ShaderLib by DarkRevenant. Download here.
Also requires LazyLib
Compatible with Starsector+

Thanks for the clarification.

GraphicsLib is the new successor of ShaderLib. All mods that previously used ShaderLib should still be compatible with GraphicsLib (due to the intentional backwards compatibility Dark.Revenant has kindly included) or has made adjustments to fit (if any).

The description on the main page that says "Requires ShaderLib" is not wrong, but it isn't right either. Why those requirements hasn't been updated? Well, you know what I'm implying. (No offence intended, please don't blow my ship up!)
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: facc00 on August 04, 2016, 07:53:24 AM
GraphicsLib is the new successor of ShaderLib. All mods that previously used ShaderLib should still be compatible with GraphicsLib (due to the intentional backwards compatibility Dark.Revenant has kindly included) or has made adjustments to fit (if any).

The description on the main page that says "Requires ShaderLib" is not wrong, but it isn't right either. Why those requirements hasn't been updated? Well, you know what I'm implying. (No offence intended, please don't blow my ship up!)
[/quote]

Thanks I am definitely not trying to point out anyone's fault I just want to make sure I am doing it correctly.  To me they looked like two separate mods with nothing to do with each other.  The train is gone and its out of sight is how late I got to the party :)
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Weltall on August 04, 2016, 09:17:52 PM
It is actually ok to say it requires ShaderLib, since this is what it used to require. As soon though as you click to download ShaderLib, you see on the top of the page with red big font;

Quote
NOTICE: This mod is outdated! Click HERE (http://fractalsoftworks.com/forum/index.php?topic=10982) for GraphicsLib.

For better or worse, since it changed "name", mods that have not updated for a while their description, will have ShaderLib as a requirement. This is why Dark.Revenant made sure to point out first thing how it is outdated.

PS: I would ask to make sure too. I always prefer to be safe than sorry >.> (Not to mention I actually had them both loaded the same time, until thankfully it was pointed out to me)
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: facc00 on August 04, 2016, 09:36:49 PM
It is actually ok to say it requires ShaderLib, since this is what it used to require. As soon though as you click to download ShaderLib, you see on the top of the page with red big font;

Quote
NOTICE: This mod is outdated! Click HERE (http://fractalsoftworks.com/forum/index.php?topic=10982) for GraphicsLib.

For better or worse, since it changed "name", mods that have not updated for a while their description, will have ShaderLib as a requirement. This is why Dark.Revenant made sure to point out first thing how it is outdated.

PS: I would ask to make sure too. I always prefer to be safe than sorry >.> (Not to mention I actually had them both loaded the same time, until thankfully it was pointed out to me)

;)
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Death_Silence_66 on August 17, 2016, 07:39:06 AM
I cannot seem to find GraphicsLib in the mods list on startup. I do not have shaderlib.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Weltall on August 17, 2016, 02:48:33 PM
The name is ZZ GraphicsLib in the list of mods. Scroll down all the way down and see if it is there.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Death_Silence_66 on August 17, 2016, 11:51:38 PM
I don't see anything like that. It's just not there. Other mods do appear. My download might be incomplete. Within the Graphics Lib mod folder there are 3 files. Data, Graphics, and Change log. Should there be more?
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: MesoTroniK on August 18, 2016, 02:35:13 AM
When in doubt, download again.

(http://i.imgur.com/L5XAuEG.png)
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Death_Silence_66 on August 18, 2016, 03:42:15 AM
Problem fixed. The issue was the program I was using to unzip the files.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: namp007 on October 23, 2016, 02:58:57 PM
I have encountered a problem while trying to run the mod, it crashes upon startup:

OS : Win 10
Java: 1.8.0_92-b14
Mods trying to load: LazyLib 2.1, ZZ GraphicsLib

Spoiler
Quote
31678 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [org.dark.shaders.ShaderModPlugin]
java.lang.RuntimeException: Error compiling [org.dark.shaders.ShaderModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.ShaderModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]

Tryed replacing it w/ shaderlib (latest release on the shaderlib page) and that seems to have worked, I'll use that instead for the time being.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Dark.Revenant on October 24, 2016, 02:09:46 AM
That's particularly bizarre.  Did the mod unpack correctly?  That error seems to me like Graphics.jar doesn't exist.

Also, you should be using Java 1.7 for Starsector if possible (the "jre" folder in the Starsector main directory).
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: LostEnder on October 25, 2016, 11:00:38 AM
DarkRevenant, I've run across an issue that you might want to see. Somehow, the colors using your mod are all out of whack in the UI, as well as in certain suns and a slight effect on the nebular clouds and ships with blues in them. Also, the colors seem to revert to normal during the quicksave process (while the game is processing). This is a recent change, and it was working correctly before.

Spoiler
(http://i.imgur.com/XkG8JWx.png)
[close]
Spoiler
(http://i.imgur.com/oI4eHd3.png)
[close]

Troubleshooting:
Disable all other mods - Fail
Re-DL lazylib and graphics lib after deleting old files - Fail
The following tested with the F10 reload:
GRAPHICS_OPTIONS - Disable Shaders - Fail
GRAPHICS_OPTIONS - Enable 64Bit buffer - Fail
GRAPHICS_OPTIONS - Disable Lights - Fail
GRAPHICS_OPTIONS - Disable Bloom - Fail

The only thing I can think of that has changed since I started using this mod was a nvidia driver update to 375.63 for my GTX1060 , but I'm not sure how they'd be tied together. I've tried tweaking the color settings in control panel, to to avail.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Dark.Revenant on October 25, 2016, 01:02:10 PM
Disable post processing.  Graphics driver updates often break stuff.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: LostEnder on October 25, 2016, 09:25:27 PM
Huh, fair enough. Thanks for the help!
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Sun Rise on October 27, 2016, 01:37:42 PM
Hello everyone!

Im trying to install graphicslib, but the download is giving me a plaintext file that i dont know how to activate. help please?

Thanks!
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: DornoDiosMio on November 29, 2016, 07:17:06 AM
I filed a ticket with Nvidia about the broken post processing. Hopefully they actually fix it one of these days.

The issue exists in the newest 376.09 driver version from November 28th as well.

I won't hold my breath over it because I don't want to die.

Does playing without post processing have a significant impact on the image quality?

If it does I'll just revert to an older driver until I burn out on Starsector again for a while, lol.

Thanks!
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Dark.Revenant on November 29, 2016, 10:46:18 AM
Post Processing is not used in most situations, and can be disabled without image quality loss.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: DornoDiosMio on November 30, 2016, 08:33:20 AM
Post Processing is not used in most situations, and can be disabled without image quality loss.

Thanks for the reply. I figured it wouldn't be that big of a deal. This will let me stick w/ the current driver and enjoy the performance benefits in any new games I decide to play while not flying among the stars.

Also, I just wanted to take this opportunity to thank you for ALL the incredible work you've done with your various Starsector mods. I couldn't imagine playing without them. Thank you!
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Mini S on January 06, 2017, 01:14:29 PM
Hi. This is a nice mod but could you add something in the in the in game settings that would activate/deactivate/change the graphics properties.
It just fell weird to change graphics configuration on a text file.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Dark.Revenant on January 06, 2017, 03:49:36 PM
I would have done so, were it physically possible.
Title: [0.7.2a] GraphicsLib 1.0.3
Post by: Dark.Revenant on January 08, 2017, 01:40:46 AM
Major bugfix.  Nvidia optimizations killed some perfectly reasonable shader logic with a short-circuit style problem.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.0.2.7z)

Download GraphicsLib 1.0.3 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.0.3.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.0.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
1.0.3
- Nvidia post processing bug is fixed
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Sy on January 08, 2017, 08:43:55 AM
much appreciated. :]
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Elaron on January 08, 2017, 08:53:29 AM
Thank you!
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Mini S on January 12, 2017, 10:10:30 AM
Dark.Revenant just to warn you.

The Version Checker mod send me to the ShaderLib mod thread when i select the option to go to the forum thread of the GraphicsLib.
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: gorgotz on January 16, 2017, 09:35:10 AM
hey guys i have a problem with graphics lib when i boot it up with any mod or no mod it blurs the screen in combat what am i doing wrong
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Midnight Kitsune on January 16, 2017, 11:01:13 AM
hey guys i have a problem with graphics lib when i boot it up with any mod or no mod it blurs the screen in combat what am i doing wrong
Sounds like either SS is using your integrated card or you don't have a good enough card for SS GLib
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Sy on January 16, 2017, 12:07:23 PM
hey guys i have a problem with graphics lib when i boot it up with any mod or no mod it blurs the screen in combat what am i doing wrong
if the issue comes from your card just not being good enough, as Kitsune suggests, you can try disabling some of the more resource-demanding features individually in \Starsector\mods\GraphicsLib\GRAPHICS_OPTIONS.ini and see if you can get it to work that way. or you can even disable all of GraphicsLib's features entirely by setting "enableShaders": in that file to false, which allows you to keep the mod enabled in the launcher (for other mods that may require it enabled) without it affecting your game in any way.
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Nick XR on January 22, 2017, 09:38:24 PM
Anyway we could get dynamic shadows based on light sources (beam weapons, explosions)? I've seen a few games like StarSector do that and they look amazing.
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Dark.Revenant on January 23, 2017, 09:48:27 AM
Starsector sprites are 2d and have no height information.  The normal maps are slapdash as they are, being largely auto-generated, but a height map that would hold up to inspection is simply not possible.
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Idegen on February 11, 2017, 11:16:03 AM
Hi! I started using this mod, then recently it (I'm pretty sure it's this one, did some experimenting) started doing this:
(http://imageshack.com/a/img923/8884/awYH6t.png)
The game is using the not-integrated GPU, and the driver is up to date. I don't know what that's called, so couldn't really search for it, so sorry, if this has been solved already.
Anyway, thanks for the help in advance :)
(Ops, sorry, huge image)
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Midnight Kitsune on February 11, 2017, 12:56:52 PM
You can disable GraphicsLib in the SETTINGS.INI file. Set "enableShaders" to false and that will stop those graphics bugs.
It seems to me like the game is still using the integrated card but I have no idea on how to force SS to use it... Sorry
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Idegen on February 12, 2017, 07:38:00 AM
Aha, yes, thanks found it, works properly now, and yea, it does seem to be running on the integrated card. Dunno why, it shouldn't be, but at least mods work now  ;D
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Swizzlewizzle on March 21, 2017, 02:44:45 AM
For the R (specularity) channel on the surface map, does the value of R influence the amount of "glow"?
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Dark.Revenant on March 21, 2017, 07:33:07 AM
R isn't specularity, it's emissiveness.  Largely unneeded given that the game is fully emmissive by default.
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Swizzlewizzle on March 21, 2017, 09:05:03 PM
Still, setting a R value greater than 1 for any pixels will give a nice glow effect in-game under graphicsLib?
Title: Re: [0.7.2a] GraphicsLib 1.0.3
Post by: Dark.Revenant on March 22, 2017, 01:29:18 AM
A high R value will add to the brightness, yes.  An R value of 255 on a pixel normally 255,0,0 will appear fully red with some bloom around it because of its true color value being 510 or something.
Title: Re: [0.7.2a] GraphicsLib 1.0.4
Post by: Dark.Revenant on March 26, 2017, 03:38:23 PM
Minor update to make GraphicsLib work better out of the box.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.0.4.7z)

Download GraphicsLib 1.0.4 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.0.4.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.0.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
1.0.4
- Adjusted ripple intensity for ship deaths
- Disable bloom automatically on Intel IGPs
Title: Re: [0.7.2a] GraphicsLib 1.0.4
Post by: Midnight Kitsune on April 12, 2017, 07:05:28 AM
I'm just going to throw this in here in case anyone else has this error.
If you get this error, you need to use something besides Windows Notepad to edit the graphics.ini files
Spoiler
Code
172136 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: A JSONObject text must begin with '{' at 1 [character 2 line 1]
    at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
    at org.json.JSONObject.<init>(JSONObject.java:184)
    at org.json.JSONObject.<init>(JSONObject.java:311)
    at com.fs.starfarer.loading.LoadingUtils.õ00000(Unknown Source)
    at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
    at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
    at org.dark.graphics.plugins.MissileSelfDestruct.loadSettings(MissileSelfDestruct.java:43)
    at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:79)
    at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
[close]
Title: [0.8a] GraphicsLib 1.1.0
Post by: Dark.Revenant on April 23, 2017, 05:39:00 AM
Bigger and better than ever!  Beyond the trouble necessary for handling shipbreaking, I had to add 510 new/updated shader maps...

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.1.0.7z)

Download GraphicsLib 1.1.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.1.0.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.1.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.0
- Now works on Starsector 0.8a
- Supports lighting on destroyed ship pieces
- New maps for the new ships/weapons, and updated maps for a large number of existing ships/weapons
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: facc00 on April 23, 2017, 07:03:51 AM
Thanks :)
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Sy on April 23, 2017, 11:09:57 AM
Thanks :)
+1
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Cothek on April 25, 2017, 07:18:02 PM
Getting an error when loading with graphics lib on:

Code
28002 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.?0000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

What am I doing wrong?
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Dark.Revenant on April 25, 2017, 07:20:02 PM
How do you even know that's graphicslib?  There aren't any specific mods listed in that error message.  You at least have LazyLib active, right?
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Cothek on April 25, 2017, 07:31:35 PM
I do have LazyLib active and the error does not throw when I disable GraphicsLib...
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Dri on April 25, 2017, 08:05:44 PM
Are you on the latest RC of the game?
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: kazi on April 25, 2017, 08:11:44 PM
Going to agree with Dri. That looks like you're either using an out-of-date version of Starsector or a whole bunch of mods that are not compatible with the current version. What mods do you have active?

(I will just go ahead and say that the current GraphicsLib works perfectly on my end with the current version of Starsector, so that's unlikely to be the problem)
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Cothek on April 25, 2017, 09:57:03 PM
It must have been a corrupt download because with a re-download and extraction it is now working!  Good reference for people in the future I suspect.
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Immahnoob on April 26, 2017, 04:55:49 AM
I get this instead.

217443 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/MathUtils
   at org.dark.graphics.plugins.DistortionsPlugin.advance(DistortionsPlugin.java:119)
   at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.MathUtils
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 11 more
Title: Re: [0.8a] GraphicsLib 1.1.0
Post by: Cothek on April 26, 2017, 06:01:59 AM
Try re-downloading lazylib
Title: [0.8.1a] GraphicsLib 1.2.0
Post by: Dark.Revenant on June 04, 2017, 03:35:34 AM
I had to add 93 new/updated shader maps, because David can't leave his sprites alone.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.2.0.7z)

Download GraphicsLib 1.2.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.2.0.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.2.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.0
- Now works on Starsector 0.8.1a
- Additional LazyLib check
- Fixed some misc. bugs that nobody noticed
- Tweaked ship destruction effects for ship pieces to avoid fx spam
- Updated even more sprites
Title: [0.8.1a] GraphicsLib 1.2.1
Post by: Dark.Revenant on June 10, 2017, 04:50:14 PM
Small graphical upgrade to account for things like the Remnant station's shield modules.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.2.1.7z)

Download GraphicsLib 1.2.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.2.1.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.2.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.1
- Improved various effects for certain edge cases with sprites that are significantly smaller than the collision radius
Title: [0.9a] GraphicsLib 1.3.0
Post by: Dark.Revenant on November 17, 2018, 03:37:36 AM
Now with mines!

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.0.7z)

Download GraphicsLib 1.3.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.0.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.3.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.0:
- Added a bunch of shader maps for new/updated Starsector 0.9a sprites
- Updated lighting settings where applicable for new/updated Starsector 0.9a content
- Fixed rendering order for station modules
- Added lighting support for mine explosions
- Works in Starsector 0.9a
Title: Re: [0.9a] GraphicsLib 1.3.0
Post by: tzuridis on December 02, 2018, 11:31:37 AM
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.

Sorry ignore this post.
Title: [0.9a] GraphicsLib 1.3.1
Post by: Dark.Revenant on February 15, 2019, 10:26:07 PM
Minor - but important - fixes.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.1.7z)

Download GraphicsLib 1.3.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.3.1.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.3.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.1:
- Fixed lighting for plasma burn system
- Rendering order fix for lighting
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: From a Faster Time on February 16, 2019, 02:16:49 AM
Version 1.3.1:
- Fixed lighting for plasma burn system
- Rendering order fix for lighting
What was wrong with them?
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Nikopol on February 18, 2019, 10:46:24 AM
I am usually running over 30 mods (8-9 GB memory footprint) at time and I can confirm that graphicslib is the cause of my crashes when saving and save copy doesn't help and has the same results. Every time the crash occurs at saving stage 2.

So the only way, this thing does not crash my game with all the mods enabled, is when shaders are set to false. Unfortunately there is no way to not use this enhancement, as many mods have it listed as requirement.

I would like to know if the author can, or is even willing to do something about it. I really like this lib, but unfortunately the only way to run it safely, is to run it deactivated.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: MesoTroniK on February 18, 2019, 08:38:17 PM
I am usually running over 30 mods (8-9 GB memory footprint) at time and I can confirm that graphicslib is the cause of my crashes when saving and save copy doesn't help and has the same results. Every time the crash occurs at saving stage 2.

So the only way, this thing does not crash my game with all the mods enabled, is when shaders are set to false. Unfortunately there is no way to not use this enhancement, as many mods have it listed as requirement.

I would like to know if the author can, or is even willing to do something about it. I really like this lib, but unfortunately the only way to run it safely, is to run it deactivated.

Nothing can be done about it by Dark Revenant, it isn't a problem of GraphicsLib or other mods... It is too many mods in general / for your system specifications. Keep disabling GfxLib in its config as you been doing, or disable some other mods.

On a side note, what are your system specs and RAM allocation in the vparams file? You are likely running out of VRAM, also I hope you realize 30 mods is a *massive* amount and I would be curious to know what they are. As that many mods, regardless of your computer is approaching the point of craziness.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Dark.Revenant on February 18, 2019, 09:24:55 PM
You should list your actual system specs.  GraphicsLib is very memory-intensive.  You can absolutely run out if you have tons of mods enabled.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Nikopol on February 18, 2019, 10:13:27 PM
System RAM should be OK, I have 16GB and vparams are -Xms10G -Xmx10G -Xss1024k, but it seems like I am running out of GPU RAM. I have GeForce GTX 1050Ti 4GB. I can't believe Starsector with a few mods is more intensive than modern 3D games.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Snrasha on February 18, 2019, 10:47:38 PM
System RAM should be OK, I have 16GB and vparams are -Xms10G -Xmx10G -Xss1024k, but it seems like I am running out of GPU RAM. I have GeForce GTX 1050Ti 4GB. I can't believe Starsector with a few mods is more intensive than modern 3D games.

Just put your mod list, some mods can be very intensive.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: MesoTroniK on February 18, 2019, 10:49:01 PM
Don't spec 10gb of ram, do 8gb. 30 mods is quite a bit more than "a few", it is a metric *** ton! Yes, Windows + other programs + SS + that many mods will blow right through 4gb of VRAM. SS isn't more intensive than modern 3d games, but SS with *30* mods will eat more RAM and VRAM than many but not all "modern games".

And yes, please say your mod list please :)
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Dark.Revenant on February 18, 2019, 11:06:42 PM
So, your problem is that you don't have enough RAM *left over* for the graphics assets.  The way VRAM works is, for most drivers, the texture assets are resident in both system RAM and video RAM.  If you're forcefully allocating 10 GB of system RAM for starsector, that leaves just 6 GB for the operating system and all other components, including the graphics driver.

As a result, you probably have less than your stated 4 GB of usable VRAM... in a manner of speaking.  The way it really works is quite a bit more complicated than that, but not really in the scope of a post here.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Nikopol on February 18, 2019, 11:42:25 PM
Thanks guys for explaining things. My Current modlist here https://pastebin.com/CdssRnuV
Mind you, I am on Starsector 0.8, so mods are 0.8 too. I am not going to upgrade anytime soon as I am happy with my mods as they are. The only thing bothering me is GraphisLib, but since I turned it off, I had not even one crash. I am forcing 10GB for the game, because there were crashes when allocating less memory in the past. Mods are final, I am not going to add more, so it's OK for me.

Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Nikopol on February 18, 2019, 11:53:40 PM
In about 6 Months I am going to buy me a new comp. with 64GB RAM and probably Titan RTX 24GB. I might return to this thread and let you know how it's running. This might be fun.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Dark.Revenant on February 19, 2019, 01:15:38 AM
0.9 is quite a lot more optimized and uses far less RAM in general.  When you change over, you won’t need new hardware to run it.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Avanitia on February 19, 2019, 01:16:51 AM
Thanks guys for explaining things. My Current modlist here https://pastebin.com/CdssRnuV
Mind you, I am on Starsector 0.8, so mods are 0.8 too. I am not going to upgrade anytime soon as I am happy with my mods as they are. The only thing bothering me is GraphisLib, but since I turned it off, I had not even one crash. I am forcing 10GB for the game, because there were crashes when allocating less memory in the past. Mods are final, I am not going to add more, so it's OK for me.



Do you realise Luddic Enchancement mod is for 0.9?
As you're using 0.8 (not even 0.8.1?) you shouldn't use mods that aren't for that version.
I see Arsenal Expansion version you have is outdated too (last version for 0.8.1a was 1.4.12a).
I assume other mods may be outdated too.
Version Checker is a must.

Starsector 0.9 update also has vastly optimised RAM usage, allowing player to allocate less RAM and use a lot of mods without problems, which could remove problems you currently have.
Also, do not allocate more than 8GB to Starsector in vmparams file, could cause problems with stability too.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Nikopol on February 19, 2019, 01:39:56 AM
Dear Avanitia, yes I do realize that, as some of us are able to use a notepad and csv editor to change a few lines to make it work flawlessly in any version if you know what you are doing. That is not the point. As mentioned before, my problem is many mods and low memory and not the mods itself.
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: K0952 on March 01, 2019, 11:48:41 PM
I've got an issue with the mod. When I run the game in fullscreen/at my monitor's resolution, the screen is black but the game is running. The game runs just fine in windowed though
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Dark.Revenant on March 02, 2019, 01:22:19 AM
I suspect that's a driver issue.  Does it happen with Fullscreen checked or unchecked?  (Native res with fullscreen unchecked is Borderless Window - essentially a desktop manager window but filling the whole screen.)
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: K0952 on March 02, 2019, 10:19:12 PM
Might have been, but I fired up the game today and everything was fine.

As to answer your question: yes. I tried my monitor's resolution without fullscreen checked (I figured that would be borderless windowed) but the same thing happened. Running the game on windowed at lower resolution though caused no issue
Title: Re: [0.9a] GraphicsLib 1.3.1
Post by: Gotcha! on April 27, 2019, 01:12:16 PM
I don't know what kind of sorcerer you are and how this magic was created, but I love it. Well done!
Title: [0.9.1a] GraphicsLib 1.4.0
Post by: Dark.Revenant on May 17, 2019, 03:44:13 PM
Updated for the current version of Starsector.  Importantly, this fixes most of the remaining lighting and distortion visual artifacts, making use of new 0.9.1a features!  No longer will lighting render above particles!  No longer will distortions bend the UI itself!

A bunch of mod-support features were added for II.  Also, breaks backwards-compatibility with mods that implement custom shaders.  Sorry!

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.0.7z)

Download GraphicsLib 1.4.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.0.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.4.0.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.0:
- Updated for Starsector 0.9.1a
- Added shader maps for new Starsector 0.9.1a sprites
- Support for alternative ship textures
- Minor fix for light fade-in logic
- Minor fix for automatic distortion fade-out logic
- Render order update
Title: Re: [0.9.1a] GraphicsLib 1.4.0
Post by: Gingo on August 20, 2019, 07:28:22 AM
Question, can you use this mod and the lazylib one during a current play through. Or do you need to start a new game?
Title: Re: [0.9.1a] GraphicsLib 1.4.0
Post by: MesoTroniK on August 20, 2019, 10:51:55 PM
They are safe to add or remove at any time.
Title: Re: [0.9.1a] GraphicsLib 1.4.0
Post by: facc00 on September 04, 2019, 06:49:51 PM
Are you going to add this to nexus mods?
Title: [0.9.1a] GraphicsLib 1.4.1
Post by: Dark.Revenant on September 08, 2019, 12:10:03 AM
Small, optional update to fix render glitches related to certain stations or module ships.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.1.7z)

Download GraphicsLib 1.4.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib%201.4.1.7z)
Also known as ShaderLib.
Download Mirror (http://www.sc2mafia.com/Starsector/GraphicsLib%201.4.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.1:
- Render order fix for layered modules
Title: Vanilla explosion
Post by: KronaSamu on September 12, 2019, 06:51:23 PM
How do you re-enable the explosion whiteout effect?
Title: Re: Vanilla explosion
Post by: TimeDiver on September 12, 2019, 07:05:37 PM
How do you re-enable the explosion whiteout effect?
In \mods\GraphicsLib\data\config\settings.json:

Change "enableShipExplosionWhiteout":false, to "enableShipExplosionWhiteout":true,
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Tort on September 18, 2019, 02:43:16 PM
Hi, i'm having troubles installing this mod
It seems like I can't extract the files from the .7z file even though I could do so with a ton of other mods.

The virtual player keeps ejecting the iso from it when it comes to the files into the "shaders" folder, and I don't know why. This is really annoying since most of the mods require this one to run properly. Could you add a .rar file to dl ? It may work properly this way.

Thanks for the help and have a nice day !

Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Dark.Revenant on September 19, 2019, 12:31:58 AM
Virtual player?!  What on Earth are you using to expand the .7z file?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Tort on September 19, 2019, 02:18:11 AM
I'm using Daemon Tools, so opening the file automatically creates a virtual thingie, I don't really know how to call that in English
Is there a better software to extract the files ?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Histidine on September 19, 2019, 04:19:05 AM
7zip (https://www.7-zip.org/) and WinRAR (https://www.rarlab.com/download.htm) will both do it.

DAEMON Tools is for creating virtual CD drives (e.g. from .iso files); don't use it for something like .7z.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Tort on September 19, 2019, 07:02:25 AM
Oooh, works fine now, thanks a lot o/
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Ed on September 24, 2019, 05:17:08 AM
How do i make a thin shockwave effect? I am trying to use the wave, but i can only make it look like my ship is being pulled into a blackhole instead