Fractal Softworks Forum

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

Title: [0.97a] GraphicsLib 1.9.0
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_1.9.0.7z)

Download GraphicsLib 1.9.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.9.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1QugDQPLFuGbh086m273in1_PhKHEC-tO/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Certain Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

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 1.9.0 (February 3, 2024):
- Updated for Starsector 0.97a

Version 1.8.0 (January 7, 2024):
- Updated for Starsector 0.96a RC10
- No more '!!!'
- Adjusted/fixed behavior of dead ships regarding surface maps
- Added 'optimizeNormals' option to the settings for slightly better performance in some situations
- API expansion for RippleDistortion and WaveDistortion
- A default white directional sun-light is now visible in non-campaign battles (simulator, missions)
- Various private variables in RippleDistortion, WaveDistortion, and StandardLight changed to protected
- Improved performance of ship chunks (vanilla tessellation issue solved via caching)
- Added "shaderlib_do_not_render" custom data key, which applies to anything that has custom data, to completely ignore that entity for lighting purposes (improves performance, especially for ships)

Version 1.7.0 (May 9, 2023):
- Updated for Starsector 0.96a
- Added new option in settings: "enableFullExplosionEffects"
  * Disabled by default because the vanilla game handles this part now
- Added new spreadsheet: data/config/glib/no_shield_ripple.csv
  * Prevents shield ripples from being generated by the listed projectiles
- Added support for fighter skin texture maps
  * List them in the texture data the same way they're listed in settings.json
  * e.g., "xyphos_LOW_TECH"
- Trigonometry fixes
- Proximity fuse "hit" lights now work properly
  * GraphicsLib will replace the original ProximityExplosionEffect (if any) with a custom ProximityExplosionEffect
  * This custom ProximityExplosionEffect first instantiates and calls the original one, then adds the appropriate lights
- Fixed serious issue where some proximity fuse weapons would prematurely disappear
- Updated the options in the Preset Options folder to include a Low VRAM Compatibility mode
  * When using this preset, nearly all features requiring extra video memory are disabled
  * Use this if you have weirdly low FPS and heavy stuttering during combat

Version 1.6.1 (January 5, 2022):
- Fixed arc attenuation for distortion effects
- Updated for Starsector 0.95.1a RC6

Version 1.6.0 (December 12, 2021):
- Updated for Starsector 0.95.1a

Version 1.5.1 (March 30, 2021):
- Made sun-generated lights less extreme when multiple stars are in system
- Insignia icons are scaled to the new range of officer levels
  * Tier 1: Level 1-2 (freshly hired officers)
  * Tier 2: Level 3-4
  * Tier 3: Level 5-6 (max for trainable/mercenary/NPC officers)
  * Tier 4: Level 7+ (max for procgen officers, NPC commanders, and AI or unique officers)
- Added "aaCompatMode" to GRAPHICS_OPTIONS.ini
  * Prevents GraphicsLib from crashing out at the start if you have antialiasing enabled
  * Disables the second pass of the post processing shader
  * You'll have antialiased sharpness in the campaign and the combat interface, but the actual in-battle ships/weapons/effects will be as blurry as if you weren't using antialiasing

Version 1.5.0 (March 29, 2021):
- Updated for Starsector 0.95a
- Now works with screen scaling
  * Mod-added custom shaders will almost certainly need modification to work with screen scaling
- DOES NOT WORK with antialiasing
  * GraphicsLib will crash out with a message asking you to either disable shaders OR disable antialiasing
  * This is not a temporary measure; going forward, GraphicsLib and antialiasing don't mix
  * 4K monitor users should use 200% screen scaling (antialiasing off)
    - 5K users should use 200% scaling and 4K resolution, fullscreen-upscaled to native monitor resolution (You won't lose that much quality)
  * 1080p monitor users should use 100% screen scaling (antialiasing off)
  * 1440p monitor users potentially have a tough choice
    - 100% scaling will work if the monitor is large enough (or if you have glasses)
    - Upscaling 1080p to fullscreen native resolution might look passable (depending on your monitor and video driver) but you'll definitely lose some quality
    - Otherwise, consider disabling shaders if you can't read the text
    - I personally use a 1440p monitor and can play fine at 100% scaling, but your mileage may vary
- Added shader maps for new vanilla content
- Added lights definitions for new vanilla content
- Ship explosions no longer create cinematic anamorphic flares

Version 1.4.5 (March 10, 2021):
- Slot cover normal map fix
- Fixed compile error with one of the normal map shaders on certain Radeon drivers

Version 1.4.4 (December 25, 2020):
- Possible surface map transparency fix?
- Fixed version file HTTPS redirect
- Overload EMP colors now match the default overlay (or any special overload colors that might be scripted in)
  * Added "useVentColorsForOverloadArcs" option for old behavior

Version 1.4.3 (September 28, 2020):
- Fixed the Benchmark progress indicator
- Fixed normal map scaling when flipped
- Migrated version file to custom host (sigh)

Version 1.4.2 (July 8, 2020):
- Added global function suppressEffects() to ShipDestructionEffects to suppress spawning effects for a particular ship
- Migrated version file to BitBucket

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: Harmful Mechanic 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: Z010 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: Z010 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
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Wispborne on February 13, 2020, 07:59:58 PM
I would like to be able to use some of this, especially the DistortionShader, on the campaign map, rather than only in the combat engine. I have two main questions.

- Is that a non-starter? I've been programming in Java/Kotlin for 6-7 years, but have never worked with lower-level graphics engine stuff, nor OpenGL. From poking around DistortionShader, it seems like it only uses the CombatEngine as a way to store the list of Distortion objects. If that list were extracted out, could this (especially drawDistortion) work on the campaign layer, or am I missing something?

- Say I did fork GraphicsLib and got this working with an API and Javadocs up to standards. Would a PR be considered? I see in the license that if I did do this work, I wouldn't be allowed to include it with my own mod, as that would be distributing a derivation (to say nothing of the issues of having two different GraphicsLib jars, ha)


My goal is to be able to create some sort of cool effect for when a player uses a gate in Gates Awakened. Not feeling up to learning OpenGL for this, I turned to MagicLib and GraphicsLib, but found that they are both in-combat-only.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Dark.Revenant on February 13, 2020, 08:30:50 PM
There is no rendering hook for the campaign map.  It would technically be possible to render overtop of everything (including the interface) and grab the screen buffer as a shader input, but it wouldn't be particularly good-looking.

If you plan on it, you'll essentially need to write a completely new framework, and I definitely wouldn't be able to support a pull request that warped the UI on the campaign map.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Wispborne on February 13, 2020, 08:55:22 PM
Non-starter, then, unless I reallllly wanted to sink the time into trying the method you suggested, which I don't.
Console commands uses OpenGL to draw directly to the screen; this is the "render overtop of everything" you mentioned, I assume, and sounds like the only option.

Thanks for the quick answer!
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Dark.Revenant on February 13, 2020, 10:12:17 PM
You might have luck with object layers in the campaign map; I looked into it some time ago and found that you might get *partial* success that way.  Still, it's definitely something you'd need to prototype before going all-in.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Wispborne on February 14, 2020, 03:56:25 PM
I think that Alex just said something similar.

http://fractalsoftworks.com/forum/index.php?topic=5061.msg281795#msg281795

Quote
Honestly, it's not very likely [that I'll add a render hook for the campaign (engine?)]. I'm not saying I won't ever do it, but it doesn't seem like the sort of thing I want to go messing with just now. Also: something similar may already be possible via a custom campaign entity, set to CampaignEngineLayers.TERRAIN_10 or .ABOVE. You'd effectively be able to render right under the UI since IIRC nothing uses TERRAIN_10.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Üstad on April 14, 2020, 10:12:35 AM
I see the explosion whiteout effect is set to false by default homewer before I installed this mod, I have turned it down from vanilla settings file, in this mod despite it has been set to false the effect is still eye damaging for me. What should I do exactly?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: FasterThanSleepyfish on April 29, 2020, 09:19:47 PM
Just posting this here for future reference.

Upon utilizing the splitShip() call, the ShaderLib will generate a bright flash of light that is predetermined. If called several times in something like a delayed post-death explosion script, it will create a giant hot white blob that obscures the ship. An option to bypass this would be appreciated greatly!
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Nick XR on May 13, 2020, 11:40:21 AM
I'm digging around trying to figure out how to start adding a gravitational lens effect (https://youtu.be/-MD211AQp40?t=16).  I've found some actual shader language code/example that does it: 
https://unionassets.com/blog/the-effect-of-the-gravitational-lens-195

But I'm not quite sure how to import that to GraphicsLib.  I'm more than a little out of my depth when it comes to graphics programming, so I could be very wrong about this shader example even being relevant. 

Any thoughts on where to start to get this (or something like this) working?

Thanks!
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Sedrido on June 08, 2020, 02:24:28 AM
how to download mods that dont use the tidy little extract folder thing like archean order?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Midnight Kitsune on June 08, 2020, 07:26:46 PM
Short answer: you can't
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Morrokain on June 08, 2020, 08:23:04 PM
how to download mods that dont use the tidy little extract folder thing like archean order?

Sorry if I am misunderstanding here, but are you saying you are unable to download Archean Order?

Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Sedrido on June 09, 2020, 12:37:27 AM
what im saying is mods like archean order give me that thing where i can just extract everything and go on my way where as this one gives me a little box telling me to open it and i cant do anything with it
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Histidine on June 09, 2020, 12:48:47 AM
GraphicsLib and some other mods are in 7z format, you need 7-Zip (https://www.7-zip.org/) or WinRAR (https://www.win-rar.com/start.html?&L=0) to open them.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Taikonaut on July 05, 2020, 02:00:07 PM
So if im playing on a laptop with integrated graphics im screwed?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Avanitia on July 05, 2020, 05:33:58 PM
You have to set GraphicsLib to compability mode. After installing graphicslib to mods folder, open GraphicsLib folder, there's a file called "GRAPHICS_OPTIONS" - open it with a Notepad or Notepad++. When you have it open, look at the first line you can edit:
"enableShaders":true,
Set it to false. You won't get pretty effects, but mods that require GraphicsLib to function will work without issues. And your game won't crash, assuming you won't get too many mods for your laptop.
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Taikonaut on July 06, 2020, 12:32:03 AM
much appreciated, and Im just planning on getting
-Nexerilin
-blackrock drive yards
-Speedup
-Skillup
-Terraforming and station construction
-Console Commands

you think its too much? I got 8gb of ram and my processor is the i5-5200 2.20 ghz
I dont really know much about modding this game yet, but I heard that you gotta allow it to access more RAM, how much should I give it?
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Mondaymonkey on July 06, 2020, 01:02:20 AM
Quote
-Terraforming and station construction

TASC does not have a direct serious impact on performance, although having many markets in one system close to each other may have unwanted consequences. In other words, if you have a planet, three astropolises and siphon/mining station on the screen at the same time, and each of them have a high command (And you probably need to have HC on every market if you wish to survive in Nex) that spawns numerous large fleets, that will definitely decrease FPS even on powerful computers.

It does not mean "do not use it", rather "use with cautious".

P.S. And that is for RAM allocation (https://fractalsoftworks.com/forum/index.php?topic=8726.0). Off course, if I pick a correct topic.  :)
Title: Re: [0.9.1a] GraphicsLib 1.4.1
Post by: Lilly112 on July 08, 2020, 11:18:36 AM
I've got a problem here. It says "Malformed JSON in remote version file at URL sc2mafia.com"
Title: [0.9.1a] GraphicsLib 1.4.2
Post by: Dark.Revenant on July 08, 2020, 08:02:36 PM
Minor update, but will be mandatory for compatibility with mods that use the new feature.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.2.7z)

Download GraphicsLib 1.4.2 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.2.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1yMUpk4HLQvt4rv0WJlpet3wIlVM0ujqf/view?usp=sharing)
(Requires LazyLib 2.4f (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 1.4.2:
- Added global function suppressEffects() to ShipDestructionEffects to suppress spawning effects for a particular ship
- Migrated version file to BitBucket
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Lilly112 on July 09, 2020, 04:11:46 AM
It now works for me. Yey.
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Seita on July 11, 2020, 07:19:59 PM
So I have a very potato computer, Intel integrated graphics and 4GB ram. I noticed graphicsLib gives a benchmark test and it has a “Time remaining: 190minutes”. Just want to know if this is natural and what exactly does it mean
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Dark.Revenant on July 11, 2020, 09:40:25 PM
The time remaining depends on however many ships are left in the game, your framerate, etc.  There's a bug in that mission that'll be cleared up next version, but generally speaking if you have a crappy computer you should just disable effects ( "enableShaders":false ).
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: jn_xyp on July 19, 2020, 07:50:52 AM
Hi,

In order to facilitate Chinese players to download this essential mod, I would like to ask permission to repost this mod on the Starsector Chinese Forum (https://www.fossic.org/).

I will keep all the description and author information, and follow further update of this post.
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Dark.Revenant on July 19, 2020, 03:20:48 PM
Yes, you can redistribute this mod wherever you like.
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: N7Commander84 on September 18, 2020, 03:43:05 PM
So this may be a dumb question, but what do I do if it doesn't download as a .zip since I wanted to download Graphics Lib but it doesn't install as a .zip so I can't extract it?
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Wispborne on September 18, 2020, 04:25:31 PM
So this may be a dumb question, but what do I do if it doesn't download as a .zip since I wanted to download Graphics Lib but it doesn't install as a .zip so I can't extract it?

You need this to extract it. It's free.
https://www.7-zip.org/download.html
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: N7Commander84 on September 18, 2020, 04:45:11 PM
Done deal. Thank you!
Title: Re: [0.9.1a] GraphicsLib 1.4.2
Post by: Neitronus on September 23, 2020, 08:26:23 AM
Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
Title: [0.9.1a] GraphicsLib 1.4.3
Post by: Dark.Revenant on September 28, 2020, 01:53:51 AM
Update in preparation for shenanigans...

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.3.7z)

Download GraphicsLib 1.4.3 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.3.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/10hbPwnMeJBWCxqJVGMyIWEw6a1kIRDXH/view?usp=sharing)
(Requires LazyLib 2.4f (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 1.4.3:
- Fixed the Benchmark progress indicator
- Fixed normal map scaling when flipped
- Migrated version file to custom host (sigh)
Title: Re: [0.9.1a] GraphicsLib 1.4.3
Post by: cjy4312 on October 10, 2020, 02:14:36 AM
HI!

I have some problems with normal map.

Its still working when I use "ship.setExtraAlphaMult(0f)" to make ship transparent :P

( you can see some "ghost" on the runway :-[)

[attachment deleted by admin]
Title: Re: [0.9.1a] GraphicsLib 1.4.3
Post by: Dark.Revenant on October 12, 2020, 12:56:28 AM
Have you set normal/surface/material maps for the ships and weapons?  There are already automatic transparency checks in GraphicsLib.
Title: Re: [0.9.1a] GraphicsLib 1.4.3
Post by: Jon Micheelsen on October 22, 2020, 12:28:56 PM
Hi Dark.Revenant,
first of all, very impressed by GraphicsLib!

I'm trying to add a subtle gloss based ambient specular term.* For that I need a view vector with a bit of perspective, so I was trying to use normalize(vec3(gl_TexCoord[0].xy * 2.0 - 1.0, 1.0)), but gl_TexCoord[0].xy appears to not be mapped to 0-1 range relative to the screen? I eyeballed it to about normalize(vec3((gl_TexCoord[0].xy * 2.0 - vec2(1.0 / vec2(1.6, 1.4))), 1.0)), while running at native windows res of 3480x2160 at 150% ui scaling, which means I need to run the game at 2560x1440 - a fact I think might be related? Can you point me in the direction of the bigger picture I'm missing here?

* I went for this one, https://github.com/codekuangben/Resource/blob/master/Book/2017-02-19/Render/s2013_pbs_black_ops_2_slides_v2.pdf, that being early PBR, wasn't too exotic for the old school style. For ambient light I went for a hard coded dark desaturated indigo blue. On that note, would it be possible to pipe the backgrounds images in? I'd like to try and do a hemispherical warped reflection sample.
Title: Re: [0.9.1a] GraphicsLib 1.4.3
Post by: Dark.Revenant on October 22, 2020, 10:04:56 PM
Display.getPixelScaleFactor() might be a factor for some users in certain situations, and in addition you should consider the fact that the backing texture representing the screen is a power-of-two-sized texture.  A game ran at 2560x1440 needs a 4096x2048 texture behind it, which gives you the ratio (1.6, 1.4222...).  The best solution is to render at an offset and ignore the unseen data.  I hope this helps!
Title: [0.9.1a] GraphicsLib 1.4.4
Post by: Dark.Revenant on December 24, 2020, 09:46:31 PM
Small maintenance update, and finally a definitive version file fix.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.4.7z)

Download GraphicsLib 1.4.4 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.4.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1Lwujmv8BEVQ_o8_Ke4kVoanrLMECSZx2/view?usp=sharing)
(Requires LazyLib 2.4f (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 1.4.4:
- Possible surface map transparency fix?
- Fixed version file HTTPS redirect
- Overload EMP colors now match the default overlay (or any special overload colors that might be scripted in)
  * Added "useVentColorsForOverloadArcs" option for old behavior
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 04, 2021, 04:02:15 PM
I think I'm having a problem with the normal maps feature, in that they don't seem to apply at all.

They used to work, but as I usually take around 1 year breaks from the game (and update to latest game/mods version as I pick up again), so I'm not exactly sure when it broke. All I know it worked around a year ago, but currently doesn't.

I do have several other mods loaded, but I also tried with only lazylib, magiclib and graphicslib loaded but it didn't help. I've increased my vparams mem settings to around 6 gigabytes, my pc has 16 gigs installed. I also tried with 8 gigs vparams settings, no help. I have 8 gigs of VRAM in my gfx card (Radeon 5700), so should be enough (last year I had a vega 56 which had 6 gigs and that worked). Latest drivers and windows updates installed.

Checking the starsector.log I can see that the game finds and loads the textures, but all lighting effects look flat. Definitely not how I remember them being when normal maps worked.

Anyone have any idea what's causing this?
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Yubbin on January 04, 2021, 07:00:57 PM
You should go into the graphics lib files, find the config, and change those a bit.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 04, 2021, 07:14:48 PM
Tips on which ones and to what values?

By default it seems all surface maps, material maps and normal maps are being used.

PS. Where could I download older versions of GraphicsLib for testing purposes? Like versions 1.4.0 and/or 1.3.0.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Dark.Revenant on January 07, 2021, 12:05:59 AM
I think I'm having a problem with the normal maps feature, in that they don't seem to apply at all.

They used to work, but as I usually take around 1 year breaks from the game (and update to latest game/mods version as I pick up again), so I'm not exactly sure when it broke. All I know it worked around a year ago, but currently doesn't.

I do have several other mods loaded, but I also tried with only lazylib, magiclib and graphicslib loaded but it didn't help. I've increased my vparams mem settings to around 6 gigabytes, my pc has 16 gigs installed. I also tried with 8 gigs vparams settings, no help. I have 8 gigs of VRAM in my gfx card (Radeon 5700), so should be enough (last year I had a vega 56 which had 6 gigs and that worked). Latest drivers and windows updates installed.

Checking the starsector.log I can see that the game finds and loads the textures, but all lighting effects look flat. Definitely not how I remember them being when normal maps worked.

Anyone have any idea what's causing this?

Note, there is a problem with weapon slot covers that causes the normal to be drawn at the wrong angle.

Still, here are some gifs:

Light source nearby to the left, default settings:
(https://thumbs.gfycat.com/SimilarEmbarrassedAustraliancurlew-small.gif) (https://gfycat.com/similarembarrassedaustraliancurlew)

Light source far away to the left, default settings:
(https://thumbs.gfycat.com/UnsightlyPreciousIndianpangolin-small.gif) (https://gfycat.com/unsightlypreciousindianpangolin)

Light source far away to the left, -1.0 for normal "tallness":
(https://thumbs.gfycat.com/WigglyElderlyLeopardseal-small.gif) (https://gfycat.com/wigglyelderlyleopardseal)

Light source far away to the left, normal maps disabled:
(https://thumbs.gfycat.com/AggravatingSerpentineCatfish-small.gif) (https://gfycat.com/aggravatingserpentinecatfish)
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 07, 2021, 03:37:35 AM
Yeah, all of my ships look like the last one.

Also, weapon covers? That's a thing? How do you enable them?
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Dark.Revenant on January 07, 2021, 12:04:47 PM
Yeah, all of my ships look like the last one.

Also, weapon covers? That's a thing? How do you enable them?

Leave a slot blank, and it'll have a cover over it in battle.

Can you upload your GRAPHICS_OPTIONS.ini (Starsector/mods/GraphicsLib/GRAPHICS_OPTIONS.ini)?  Normal maps aren't really the sort of thing that can just "not work".  If the shader fails, generally that means you see nothing (black screen) or get corruption.

Also, please delete starsector.log (Starsector/starsector-core/starsector.log), then start the game, close out from the game, and then grab the new starsector.log and upload here (zip it up if it's too big).
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 07, 2021, 02:37:35 PM
Uploaded my graphics_options.ini (renamed to .txt because of forum attachment restrictions).

Can't upload log as it's too big even when zipped (400KB), but I did find this right at the end of the log, seems relevant:
Quote
69457 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
69462 [Thread-4] ERROR org.dark.shaders.util.ShaderLib  - Error creating shader: Fragment shader failed to compile with the following errors:
ERROR: 0:23: error(#223) Vector component fields not from the same set: za
ERROR: 0:37: error(#223) Vector component fields not from the same set: za
ERROR: error(#273) 2 compilation errors.  No code generated


69462 [Thread-4] ERROR org.dark.shaders.light.LightShader  - Normal transform shader compile error!  Normals disabled!

EDIT: I downloaded version 1.4.0 of GraphicsLib and ran Starsector with it, no errors and normal maps work. Gonna keep testing with later versions.

[attachment deleted by admin]
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 07, 2021, 03:18:29 PM
So I ran with some older versions of graphicslib and versions up to 1.4.2 work fine, from 1.4.3 onwards I get that error in the log and normal maps don't work in the game.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Dark.Revenant on January 08, 2021, 08:03:38 PM
So I ran with some older versions of graphicslib and versions up to 1.4.2 work fine, from 1.4.3 onwards I get that error in the log and normal maps don't work in the game.

Go to data/shaders/lights/2dtangent.frag and replace data.za with data.zw
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 09, 2021, 03:40:50 AM
Yep. That fixed it.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Dark.Revenant on January 09, 2021, 01:17:07 PM
Yep. That fixed it.

Cool!  I'll work this into the next update.  Thanks!
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Icchan on January 09, 2021, 01:23:10 PM
NP and thank you, this mod is awesome.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Plasmatic on February 05, 2021, 01:34:07 AM
I'm trying to download the mod but both the main link and mirror seem to not work properly. Firefox just tells me it's unable to connect.

Oddly enough Chrome says the same thing about the main link, but the mirror works.

so I guess not really a problem, more of a heads up to anyone else, try a different browser.
Title: Re: [0.9.1a] GraphicsLib 1.4.4
Post by: Drew Dubious on March 09, 2021, 06:11:23 AM
Hello all, recently started trying out mods and I am a bit confused to not see GraphicsLib in the Enable Mods menu when I start up the game. Ive got it in my mods folder but im not sure it's working correctly. I am having a few issues but im not sure they are coming from this or not. Any help is appreciated and TY in advance.


Seems I fixed it with more digging. I did not have the proper program to unzip this type of file. Thanks for all the time and effort on the mods!
Title: [0.9.1a] GraphicsLib 1.4.5
Post by: Dark.Revenant on March 10, 2021, 12:07:18 AM
Important fix for recent Radeon drivers, and a fix for a long-standing normal map issue.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.5.7z)

Download GraphicsLib 1.4.5 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.4.5.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1l5vcOJ5vWwH9bXRstp5nZjc8B7RJvWWM/view?usp=sharing)
(Requires LazyLib 2.5c (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 1.4.5:
- Slot cover normal map fix
- Fixed compile error with one of the normal map shaders on certain Radeon drivers
Title: [0.95a] GraphicsLib 1.5.0
Post by: Dark.Revenant on March 29, 2021, 02:35:06 AM
Ship explosions no longer create anamorphic flares.  Oh, also, antialiasing doesn't work with shaders.  Aside from that, this update went well!

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.5.0.7z)

Download GraphicsLib 1.5.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.5.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1xAHqtdAtgnyOBtcXxniUHibkxiUdrfjQ/view?usp=sharing)
(Requires LazyLib 2.6 (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!

Warning: Antialiasing is not supported when using shaders!

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



Change Log
Version 1.5.0:
- Updated for Starsector 0.95a
- Now works with screen scaling
  * Mod-added custom shaders will almost certainly need modification to work with screen scaling
- DOES NOT WORK with antialiasing
  * GraphicsLib will crash out with a message asking you to either disable shaders OR disable antialiasing
  * This is not a temporary measure; going forward, GraphicsLib and antialiasing don't mix
  * 4K monitor users should use 200% screen scaling (antialiasing off)
    - 5K users should use 200% scaling and 4K resolution, fullscreen-upscaled to native monitor resolution (You won't lose that much quality)
  * 1080p monitor users should use 100% screen scaling (antialiasing off)
  * 1440p monitor users potentially have a tough choice
    - 100% scaling will work if the monitor is large enough (or if you have glasses)
    - Upscaling 1080p to fullscreen native resolution might look passable (depending on your monitor and video driver) but you'll definitely lose some quality
    - Otherwise, consider disabling shaders if you can't read the text
    - I personally use a 1440p monitor and can play fine at 100% scaling, but your mileage may vary
- Added shader maps for new vanilla content
- Added lights definitions for new vanilla content
- Ship explosions no longer create cinematic anamorphic flares
Title: Re: [0.95a] GraphicsLib 1.5.0
Post by: Dazs on March 29, 2021, 03:05:25 AM
With the newest Graphicslib activated I receive the following crash at startup:

55581 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Lightshow,D:\Games\Starsector\starsector-core\..\mods\SS-armaa-1.4.3b,D:\Games\Starsector\starsector-core\..\mods\Autosave,D:\Games\Starsector\starsector-core\..\mods\Better Colonies,D:\Games\Starsector\starsector-core\..\mods\CaptureCrew,D:\Games\Starsector\starsector-core\..\mods\Caymon's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\Combat Chatter,D:\Games\Starsector\starsector-core\..\mods\Commissioned Crews,D:\Games\Starsector\starsector-core\..\mods\DIABLEAVIONICS,D:\Games\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,D:\Games\Starsector\starsector-core\..\mods\HTE,D:\Games\Starsector\starsector-core\..\mods\Kadur Remnant,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Leading Pip,D:\Games\Starsector\starsector-core\..\mods\MagicLib,D:\Games\Starsector\starsector-core\..\mods\OldHyperion,D:\Games\Starsector\starsector-core\..\mods\ORA,D:\Games\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.1,D:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\SEEKER_UC,D:\Games\Starsector\starsector-core\..\mods\SpeedUp,D:\Games\Starsector\starsector-core\..\mods\Supply Forging,D:\Games\Starsector\starsector-core\..\mods\tahlan,D:\Games\Starsector\starsector-core\..\mods\Exalted,D:\Games\Starsector\starsector-core\..\mods\FED,D:\Games\Starsector\starsector-core\..\mods\Torchships,D:\Games\Starsector\starsector-core\..\mods\Transfer All Items,D:\Games\Starsector\starsector-core\..\mods\UnknownSkies,D:\Games\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,D:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\XhanEmpire,D:\Games\Starsector\starsector-core\..\mods\Audio Plus,D:\Games\Starsector\starsector-core\..\mods\prv Starworks,D:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Lightshow,D:\Games\Starsector\starsector-core\..\mods\SS-armaa-1.4.3b,D:\Games\Starsector\starsector-core\..\mods\Autosave,D:\Games\Starsector\starsector-core\..\mods\Better Colonies,D:\Games\Starsector\starsector-core\..\mods\CaptureCrew,D:\Games\Starsector\starsector-core\..\mods\Caymon's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\Combat Chatter,D:\Games\Starsector\starsector-core\..\mods\Commissioned Crews,D:\Games\Starsector\starsector-core\..\mods\DIABLEAVIONICS,D:\Games\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,D:\Games\Starsector\starsector-core\..\mods\HTE,D:\Games\Starsector\starsector-core\..\mods\Kadur Remnant,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Leading Pip,D:\Games\Starsector\starsector-core\..\mods\MagicLib,D:\Games\Starsector\starsector-core\..\mods\OldHyperion,D:\Games\Starsector\starsector-core\..\mods\ORA,D:\Games\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.1,D:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\SEEKER_UC,D:\Games\Starsector\starsector-core\..\mods\SpeedUp,D:\Games\Starsector\starsector-core\..\mods\Supply Forging,D:\Games\Starsector\starsector-core\..\mods\tahlan,D:\Games\Starsector\starsector-core\..\mods\Exalted,D:\Games\Starsector\starsector-core\..\mods\FED,D:\Games\Starsector\starsector-core\..\mods\Torchships,D:\Games\Starsector\starsector-core\..\mods\Transfer All Items,D:\Games\Starsector\starsector-core\..\mods\UnknownSkies,D:\Games\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,D:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\XhanEmpire,D:\Games\Starsector\starsector-core\..\mods\Audio Plus,D:\Games\Starsector\starsector-core\..\mods\prv Starworks,D:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.String(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
   at org.dark.shaders.light.LightData.readLightDataCSV(LightData.java:54)
   at data.scripts.TADA_modPlugin.onApplicationLoad(TADA_modPlugin.java:69)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Looks like maybe a conflict with Lightshow or Tartiflette's Torchships And Deadly Armaments but there's so much to unpack there. Not sure if it matters but I have a RTX2060 Super with the latest Geforce drivers.
Title: Re: [0.95a] GraphicsLib 1.5.0
Post by: Dark.Revenant on March 29, 2021, 03:26:31 AM
That’s most likely a problem in TADA.  There is a similar problem in Practice Targets.  I’ll inform Tartiflette.
Title: Re: [0.95a] GraphicsLib 1.5.0
Post by: Reavenant on March 29, 2021, 03:29:19 AM
With the newest Graphicslib activated I receive the following crash at startup:

55581 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Lightshow,D:\Games\Starsector\starsector-core\..\mods\SS-armaa-1.4.3b,D:\Games\Starsector\starsector-core\..\mods\Autosave,D:\Games\Starsector\starsector-core\..\mods\Better Colonies,D:\Games\Starsector\starsector-core\..\mods\CaptureCrew,D:\Games\Starsector\starsector-core\..\mods\Caymon's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\Combat Chatter,D:\Games\Starsector\starsector-core\..\mods\Commissioned Crews,D:\Games\Starsector\starsector-core\..\mods\DIABLEAVIONICS,D:\Games\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,D:\Games\Starsector\starsector-core\..\mods\HTE,D:\Games\Starsector\starsector-core\..\mods\Kadur Remnant,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Leading Pip,D:\Games\Starsector\starsector-core\..\mods\MagicLib,D:\Games\Starsector\starsector-core\..\mods\OldHyperion,D:\Games\Starsector\starsector-core\..\mods\ORA,D:\Games\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.1,D:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\SEEKER_UC,D:\Games\Starsector\starsector-core\..\mods\SpeedUp,D:\Games\Starsector\starsector-core\..\mods\Supply Forging,D:\Games\Starsector\starsector-core\..\mods\tahlan,D:\Games\Starsector\starsector-core\..\mods\Exalted,D:\Games\Starsector\starsector-core\..\mods\FED,D:\Games\Starsector\starsector-core\..\mods\Torchships,D:\Games\Starsector\starsector-core\..\mods\Transfer All Items,D:\Games\Starsector\starsector-core\..\mods\UnknownSkies,D:\Games\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,D:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\XhanEmpire,D:\Games\Starsector\starsector-core\..\mods\Audio Plus,D:\Games\Starsector\starsector-core\..\mods\prv Starworks,D:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Lightshow,D:\Games\Starsector\starsector-core\..\mods\SS-armaa-1.4.3b,D:\Games\Starsector\starsector-core\..\mods\Autosave,D:\Games\Starsector\starsector-core\..\mods\Better Colonies,D:\Games\Starsector\starsector-core\..\mods\CaptureCrew,D:\Games\Starsector\starsector-core\..\mods\Caymon's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\Combat Chatter,D:\Games\Starsector\starsector-core\..\mods\Commissioned Crews,D:\Games\Starsector\starsector-core\..\mods\DIABLEAVIONICS,D:\Games\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary,D:\Games\Starsector\starsector-core\..\mods\HTE,D:\Games\Starsector\starsector-core\..\mods\Kadur Remnant,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Leading Pip,D:\Games\Starsector\starsector-core\..\mods\MagicLib,D:\Games\Starsector\starsector-core\..\mods\OldHyperion,D:\Games\Starsector\starsector-core\..\mods\ORA,D:\Games\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.1,D:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\SEEKER_UC,D:\Games\Starsector\starsector-core\..\mods\SpeedUp,D:\Games\Starsector\starsector-core\..\mods\Supply Forging,D:\Games\Starsector\starsector-core\..\mods\tahlan,D:\Games\Starsector\starsector-core\..\mods\Exalted,D:\Games\Starsector\starsector-core\..\mods\FED,D:\Games\Starsector\starsector-core\..\mods\Torchships,D:\Games\Starsector\starsector-core\..\mods\Transfer All Items,D:\Games\Starsector\starsector-core\..\mods\UnknownSkies,D:\Games\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,D:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\XhanEmpire,D:\Games\Starsector\starsector-core\..\mods\Audio Plus,D:\Games\Starsector\starsector-core\..\mods\prv Starworks,D:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.String(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
   at org.dark.shaders.light.LightData.readLightDataCSV(LightData.java:54)
   at data.scripts.TADA_modPlugin.onApplicationLoad(TADA_modPlugin.java:69)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Looks like maybe a conflict with Lightshow or Tartiflette's Torchships And Deadly Armaments but there's so much to unpack there. Not sure if it matters but I have a RTX2060 Super with the latest Geforce drivers.

I can confirm, that disabling TADA will stop the CTD :(
Title: Re: [0.95a] GraphicsLib 1.5.0
Post by: Icchan on March 29, 2021, 12:07:31 PM
Can confirm, loading the game with lazylib, magiclib and graphicslib works fine, add TADA to the mix and instant crash.
Spoiler
Code
15691 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
15695 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [mod_info.json]
15696 [Thread-3] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v2.6, built for Starsector 0.95a-RC9
15696 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\MagicLib (data/config/modSettings.json)]
15697 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails  - unable to read data/trails/trail_data.csv
15697 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails  - java.lang.RuntimeException: Error loading [data/trails/trail_data.csv] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\MagicLib,C:\Games\Starsector\starsector-core\..\mods\Torchships,C:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
15697 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\MagicLib]
15698 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Torchships]
15700 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
15775 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\MagicLib,C:\Games\Starsector\starsector-core\..\mods\Torchships,C:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/config/modFiles/TADA_light_data.csv] resource, not found in [C:\Games\Starsector\starsector-core\..\mods\LazyLib,C:\Games\Starsector\starsector-core\..\mods\MagicLib,C:\Games\Starsector\starsector-core\..\mods\Torchships,C:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
at org.dark.shaders.light.LightData.readLightDataCSV(LightData.java:54)
at data.scripts.TADA_modPlugin.onApplicationLoad(TADA_modPlugin.java:69)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

EDIT: Nvm, TADA fixed the problem with an update.
Title: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on March 30, 2021, 04:31:26 AM
Compromises ahoy!

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.5.1.7z)

Download GraphicsLib 1.5.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.5.1.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1sTdV9PpkRN6wDvOHr7HYgkiISExkQBW0/view?usp=sharing)
(Requires LazyLib 2.6 (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!

Warning: Antialiasing is mostly not supported when using shaders!

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



Change Log
Version 1.5.1:
- Made sun-generated lights less extreme when multiple stars are in system
- Insignia icons are scaled to the new range of officer levels
  * Tier 1: Level 1-2 (freshly hired officers)
  * Tier 2: Level 3-4
  * Tier 3: Level 5-6 (max for trainable/mercenary/NPC officers)
  * Tier 4: Level 7+ (max for procgen officers, NPC commanders, and AI or unique officers)
- Added "aaCompatMode" to GRAPHICS_OPTIONS.ini
  * Prevents GraphicsLib from crashing out at the start if you have antialiasing enabled
  * Disables the second pass of the post processing shader
  * You'll have antialiased sharpness in the campaign and the combat interface, but the actual in-battle ships/weapons/effects will be as blurry as if you weren't using antialiasing
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Achilles42x on April 04, 2021, 01:26:45 PM
Also crashing on load with TADA.

Question- does GraphicsLib do anything if it isn't being used as a prereq for a mod?
Like does it improve the graphics of the game? Edit: If I'm reading correctly, it does.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Mordodrukow on April 05, 2021, 04:11:48 PM
Have 2GB VRAM, but getting this message, and the game slows down sometimes.
(https://cdn.discordapp.com/attachments/589906565557911559/828767949908738078/Screenshot_1.png)

I m playing 9.5 RC9. Will it help if i update to the latest version?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on April 06, 2021, 11:47:36 AM
You'll have to adjust GraphicsLib settings.  There's not much else you can do in that situation.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 03:30:25 AM
Hey man your mod Underworld uses graphicslib 1.5.0 but underworld is still on 0.91a does that mean graphics lib for 0.95a is compatible with 0.91a? im confused and this might explain my crashes with remnant fleet and my cabal fleet.

325851 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/EmpArcEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/EmpArcEntityAPI;
   at data.weapons.drgArcEmitterSmallWeapon.advance(drgArcEmitterSmallWeapon.java:108)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.super(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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)

Im using Graphics Lib 1.4.5 with newest underworld.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 03:43:07 AM
i just updated to 1.5.1 and lazylib 2.6 (per requirement) and i crash before i even load the game

112363 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getScreenWidthPixels()F
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.getScreenWidthPixels()F
   at org.dark.shaders.util.ShaderLib.init(ShaderLib.java:544)
   at data.scripts.AEmodplugin.onApplicationLoad(AEmodplugin.java:125)
   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)

before i was able to atleast load my game into the campaign and only crash in combat.

which version of Underworld is compatible with 1.4.5? because im a little confused why Underworld that is 0.91a requires a mod lib that is 0.95a?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Bagpipe on April 16, 2021, 03:50:00 AM
I have enabled this mod but it crashes due to AA at startup.

I used the compat mode in the .ini but the texturing looks terrible now.

I don't see any AA options in the launcher either though the error message advises to change them here?

How do you get this mod to work and make the game look better exactly?

Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 04:04:19 AM
233858 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.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.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)

Reverted back to 1.4.5 everything works again including with the new 2.6 lazylib I have on seems to make no difference I still have a crash in combat, unfortunately. any oversights on mod dependencies?

{"enabledMods": [
  "Adjusted Sector",
  "raccoonarms",
  "blackrock_driveyards",
  "HMI_brighton",
  "capturecrew",
  "clearCommands",
  "chatter",
  "lw_radar",
  "COPS",
  "lw_console",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "galmart",
  "hte",
  "hostileIntercept",
  "hypernet",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "playerflagpackex",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "stellics",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "prv"
]}
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: lolghurt on April 16, 2021, 04:29:19 AM
233858 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
Your crash is the kneecapper from HTE. Did you grab the wrong version of HTE for your version of starsector?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on April 16, 2021, 04:43:00 AM
I have enabled this mod but it crashes due to AA at startup.

I used the compat mode in the .ini but the texturing looks terrible now.

I don't see any AA options in the launcher either though the error message advises to change them here?

How do you get this mod to work and make the game look better exactly?

You'll have to turn off screen scaling and anti-aliasing if you want a sharper image with GraphicsLib.  The settings are in the launcher; click "Options...".

Reverted back to 1.4.5 everything works again including with the new 2.6 lazylib I have on seems to make no difference I still have a crash in combat, unfortunately. any oversights on mod dependencies?

Mods for 0.95a do not work with Starsector 0.9.1a.  Mods for 0.9.1a do not work with Starsector 0.95a.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 04:52:26 AM
I have enabled this mod but it crashes due to AA at startup.

I used the compat mode in the .ini but the texturing looks terrible now.

I don't see any AA options in the launcher either though the error message advises to change them here?

How do you get this mod to work and make the game look better exactly?

You'll have to turn off screen scaling and anti-aliasing if you want a sharper image with GraphicsLib.  The settings are in the launcher; click "Options...".

Reverted back to 1.4.5 everything works again including with the new 2.6 lazylib I have on seems to make no difference I still have a crash in combat, unfortunately. any oversights on mod dependencies?

Mods for 0.95a do not work with Starsector 0.9.1a.  Mods for 0.9.1a do not work with Starsector 0.95a.

So in reality underworld 1.5.0 is only compatible with 1.4.5 graphics lib. got confused with the requirement headline on the main page my apologies!
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 04:54:41 AM
233858 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.weapons.proj.drgKneecapperBombletOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/CombatEngineAPI;)V
Your crash is the kneecapper from HTE. Did you grab the wrong version of HTE for your version of starsector?

I had been using 1.3.0 of HTE for a while so it surprised me when updating it to 1.3.0b fixed this very odd but thank you so much figured it out just before you replied! Sorry to post this on here I was pretty sure it was because of the underworld and its odd version requirements on the main page
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 04:59:33 AM
I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

[attachment deleted by admin]
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on April 16, 2021, 05:13:13 AM
I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Flacman3000 on April 16, 2021, 05:34:12 AM
I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.

Take no thought on it my friend I just wanted verification that I was on the correct version of GL for my game lol. Sorry to hear you've been having sleep issues I do not know you personally but I sincerely hope all is well without intruding into your personal life. I've been strained by the pandemic myself so if it's financials or cabin fever my heart goes out to you!
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on April 16, 2021, 03:22:47 PM
I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.

Take no thought on it my friend I just wanted verification that I was on the correct version of GL for my game lol. Sorry to hear you've been having sleep issues I do not know you personally but I sincerely hope all is well without intruding into your personal life. I've been strained by the pandemic myself so if it's financials or cabin fever my heart goes out to you!

Thanks; no worries.  Now, if only I can get these updates out and take a break...
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Gravemind1 on April 24, 2021, 08:00:33 PM
So, it seems this is giving me an issue; upon launching I get this: "com.fs.starfarer.api.SettingsAPI.getScreenWidthPixels()F
tested it with *just* the Graphics.lib mod and yeah, doesn't really seem to agree with me crashes right to desktop.
Something similar happens with having both the MagicLib and LazyLib enabled at the same time, causes a CTD
"Fatal:
com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(Lcom/fs/starfarer/api/CombatLayeredRenderingPlugin;)/fs/starfarer/api/combat/CombatEntityAPI;"

I'll have to talk to the other mod makers for MagicLib and LazyLib but, I thought I'd start here.
Sorry if this is unrelated to your area of expertise lol

I may be an idiot, ignore this post for now lol
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Patrick Swayze on June 02, 2021, 01:29:05 AM
I know you're busy, but is there any chance, somewhere in the distant future, we could get the anamorphic lens flares backs for graphics lib please? Even if it defaults to off?

I miss the glowly lines off the explosions, and Mass Effect is rubbing it in :(
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Stormy Fairweather on June 05, 2021, 04:56:40 AM
was the option to enable explosion whiteout completely removed?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on June 05, 2021, 11:29:39 PM
No, you can turn it back on if you edit the settings.json in the graphicsLib folder.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Stormy Fairweather on June 06, 2021, 01:32:57 AM
ah thanks
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: BreenBB on June 07, 2021, 01:02:03 PM
About graphic features, can I suggest idea? I think is cool idea make player ships paintable, like you can do in many multiplayer shooters with character, via texture mask, idea is what like you can make black and white texture mask which shows paintable parts of ship, and you can adjust hue and saturation of that part.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dafrandle on August 21, 2021, 10:14:37 PM
Is there a place to get previous versions of this mod?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: MyLittleGrundle on August 25, 2021, 10:13:03 PM
I've unzipped into the mod folder but when i start the game its not in the mod selection. No clue, please help
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: SafariJohn on August 26, 2021, 09:10:18 AM
GraphicsLib is listed as "zz GraphicsLib" in the launcher's mod list, check that first.


If that wasn't it, do you have a folder in your mods folder called GraphicsLib? Does that folder have the mod_info.json file in it?

If the mod got nested in a mods/GraphicsLib/GraphicsLib folder, you'll need to un-nest it.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: MyLittleGrundle on August 29, 2021, 09:16:40 PM
it is nested, how do i un-nest it?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Histidine on August 29, 2021, 10:57:04 PM
Cut the inner folder and paste it in the mods/ folder.

(then delete the now empty outer folder)
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: renegade_sock on September 17, 2021, 12:54:09 AM
Hey guys, I don't know if I'm just missing something but isn't missing out on antialiasing a really hard sell for this mod? I gave it a try and it's just kinda hard to accept. Is there supposed to be some sort of built in mechanism to compensate for the lack of AA?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on September 23, 2021, 12:13:51 PM
The "antialiasing" used by Starsector is actually used as a form of supersampling.  If you run at 100%, 200%, or 300% screen scaling, "antialiasing" doesn't do anything.  If you have to run at some other screen scaling value, then you definitely need "antialiasing" as high as possible, or everything will be a blurfest.  This mostly affects people with 1440p displays, though personally on my 1440p display I just run in a 1080p window at 100% scaling.

In general, if you can't read the text at 100% scaling and don't have a 4K monitor, then you should just disable shaders and use 16x MSAA instead; it'll be a better experience.

As for why this restriction exists: it's complicated, but the short version is it's unavoidable.  GraphicsLib's shaders and MSAA cannot exist at the same time.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: renegade_sock on October 03, 2021, 07:56:22 PM
Ah ok, thanks for the explanation!
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: mkire on October 08, 2021, 08:08:58 PM
i have a mod that claims it needs 1.5.2, graphics lib, is there a beta update to graphics lib?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Mikomikomiko on December 08, 2021, 11:23:17 PM
i have a mod that claims it needs 1.5.2, graphics lib, is there a beta update to graphics lib?

Which mod is this?
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Histidine on December 09, 2021, 04:35:06 PM
SWP tournament release version, IIRC

You can just disregard the version warning, it'll run fine.
Title: [0.95.1a] GraphicsLib 1.6.0
Post by: Dark.Revenant on December 12, 2021, 11:11:42 PM
Nothing special in this update; just some minor behind-the-scenes stuff and all the maps for the updated/new sprites with the new version of the game.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.6.0.7z)

Download GraphicsLib 1.6.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.6.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1LE27CR5EFlHN2pqsGCtARROPJt9aslx8/view?usp=sharing)
(Requires LazyLib 2.7b (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!

Warning: Antialiasing is mostly not supported when using shaders!

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



Change Log
Version 1.6.0:
- Updated for Starsector 0.95.1a
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 13, 2021, 04:45:33 PM
Don't sell yourself short, this is awesome! Thank you for updating.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: marvin on December 15, 2021, 03:05:42 PM
unfortunately im constantly crashing with the graphics lib :( i can replicate it, and it happens always when ship is blown up.

ive had also a crash in the market, but im not sure if its this mod related, the above one is for sure. i finally managed to pinpoint the mod that was having issues, so my log is clean, but if needed i can paste it
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Dark.Revenant on December 16, 2021, 01:10:57 PM
unfortunately im constantly crashing with the graphics lib :( i can replicate it, and it happens always when ship is blown up.

ive had also a crash in the market, but im not sure if its this mod related, the above one is for sure. i finally managed to pinpoint the mod that was having issues, so my log is clean, but if needed i can paste it

You need to update Starsector to 0.95.1a.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: IsThisOriginal on December 16, 2021, 10:26:33 PM
unfortunately im constantly crashing with the graphics lib :( i can replicate it, and it happens always when ship is blown up.

ive had also a crash in the market, but im not sure if its this mod related, the above one is for sure. i finally managed to pinpoint the mod that was having issues, so my log is clean, but if needed i can paste it

You need to update Starsector to 0.95.1a.

I'd like to to use some mods that haven't been updated yet, do you have a file of the older version to work with 0.95a-RC15? I tried to look for a version on nexus, but could only find magic and lazy lib's versions.

Thanks in advance!
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: MercerWing on December 17, 2021, 01:43:35 AM
unfortunately im constantly crashing with the graphics lib :( i can replicate it, and it happens always when ship is blown up.

ive had also a crash in the market, but im not sure if its this mod related, the above one is for sure. i finally managed to pinpoint the mod that was having issues, so my log is clean, but if needed i can paste it

You need to update Starsector to 0.95.1a.

I'd like to to use some mods that haven't been updated yet, do you have a file of the older version to work with 0.95a-RC15? I tried to look for a version on nexus, but could only find magic and lazy lib's versions.

Thanks in advance!

Same problem here, currently trying to find a way to disable graphic libs explosions but no luck so far. Older mod versions would be appreciated.

Edit: Welp managed to fix nothing
Edit2: Nvm previous versions are couple pages back i am dum dum
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 28, 2021, 09:56:00 AM
Strange loss in performance with latest starsector hotfix, latest graphics lib, and latest speedup mod. Also using nexerelin and several faction mods, including interstellar imperium.

Very high spec computer now showing 0% idle in combat (even when paused), and even with shaders toggled off using the pause button, (and speedup not enabled).

This issue was not present in the previous starsector hotfix, or the one before that. I admit I'm not sure where to post this, but I'm open to being redirected! Thank you.

Normally sits at 144 fps but I see it dipping down to 100, even on battles with roughly 4 cruisers and 4 destoyers vs the same.

I've also made a similar post in the bug report section. Will update once I test without graphicslib and speedup, etc.

Edit: Unable to test without graphicslib on this save, as interstellar imperium requires it.

Edit2: Tested without mods on vanilla, idle is now 95%+ while paused in combat, so it must be due to one of the many mods I have on. Time to test them one by one...
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 29, 2021, 09:42:13 AM
Ok, I can definitively say that it is GraphicsLib that is dropping my idle from 95% to 0% while paused in combat (with, for example, 200 DP on the battlefield). I tested it on vanilla (no issue), with just GraphicsLib, LazyLib, and MagicLib (issue present), and then with just LazyLib and MagicLib (no issue).

This is reproducable for me by making new game on vanilla, going to the station, and running a simulation battle. Anyways, I provide this info without any demand for action. I recognize that it's just charity on the modmakers part. Let me know if more info would be beneficial, if you want!
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Dark.Revenant on December 29, 2021, 08:03:58 PM
Ok, I can definitively say that it is GraphicsLib that is dropping my idle from 95% to 0% while paused in combat (with, for example, 200 DP on the battlefield). I tested it on vanilla (no issue), with just GraphicsLib, LazyLib, and MagicLib (issue present), and then with just LazyLib and MagicLib (no issue).

This is reproducable for me by making new game on vanilla, going to the station, and running a simulation battle. Anyways, I provide this info without any demand for action. I recognize that it's just charity on the modmakers part. Let me know if more info would be beneficial, if you want!

"very high spec" doesn't really say anything; I need the actual GPU model name.

Ignoring the "idle" figure, what is the actual frame rate drop?  Have you tried with vsync enabled and disabled?

Also, does anything change if you replace the graphicslib settings file with the "default" or "craptop" presets?
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 30, 2021, 06:41:51 AM
"very high spec" doesn't really say anything; I need the actual GPU model name.

Ignoring the "idle" figure, what is the actual frame rate drop?  Have you tried with vsync enabled and disabled?

Also, does anything change if you replace the graphicslib settings file with the "default" or "craptop" presets?

Apologies, I realize that was somewhat useless. GPU: Nividia 3080 TI. Issue persists on craptop default ini. On a 400 DP (200 vs 200) battle I can see frame drops to 90 with a slightly supra-vanilla zoom ("maxCombatZoom":3.5).

Also of note: toggling shaders off does not help the issue of 0% idle.

Spoiler
(https://i.redd.it/yra8fjkbip881.png)
[close]
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: zacharywere on December 30, 2021, 07:29:29 PM
i cant use this mod cuz of shader thing please fix it

[attachment deleted by admin]
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Histidine on December 30, 2021, 07:39:29 PM
...have you tried following the instructions in the message box you screenshotted?

(If the issue is that you don't know where the options file mentioned is, ask that. The answer is: in the root of the GraphicsLib folder.)
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 30, 2021, 08:09:05 PM
New info: I've discovered that the game is only using a single CPU thread, and the GPU usage is low (as expected). I'm only getting 30-40 fps in a battle with 600 DP.

Setting priority to high via task manager did nothing. I noticed on the "set affinity" tab that the java process is set to use all 16 threads.

Edit: corrected "core" to "thread". I quickly read more and realized that the game is only supposed to run on one CPU core, aside from music and a few other things. However, is it possible that this is the real bottleneck? Should it be using two threads, since that's one core?

My CPU is i7 11700K. Ty for any advice / info. Or happy to provide more info.

Edit2: just went into bios and turned on "gaming mode" for the CPU. It bumped the core voltage up (instead of auto) and set the CPU fan high, plus made some multiplier changes (if I said that correctly). End result was my FPS doubled to about 60 in the same fight that I tested previously. Still baffled by 0% idle during paused combat, though.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: zacharywere on December 30, 2021, 08:16:12 PM
...have you tried following the instructions in the message box you screenshotted?

(If the issue is that you don't know where the options file mentioned is, ask that. The answer is: in the root of the GraphicsLib folder.)
i tryed all the options but the launcher option cuz i idk where it is
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Histidine on December 30, 2021, 10:08:41 PM
I just personally verified that both .ini options correctly disable the crash in GraphicsLib 1.6.0, so I can only assume you didn't do it right.

Options menu is accessed from the launcher (the window with the "Play Starsector" button). It's also the menu needed to turn on antialiasing in the first place, unless you messed with aaSamplesOverride in the game's settings.json file.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Dark.Revenant on December 30, 2021, 11:47:20 PM
New info: I've discovered that the game is only using a single CPU thread, and the GPU usage is low (as expected). I'm only getting 30-40 fps in a battle with 600 DP.

Setting priority to high via task manager did nothing. I noticed on the "set affinity" tab that the java process is set to use all 16 threads.

Edit: corrected "core" to "thread". I quickly read more and realized that the game is only supposed to run on one CPU core, aside from music and a few other things. However, is it possible that this is the real bottleneck? Should it be using two threads, since that's one core?

My CPU is i7 11700K. Ty for any advice / info. Or happy to provide more info.

Edit2: just went into bios and turned on "gaming mode" for the CPU. It bumped the core voltage up (instead of auto) and set the CPU fan high, plus made some multiplier changes (if I said that correctly). End result was my FPS doubled to about 60 in the same fight that I tested previously. Still baffled by 0% idle during paused combat, though.

A 3080 has many times more VRAM than is necessary to use GraphicsLib, so I really have no idea why having the mod enabled (in and of itself) is affecting your idle %.  That said, the idle % metric can be really misleading.  As long as your frame rate is acceptable, that's really the only thing that matters.

Starsector is inherently CPU-bottlenecked in that it only uses one thread; nothing short of a significant rewrite could utilize multiple threads in a meaningful way.  11th gen Intel CPUs tend to run blazing hot when they're utilized to the fullest, which is probably why your motherboard has a separate "gaming mode".  It's probably an enhanced variant of  "Multi-Core Enhancement", which essentially disables your CPU's TDP limits and lets it run as hot/power-hungry as possible.  As you saw, it's a huge boost in performance, especially for CPU-bound games like Starsector.

As for GraphicsLib, having shaders enabled WILL affect performance, even if you're not GPU-limited.  The reason for this is that, as Starsector is single-threaded, the extra graphics API calls are also made on that one thread, so there's more work for the CPU to do.  The performance cost is generally around 15-30%, depending on your exact settings/situation.

Could you set up a standard test (say, a campaign battle that you can deploy-all, then zoom out and wait a few seconds, and then record the frame rate)?  You'd want to test these scenarios:
1. Framerate with GraphicsLib disabled
2. Framerate with GraphicsLib enabled
3. Framerate with GraphicsLib enabled but after the battle starts you disable shaders by pressing pause/break
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 31, 2021, 10:12:31 AM
A 3080 has many times more VRAM than is necessary to use GraphicsLib, so I really have no idea why having the mod enabled (in and of itself) is affecting your idle %.  That said, the idle % metric can be really misleading.  As long as your frame rate is acceptable, that's really the only thing that matters.

Starsector is inherently CPU-bottlenecked in that it only uses one thread; nothing short of a significant rewrite could utilize multiple threads in a meaningful way.  11th gen Intel CPUs tend to run blazing hot when they're utilized to the fullest, which is probably why your motherboard has a separate "gaming mode".  It's probably an enhanced variant of  "Multi-Core Enhancement", which essentially disables your CPU's TDP limits and lets it run as hot/power-hungry as possible.  As you saw, it's a huge boost in performance, especially for CPU-bound games like Starsector.

As for GraphicsLib, having shaders enabled WILL affect performance, even if you're not GPU-limited.  The reason for this is that, as Starsector is single-threaded, the extra graphics API calls are also made on that one thread, so there's more work for the CPU to do.  The performance cost is generally around 15-30%, depending on your exact settings/situation.

Could you set up a standard test (say, a campaign battle that you can deploy-all, then zoom out and wait a few seconds, and then record the frame rate)?  You'd want to test these scenarios:
1. Framerate with GraphicsLib disabled
2. Framerate with GraphicsLib enabled
3. Framerate with GraphicsLib enabled but after the battle starts you disable shaders by pressing pause/break

Thank you for your insightful reply. Good points all around. I started to perform the tests as you suggested (and I decreased the max combat zoom to 3.0), and I realized that without the speedup mod doing 1-100x, the FPS remained close to 144, including some idling (not that it matters particularly much, as you pointed out). With the speedup mod doing 1-100x, the FPS remained above 60 with a battle size of 600 and max zoomed out to 3.0. I'm actually happy with that, now that I've made the adjustments to the bios as I mentioned previously. Especially considering that the whole thing is practically running on one thread!

I've also realized that I can bump up the minimum target frame rate in the speedup ini so that I can maintain a higher FPS, which I plan to do. Thanks again.
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: JustThatGoo on December 31, 2021, 07:25:28 PM
The "antialiasing" used by Starsector is actually used as a form of supersampling.  If you run at 100%, 200%, or 300% screen scaling, "antialiasing" doesn't do anything.  If you have to run at some other screen scaling value, then you definitely need "antialiasing" as high as possible, or everything will be a blurfest.  This mostly affects people with 1440p displays, though personally on my 1440p display I just run in a 1080p window at 100% scaling.

What are the shaders and post-processing that I will be missing out on by disabling them? I don't like how blurry the ships/weapons etc. get at 140% screen scaling on my 2560x1440p monitor without AA, but I also don't want to set it to 1080p so 100% scaling is usable as it also introduces different issues (A different type of pixelation blur, lower quality etc.). I run a heavily modded game so I'm assuming a lot of the mods that require GraphicsLib won't look as good or have missing effects. Is there really no other alternative?
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: ApolloStarsector on December 31, 2021, 11:43:06 PM
Depends how much you're zooming in. The shaders are often indistinguishable from on-to-off at first glance, but certain well-made normal maps make the details pop on many ships, depending on the lighting.

It sounds like crispness and scale is a higher priority for you. I would simply disable the shaders / use AA compatability mode, if I were you.

Edit: I defer to DarkRev on AA, obviously!
Title: Re: [0.95a] GraphicsLib 1.5.1
Post by: Dark.Revenant on January 01, 2022, 11:17:27 AM
What are the shaders and post-processing that I will be missing out on by disabling them? I don't like how blurry the ships/weapons etc. get at 140% screen scaling on my 2560x1440p monitor without AA, but I also don't want to set it to 1080p so 100% scaling is usable as it also introduces different issues (A different type of pixelation blur, lower quality etc.). I run a heavily modded game so I'm assuming a lot of the mods that require GraphicsLib won't look as good or have missing effects. Is there really no other alternative?

If your monitor is big enough to run at 100% scaling at 1440p (i.e. you can still read text comfortably), you won't need antialiasing.  It's only when you have a scaling factor other than a multiple of 100 that AA does anything.  This is because "antialiasing" in this context is really a form of multisampling, an archaic form of the same principle that allows things like DLSS in modern AAA games to scale up the screen from a lower base resolution.  Basically, if you set scaling to 100%, the game will run at a native 1440p resolution instead of running ~1080p and scaling up.

If 100% scaling results in text that's too small to comfortably read,  I suggest disabling shaders.  Being able to read text is way more important than some ripply shields and flashy lights.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: JustThatGoo on January 01, 2022, 08:55:49 PM
Yeah 100% scale isn't really usable on 27" 1440p 165hz monitor. So I decided to actually spend the effort testing with Nvidia scaling/sharpening instead of complaining on a forum, I'll just post it here in case it helps anyone:

Fullscreen as personal choice though of course windowed won't stretch the smaller resolutions: Testing 3 options of 2560x1440p with 135% scaling; 1080p resolution on 1440p monitor; 2176x1224p Nvidia 85% image downscale option from 1440p with sharpen. The 1224p downscale did look better than the 1080p when I turned on the sharpen option at 30%, as it should. 1080p I couldn't tell the difference with sharpen 30% on/off, didn't test with higher sharpen. However both 1080p and 1224p did have great pixelation on my monitor especially on busy ships/sprites such as large missile racks and distinguishing each missile tube etc. This is all pretty obvious

Native 1440p 135% ui scale with just 30% sharpen surprisingly kind of fixed my issue, I ended up increasing to 50% sharpening. Doesn't look quite as good as 16x AA or 100% and it does have 'jaggies'. This also sharpens text and 'everything' on the game, however it looks quite nice and makes text/planets/ships and drones pop out in space a bit more. Mileage may vary depending on your monitor and its settings
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Empire123 on January 03, 2022, 06:51:15 AM
I am face a problem with getting the mod to work. So I would like so help please. So pretty much I dowload the mod I get this 7z file which is a text document. I don't get a folder or a compress folder. I then move this file to the mods. I then start up starsector then goes to the mods and graphicslib does not show up. I then go delete the graphicslib file and then redowload it. It still does not work. I still get a 7z file. I then thought that since it is not in a folder that I should put it into a folder. So I do that and it still does not work. I do not know what the probliem is and this is my first time trying to install graphicslib. So I would appreciate some help.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Tartiflette on January 03, 2022, 07:03:23 AM
7z is not a text file but a compressed archive format.
https://en.wikipedia.org/wiki/7z (https://en.wikipedia.org/wiki/7z)
It can be extracted using most unziping softwares including Winrar and 7zip.
Title: Re: [0.95.1a] GraphicsLib 1.6.0
Post by: Empire123 on January 03, 2022, 07:16:11 AM
Thank you very much. I am deeply sorry for wastes your time. This was the first time I encounter this time of file. Thank you again.
Title: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on January 05, 2022, 11:09:32 PM
Belated bugfix...

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.6.1.7z)

Download GraphicsLib 1.6.1 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.6.1.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/11OlUpkMJp69gKdtVxnjggHFwK5CmxJTl/view?usp=sharing)
(Requires LazyLib 2.7b (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!

Warning: Antialiasing is mostly not supported when using shaders!

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



Change Log
Version 1.6.1:
- Fixed arc attenuation for distortion effects
- Updated for Starsector 0.95.1a RC6
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Maethendias on January 15, 2022, 08:28:29 AM
i noticed that graphics lib makes performance in combat... "unpleasant"

constant microstutters when things start happening, have already pinpointed the problem to be graphics lib specifically.

problems only started appearing after updating graphics lib to its current version.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on January 15, 2022, 09:09:01 PM
CPU/GPU models?

The only thing that was changed was one of the distortion shaders.  Try disabling distortions in the options to see if it goes away.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Maethendias on January 16, 2022, 01:33:57 AM
i tried disabling and enabling a few things already, without success (aside from disabling shaders alltogether)

i7 -4790 and gtx 1050
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on January 16, 2022, 05:02:12 PM
Which settings?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Histidine on January 16, 2022, 05:11:35 PM
Also how many mods? My own 1050 can handle only so much faction mod content before its 2 GB VRAM gets used up completely in battles.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Maethendias on January 17, 2022, 03:33:36 AM
Also how many mods? My own 1050 can handle only so much faction mod content before its 2 GB VRAM gets used up completely in battles.

1, i allocated 4gb, 2 i tested graphic lib by itself, also happens even in missions
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Maethendias on January 17, 2022, 03:38:32 AM
Which settings?


default mod settings (the only things i changed are the header flags, you know "enable/disable bloom" or "enable/disable distortions", )

starsectors settings, 100 ui scaling, no anti, 1920 x 1080, windowed fullscreen, vsync yes, no devmode, and i think thats it

it has to have something to do with the shaders, cause like i said, disabling them alltogether fixes that stuttering
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Histidine on January 18, 2022, 04:39:09 PM
Quick check: Is this a laptop or such with an integrated card, where the GTX 1050 maybe isn't being used with Starsector?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Maethendias on January 18, 2022, 11:10:50 PM
Quick check: Is this a laptop or such with an integrated card, where the GTX 1050 maybe isn't being used with Starsector?
nope, full tower setup
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: BreenBB on January 20, 2022, 08:58:59 AM
Interesting, new graphic features are planned? I think good one is ability to repaint ships, like many games have ability to paint weapons/vehicles via color overlay and hue shifts, using black and white masks to determine parts of textures which doesn't need to be painted. I think its neat and more noticeable feature that normal maps. The idea is make faction ships to have same color scheme without actually making alot of .skin files of same ships, and make player faction look more uniform for example, less like different colored mess.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on January 20, 2022, 11:55:31 AM
Interesting, new graphic features are planned? I think good one is ability to repaint ships, like many games have ability to paint weapons/vehicles via color overlay and hue shifts, using black and white masks to determine parts of textures which doesn't need to be painted. I think its neat and more noticeable feature that normal maps. The idea is make faction ships to have same color scheme without actually making alot of .skin files of same ships, and make player faction look more uniform for example, less like different colored mess.

Creating ship skins on the fly is outside of the scope of the mod and would probably be a pain in the ass to implement, alongside looking awful (more work than you'd think goes into making a good looking skin, they're not just simple masks!)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: BreenBB on January 20, 2022, 01:21:38 PM
Many games have their weapons/vehicles paintable via masks, and its looks good, and if possible to implement normal maps and lighting effects with custom masks, this one is definitely possible, just overlay colors or make hue shifts. Speaking of scope and relevance, its same visual thing like normal maps and other graphic features. Just interesting why people against it, its much more noticeable and rather than normal maps ingame.

Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Tartiflette on January 20, 2022, 01:49:44 PM
Most of those games are either 3d games that can use layered shaders, or 2d games designed from the ground up for that feature by leaving areas feature-less and color-less so that those can be tweaked.

As you said, adding this feature to Starsector would imply creating masks for every unit in the game, for vanilla and every mod. That is a ridiculously huge undertaking, and a significant drain of Vram.

TLDR, however nice it would be, it's just not practical to implement.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: BreenBB on January 20, 2022, 02:11:11 PM
That is a ridiculously huge undertaking, and a significant drain of Vram.

This can be said for this normal map feature, also requires effort of making normal maps for every ship too and uses vram too. Main advantage of mask method though, its what I think it will definitely consume less vram and time rather than making different colored ships as .skin. and making like ten of different colored Eagles for example.

Well it was just a suggestion, in case if something new is planned, and speaking of creating masks for every unit, it also not necessary it could be optional option for a modders, since yes, it will take time.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Tartiflette on January 20, 2022, 10:41:08 PM
Each mask will consume _exactly_ as much Vram as one normal map, or as one skinned ship sprite. Uncompressed images are just like that. Unlike normal-maps however, you can't shove your sprites into a conversion software to automate the entire process of making masks.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Azurose on January 27, 2022, 06:02:07 AM
Everytime I destroy the first ship with graphicslib enabled the game crash to desktop. Ive tried to disable the explosions in the options doc and still CTD. Any ideas?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on January 27, 2022, 06:06:41 AM
Everytime I destroy the first ship with graphicslib enabled the game crash to desktop. Ive tried to disable the explosions in the options doc and still CTD. Any ideas?

update your game to 0.95.1, the latest version
it's crashing because it's trying to cuse something added in the update
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Azurose on January 27, 2022, 06:24:05 AM
I just downloaded this today.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on January 27, 2022, 06:28:34 AM
from this link?
https://fractalsoftworks.com/2021/12/10/starsector-0-95-1a-release/ (https://fractalsoftworks.com/2021/12/10/starsector-0-95-1a-release/)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Azurose on January 27, 2022, 06:35:04 AM
I'm sorry, I thought you had meant graphicslib and not the game iteself. That worked , thank you very much!
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dabger1 on February 19, 2022, 11:12:36 AM
is there a way to download older versions of this mod for non up to date versions of SS?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Salter on March 11, 2022, 11:15:08 AM
Hey im having issues downloading graphicslib. It keeps downloading as a text file for notepad rather than as a .zip file and im wondering if there is a way to fix it, or if this problem has come up before.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on March 11, 2022, 11:52:52 AM
Hey im having issues downloading graphicslib. It keeps downloading as a text file for notepad rather than as a .zip file and im wondering if there is a way to fix it, or if this problem has come up before.

Graphicslib (and all of DR's mods) are distributed as .7z files, you need 7zip (or i think winrar can do it? idk) to open them
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Omarinator on June 12, 2022, 07:38:29 AM
I know this is a bit of a dumb question, but is there a way to enable the flashbang explosions while keeping the other effects? I know the mod disables them by default but I scoured the settings and dont really know how to renable them.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on June 12, 2022, 08:27:07 AM
I know this is a bit of a dumb question, but is there a way to enable the flashbang explosions while keeping the other effects? I know the mod disables them by default but I scoured the settings and dont really know how to renable them.

graphicslib/data/config/settings.json, enableShipExplosionWhiteout, set it to true
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Oni on June 12, 2022, 10:15:17 AM
I know this is a bit of a dumb question, but is there a way to enable the flashbang explosions while keeping the other effects? I know the mod disables them by default but I scoured the settings and dont really know how to renable them.

graphicslib/data/config/settings.json, enableShipExplosionWhiteout, set it to true
I think it should also be noted if you have other mods that disable the explosion white outs (a few of the Quality of Life mods do this) you may need to enable those too.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Omarinator on June 13, 2022, 01:55:23 PM
I got it, thx a lot
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Umhilmao87 on August 26, 2022, 09:11:37 AM
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
 ??? ??? ???

Hey there, I have a sort of similar problem, But on windows. Instead of it just showing up in the standard format of
a file with all the binaries/jars/meshes/Misc stuff cut up into individual files and placed inside a folder, Which appears to be the normal format,
It just comes out as a .z file, And starsector can't recognize it, How do i fix this?
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Umhilmao87 on August 26, 2022, 09:14:53 AM
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
 ??? ??? ???

Hey there, I have a sort of similar problem, But on windows. Instead of it just showing up in the standard format of
a file with all the binaries/jars/meshes/Misc stuff cut up into individual files and placed inside a folder, Which appears to be the normal format,
It just comes out as a .z file, And starsector can't recognize it, How do i fix this?

Sorry, I forgot to mention specs, My starsector version is 0.95a.RC6, And this is for the current/latest version of graphicslib that isn't a beta or smth.
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Ruddygreat on August 26, 2022, 09:25:33 AM
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
 ??? ??? ???

Hey there, I have a sort of similar problem, But on windows. Instead of it just showing up in the standard format of
a file with all the binaries/jars/meshes/Misc stuff cut up into individual files and placed inside a folder, Which appears to be the normal format,
It just comes out as a .z file, And starsector can't recognize it, How do i fix this?

install 7zip, the download links are here https://www.7-zip.org/download.html
Title: Re: [0.7.2a] GraphicsLib 1.0.2
Post by: Umhilmao87 on August 26, 2022, 11:16:09 AM
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
 ??? ??? ???

Hey there, I have a sort of similar problem, But on windows. Instead of it just showing up in the standard format of
a file with all the binaries/jars/meshes/Misc stuff cut up into individual files and placed inside a folder, Which appears to be the normal format,
It just comes out as a .z file, And starsector can't recognize it, How do i fix this?

install 7zip, the download links are here https://www.7-zip.org/download.html
Dude it worked! thx so frickin much man.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: SirStargateur on September 20, 2022, 08:23:49 PM
Well I was writing a long post to explain my problem with the mod intil I was forced to hard restart my PC cause the mod make starsector going crazy, so here the short:

- RTX 3070 Ti
- vsync disable
- main menu of game is lagy as ***, didn't try to start a game it's was just too lagy
- mod lazylib + graphiclib only are activated
- the log https://cdn.discordapp.com/attachments/312923740616917012/1021983528994476083/starsector.log
- "enableShaders":false make problem go away

FIX:

 - do not use nvdia fps limiter settings look it's also make starsector bug (really disable vsync and this just for starsector make no sense all my other game run perfectly)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Xaiier on September 24, 2022, 05:08:16 PM
Hi DR,

The implementation of fastSin in ShaderLib appears to be incorrect. This results in functions dependent on it, like attaching a light to a ship with an offset, to not work correctly.

My test code:
Code
float[] test = new float[7];
test[0] = 0;
test[1] = 45;
test[2] = 90;
test[3] = 270;
test[4] = 20;
test[5] = 37;
test[6] = 186;

for (int x = 0; x < test.length; x++){
float rad = (float) Math.toRadians(test[x]);

Global.getLogger(this.getClass()).info("GraphicsLib sin of " + test[x] + " is " + ShaderLib.fastSin(rad));
Global.getLogger(this.getClass()).info("LazyLib sin of " + test[x] + " is " + FastTrig.sin(rad));
}

The output:
Quote
GraphicsLib sin of 0.0 is 0.0
LazyLib sin of 0.0 is 0.0
GraphicsLib sin of 45.0 is 0.999999999999999
LazyLib sin of 45.0 is 0.7071067966408575
GraphicsLib sin of 90.0 is -8.742278030988645E-8
LazyLib sin of 90.0 is 0.999999999999999
GraphicsLib sin of 270.0 is -2.3849761460703128E-8
LazyLib sin of 270.0 is -0.9999999999999999
GraphicsLib sin of 20.0 is 0.6427875941288312
LazyLib sin of 20.0 is 0.34202013378349166
GraphicsLib sin of 37.0 is 0.9612616839391669
LazyLib sin of 37.0 is 0.6018150057687945
GraphicsLib sin of 186.0 is 0.20791163433478863
LazyLib sin of 186.0 is -0.10452843455340298

The issue stems from reduceSinAngle, specifically this line:
Code
double radiansPredicate = radians % 3.141592653589793D * 2.0D;
Operator precedence results in the modulus happening before the multiplication, which is incorrect. Fixing the order of operations results in valid output and should resolve the issues I'm seeing.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Xaiier on September 25, 2022, 03:59:41 PM
Hi, me again,

There's an issue with the rendering of lights within an arc in certain cases. This video shows the behavior. In this example I am expanding the arc start and end increasingly relative to the facing of the turret, however it looks the same when using a fixed arc that passes through the 0 direction. The math for clamping the values within the 0-360 range checks out, and the effect otherwise looks correct.

https://youtu.be/9GbPFkW0y8o (https://youtu.be/9GbPFkW0y8o)

I believe this is an issue at the shader level. It only occurs when both the end < start (implying the arc is passing through 0) AND (360 - start) > end (implying the larger part of the arc is on the 360 side of 0).
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Kobold on September 29, 2022, 11:57:25 AM
so, i have starsector at 6GB of ram allocation currently and when im in fights, i get a black screen, does anyone know why? (i increased ram after it happened once)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Rauschkind on October 02, 2022, 12:21:16 PM
enabling this mod will get my game stuck at 100% loading bar progress with 0% processor load and ~3gb or ram allocated in taskmanager.
i did tweak my games configuration files to use more memory.
i did not attempt anything to resolve this issue (aside of disabling the mod)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: CMP01 on October 18, 2022, 12:15:59 AM
Hi all,

Kind of a dummy question here maybe. I might be wrong here but unlike other mods (Nexerelin, Lazylib, MagicLib etc) is this one supposed to be unzipped and chucked into the mods file? Cos that's what I did and it's not showing up in mods on the launcher. Or at least, another mod there (Dassault-Mikoyan Engineering) says this one isn't installed...

Pardon if I missed something obvious but aside from messing around, gaming and building 'em, my formal PC education was about non existent, and has only improved slightly since through trial and error (at the time I left school several BBC Micro's and one Archimedes nobody was allowed to touch was the best we had) and I occasionally get stuck... so if anybody could give me a boot in the right direction it'd be very appreciated.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on October 18, 2022, 02:03:46 AM
Hi all,

Kind of a dummy question here maybe. I might be wrong here but unlike other mods (Nexerelin, Lazylib, MagicLib etc) is this one supposed to be unzipped and chucked into the mods file? Cos that's what I did and it's not showing up in mods on the launcher. Or at least, another mod there (Dassault-Mikoyan Engineering) says this one isn't installed...

Pardon if I missed something obvious but aside from messing around, gaming and building 'em, my formal PC education was about non existent, and has only improved slightly since through trial and error (at the time I left school several BBC Micro's and one Archimedes nobody was allowed to touch was the best we had) and I occasionally get stuck... so if anybody could give me a boot in the right direction it'd be very appreciated.

this mod needs to be activated the same as any others, however it comes as a .7z file that windows can't open by default.
You need to download 7zip (and I think that winrar can do it as well? not entirely sure because I don't use it) to extract them, you can get it here https://www.7-zip.org/ from the first download link
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: CMP01 on October 18, 2022, 02:33:05 AM
Hi all,

Kind of a dummy question here maybe. I might be wrong here but unlike other mods (Nexerelin, Lazylib, MagicLib etc) is this one supposed to be unzipped and chucked into the mods file? Cos that's what I did and it's not showing up in mods on the launcher. Or at least, another mod there (Dassault-Mikoyan Engineering) says this one isn't installed...

Pardon if I missed something obvious but aside from messing around, gaming and building 'em, my formal PC education was about non existent, and has only improved slightly since through trial and error (at the time I left school several BBC Micro's and one Archimedes nobody was allowed to touch was the best we had) and I occasionally get stuck... so if anybody could give me a boot in the right direction it'd be very appreciated.

this mod needs to be activated the same as any others, however it comes as a .7z file that windows can't open by default.
You need to download 7zip (and I think that winrar can do it as well? not entirely sure because I don't use it) to extract them, you can get it here https://www.7-zip.org/ from the first download link

Well, like I said... dummy here...

So yeah, I figured after a couple of tries that maybe the zippy biz was at fault. Only by then for some reason when I DL'd it again instead of being that .7z file it was a Notepad one that I couldn't do anything with...
Ok... I may have misclicked somewhere (tbf my browser is full of forum tabs and I have a couple extra windows open) but yeah...
Didn't know how to stop it doing that (after all, I'm still unclear on the basic kb shortcuts yet) so I just DL'd it on our laptop and chucked it across.
It's now appearing in the mod list and I guess all fine. Good call on 7zip though... I had no idea it wasn't actually on my PC, must've forgotten to install it post build aso. Maybe dangerous for me to mod this game then, having software dyslexia or whatever... but I do love it.

Cheers for the help, much appreciated.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on November 06, 2022, 01:47:24 PM
Hi, me again,

There's an issue with the rendering of lights within an arc in certain cases. This video shows the behavior. In this example I am expanding the arc start and end increasingly relative to the facing of the turret, however it looks the same when using a fixed arc that passes through the 0 direction. The math for clamping the values within the 0-360 range checks out, and the effect otherwise looks correct.

https://youtu.be/9GbPFkW0y8o (https://youtu.be/9GbPFkW0y8o)

I believe this is an issue at the shader level. It only occurs when both the end < start (implying the arc is passing through 0) AND (360 - start) > end (implying the larger part of the arc is on the 360 side of 0).

Sorry for the delay.  I've attached a patch that should resolve the issue.

[attachment deleted by admin]
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Xaiier on November 08, 2022, 09:41:54 PM
Sorry for the delay.  I've attached a patch that should resolve the issue.

Thanks, I applied the patch but now I'm not getting any light effects at all.

Code
16794 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
16828 [Thread-3] ERROR org.dark.shaders.util.ShaderLib  - Error creating shader: 0(88) : error C1503: undefined variable "endArc"
0(88) : error C1503: undefined variable "startArc"

16828 [Thread-3] ERROR org.dark.shaders.light.LightShader  - Lighting shader compile error!  Lighting disabled!

I took a closer look at the new frag shaders, and you are still using the startArc and endArc variables in part of coneCutoff. Replacing them with the new vec2 arc reference resolves the issue, and looks and works correctly. I can also confirm the fastSin fix appears to be working correctly.

EDIT: That's weird, my test light is supposed to have infinite duration (lifetime of -1) but it disappears after 60s. I see there is now a superLifetime defaulting to 60 that needs to be explicitly set with the setPermanent func.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on November 10, 2022, 11:47:34 AM
Sorry for the delay.  I've attached a patch that should resolve the issue.

Thanks, I applied the patch but now I'm not getting any light effects at all.

Code
16794 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [GRAPHICS_OPTIONS.ini]
16828 [Thread-3] ERROR org.dark.shaders.util.ShaderLib  - Error creating shader: 0(88) : error C1503: undefined variable "endArc"
0(88) : error C1503: undefined variable "startArc"

16828 [Thread-3] ERROR org.dark.shaders.light.LightShader  - Lighting shader compile error!  Lighting disabled!

I took a closer look at the new frag shaders, and you are still using the startArc and endArc variables in part of coneCutoff. Replacing them with the new vec2 arc reference resolves the issue, and looks and works correctly. I can also confirm the fastSin fix appears to be working correctly.

EDIT: That's weird, my test light is supposed to have infinite duration (lifetime of -1) but it disappears after 60s. I see there is now a superLifetime defaulting to 60 that needs to be explicitly set with the setPermanent func.

Thanks!  Made the fix in my dev branch.

Lights have an explicit function to set them to permanency, since if I don't do that, there's a possibility that carelessly-created old lights will just clog up the scene.  That's not a new feature, though; it's been around for years.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Sorbo on December 03, 2022, 07:45:42 AM
How do I enable vanilla ship explosion flashes?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: shenkuri on December 17, 2022, 11:00:08 AM
I will try to keep this post simple. for some really odd reason my computer thinks this is a word-pad document when i download it  thus making it incompatible to slide into the mods folder of the game. so i'm curious is there a way to stop the computer from downloading it as a WordPad file please?
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on December 17, 2022, 01:34:37 PM
I will try to keep this post simple. for some really odd reason my computer thinks this is a word-pad document when i download it  thus making it incompatible to slide into the mods folder of the game. so i'm curious is there a way to stop the computer from downloading it as a WordPad file please?

You need to download 7zip (and I think that winrar can do it as well? not entirely sure because I don't use it) to extract the mod, you can get it here https://www.7-zip.org/ from the first download link
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: shenkuri on December 17, 2022, 10:16:13 PM
i already have 7-zip yet the only option after i download is to well....zip the file.  which if unzipped after zipping reverts back to a wordpad file.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Histidine on December 20, 2022, 05:12:40 PM
I dunno what you're doing, but the Extract Here option should be right under the context menu:

(https://i.imgur.com/mgn7dW4.png)

Otherwise, open 7-Zip File Manager and manually browse to the file, that much should work.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: SSchorik0101 on December 31, 2022, 02:19:16 PM
Shouldn't this mod make the game look *better*, not worse? Ships during combat are blurry now. Unacceptable.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Ruddygreat on December 31, 2022, 05:26:54 PM
Shouldn't this mod make the game look *better*, not worse? Ships during combat are blurry now. Unacceptable.

the sprite blurriness is caused by the game's antialiasing & has nothing to do with graphicslib, turn it off in the launcher if you want the sprites to be sharp again (at the cost of UI sharpness if you're not running at 1/2/300% scale)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Dark.Revenant on January 03, 2023, 03:06:18 PM
Shouldn't this mod make the game look *better*, not worse? Ships during combat are blurry now. Unacceptable.

To add to the previous post, if you really need to run at a scale between X00% but can't stomach the workarounds the mod offers, you should just disable shaders via settings.ini change.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Konigen on January 04, 2023, 06:57:42 AM
I cant download it, when I click the link, it says "ERR_SSL_PROTOCOL_ERROR" and the mirror just gives me a notepad Im so confused
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: A_Random_Dude on January 17, 2023, 03:12:36 AM
The "notepad" you're talking about isn't a text file, it's a compressed 7z file, which isn't taken in charge by base windows. You need a program like 7zip to extract it. It's free, don't worry.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: TrixX on February 19, 2023, 05:06:14 PM
Just wondering if anyone has run into a black screen issue in combat only when using graphicslib? I disabled the shaders in the ini file and combat works again.

The game didn't crash, everything ran fine just black screen. As soon as combat completed the game started rendering again.

If there's any extra info needed let me know.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Kobold on February 25, 2023, 06:57:32 PM
Just wondering if anyone has run into a black screen issue in combat only when using graphicslib? I disabled the shaders in the ini file and combat works again.

The game didn't crash, everything ran fine just black screen. As soon as combat completed the game started rendering again.

If there's any extra info needed let me know.

i have also run into the issue, and other than turning shaders off, i dont know any other fix, though i do know there are other fixes

Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Gift-of-Life on April 18, 2023, 09:35:03 PM
Heads up.
I play starsector on the Steam Deck. I didn't intend to use this mod at all.
Though I did install because of another mods requirements.
I did this because I read this mod can be disabled in the settings.ini.
I'm posting here to let you know that turning every thing false makes all ships invisible.
Leaving any core options on, drops fps from 70-90fps to 15-20fps.
I have spent about 3 hours working with this issue.
Do you know a way to disable the mod and keep rendering of ships? I would welcome the knowledge.

Also good work on this mod. I do see the appeal of the graphics this enables.

--------4/19, 6:44pm

OMG! I finally got everything working!
After messing around with GraphicsLib for hours with options setting variations.
I came to the conclusion that the inconsistency of applications didn't make sense.

I spent a few more hours playing with the amount of mods that i could still load a save file to, that would reduce V ram.
Adjusting the V Ram slider in the options started to show progress. A few more hours later, i have come out with consistent outcomes with mods applying.

The games options V ram slider is broken. Setting V ram amounts in base game settings.json finally fixed my issues.
I was surprised that the base game V ram slider was the issue.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Sanrai on May 06, 2023, 02:44:40 PM
Initial test with .96 appears to function with just an update to version number.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Histidine on May 07, 2023, 03:33:55 AM
There's apparently a CTD with the DEMs, although I don't have an error message handy.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: prav on May 07, 2023, 06:07:31 AM
I believe it's LightInjector:111, traveldrive isn't nullchecked. Disabling the plugin bypasses the crash.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Uttrik on May 07, 2023, 02:41:03 PM
I believe it's LightInjector:111, traveldrive isn't nullchecked. Disabling the plugin bypasses the crash.

I'm still fairly new to messing around with mod settings, but where exactly is the option to turn off LightInjector?  GRAPHICS_OPTIONS.ini doesn't have an option with such a name.  Is it the sunlight/hyperlight plugins or do I just turn off lighting completely?

Edit: Found it, for anyone else new to this, LightInjector can be found under GraphicsLib/data/config/settings.json.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: DemonicSquid on May 07, 2023, 04:20:16 PM
I believe it's LightInjector:111, traveldrive isn't nullchecked. Disabling the plugin bypasses the crash.

Can confirm this.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: Wispborne on May 08, 2023, 11:13:03 AM
Unofficial Patch to get GraphicsLib working in 0.96a.
Thanks to prav for posting how to fix it.

How: Extract into a 0.95.1a GraphicsLib folder and replace the two files.

This is simply using an existing GraphicsLib setting to disable the crashing LightInjector, then changing the mod_info.json file to allow the game to load the mod. Nothing more.

(there's a .zip attached to this message)
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: SpaceDrake on May 08, 2023, 11:18:07 AM
Note that the new ships are going to lack light normal maps entirely, and that the normals for ships that got graphic adjustment this patch might be off.
Title: Re: [0.95.1a] GraphicsLib 1.6.1
Post by: ApolloStarsector on May 08, 2023, 11:13:07 PM
Don’t forget, we must all stay calm and not harass DR. Everything is fine. *starts hyperventilating* *stalks profile*… good, good, he’s alive. In all seriousness, I haven’t minded not having it on so far in my 0.96a campaign. But to be double true, it will be double good when it’s back. But I’m spoiled by the quality normal maps he makes. I don’t think I’ll use any unofficial version for that reason alone.
Title: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on May 09, 2023, 12:13:38 AM
(https://cdn.discordapp.com/attachments/310517733458706442/1105375129153839124/image.png)

Huzzah!  This was much more time-consuming to get done than expected.  Well over a hundred new and modified sprites to deal with, tons of stuff moved around, new weapons, lots of fixes, etc.

See the change log if you are a modder.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.7.0.7z)

Download GraphicsLib 1.7.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.7.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1mfzDmYThFL0EVy6fc_hYxqv0gqC2qom6/view?usp=share_link)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

AMD GPUs cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you use an AMD GPU, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

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



Change Log
Version 1.7.0:
- Updated for Starsector 0.96a
- Added new option in settings: "enableFullExplosionEffects"
  * Disabled by default because the vanilla game handles this part now
- Added new spreadsheet: data/config/glib/no_shield_ripple.csv
  * Prevents shield ripples from being generated by the listed projectiles
- Added support for fighter skin texture maps
  * List them in the texture data the same way they're listed in settings.json
  * e.g., "xyphos_LOW_TECH"
- Trigonometry fixes
- Proximity fuse "hit" lights now work properly
  * GraphicsLib will replace the original ProximityExplosionEffect (if any) with a custom ProximityExplosionEffect
  * This custom ProximityExplosionEffect first instantiates and calls the original one, then adds the appropriate lights
- Fixed serious issue where some proximity fuse weapons would prematurely disappear
- Updated the options in the Preset Options folder to include a Low VRAM Compatibility mode
  * When using this preset, nearly all features requiring extra video memory are disabled
  * Use this if you have weirdly low FPS and heavy stuttering during combat
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Blackrazor1000 on May 09, 2023, 05:23:31 AM
Hurray! Thanks for getting this to us so quickly!
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Lappers on May 09, 2023, 11:43:20 AM
Hurray! Thanks for getting this to us so quickly!

I second this. I honestly had thought I remembered updating it already but just now I got a crash when a Dragonfire torpedo was hit and destroyed by a projectile, so I went and checked. Your work is very much appreciated!
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: ApolloStarsector on May 09, 2023, 04:04:42 PM
Praise! ;D
Legit amazed at your speed, along with several of the other modders.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: IroncladLion on May 10, 2023, 10:48:08 AM
Amazing stuff Dark, we are blessed to have you!
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Letiel on May 10, 2023, 02:19:52 PM
Hi
For some reason this mod does not disable whiteouts when destroing ships.
If this is useful: game version 0.96a, GraphicsLib 1.7.0, LazyLib 2.8.0. Preset is high-end, and mod is enabled and othervise working.
Would be greatful for any help.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on May 10, 2023, 05:46:24 PM
Whiteouts are enabled/disabled via an in-game setting as of 0.96a.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on May 13, 2023, 02:56:53 PM
Not a full update; this is a patch file that updates the Pegasus and Gigacannon sprites for RC 9!

Link (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLibPatch.7z)
Mirror (https://cdn.discordapp.com/attachments/1104110077075542066/1107063686457213079/GraphicsLibPatch.7z)
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on May 20, 2023, 10:55:35 AM
Not a full update; this is a patch file that updates the Pegasus and Gigacannon sprites for RC 10!

Link (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLibPatch2.7z)
Mirror (https://cdn.discordapp.com/attachments/1104110077075542066/1109539510896824320/GraphicsLibPatch2.7z)
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: float on May 31, 2023, 08:17:22 AM
I noticed that this mod prints "!!!" out to the console occasionally when I play with it. Specifically, I have a mod that adds a weapon that launches mines that explode after a delay, and sometimes when one of these mines explode, "!!!" is printed out to the console. Is there any reason why GraphicsLib does this?

Edit: I just realized it could also be lazylib, which is a graphicslib dependency. Nope, not lazylib.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on May 31, 2023, 09:33:42 PM
I noticed that this mod prints "!!!" out to the console occasionally when I play with it. Specifically, I have a mod that adds a weapon that launches mines that explode after a delay, and sometimes when one of these mines explode, "!!!" is printed out to the console. Is there any reason why GraphicsLib does this?

Edit: I just realized it could also be lazylib, which is a graphicslib dependency. Nope, not lazylib.

There's no reason.  It'll eventually be fixed when I have a reason to make people download a new update.  In the meantime, here's a .jar you can replace Graphics.jar with.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Tecrys on June 01, 2023, 11:34:34 AM
I'd like to exclude ships with a certain hullmod from graphicslib extra ship damage and destruction effects like smoke, burning wreckage and such, though burning wreckage can stay if it's possible for the smoke to be recoloured for these specific ships.
I'm also not a coder so a more in-depth answer (perhaps with code I can just add to my hullmod?) would be much appreciated.
Thanks a lot in advance
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: float on June 01, 2023, 08:07:35 PM
This mod is instantly destroying any missiles with a low flameoutTime. I'm not sure why a graphics library would be doing this, but it is. Tested with two different missiles; they work properly when flameoutTime is 0.5, but when flameoutTime is set to 0.2, the missiles instantly destroy themselves as soon as they are launched. This only happens when graphicslib is enabled.

Edit: it also changes missile end-of-life behavior. Normally, missiles fade out and then disappear smoothly. With graphicslib enabled, missiles don't fade out and break apart on end of life, complete with debris and a mini-explosion.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Ruddygreat on June 02, 2023, 05:28:02 AM
This mod is instantly destroying any missiles with a low flameoutTime. I'm not sure why a graphics library would be doing this, but it is. Tested with two different missiles; they work properly when flameoutTime is 0.5, but when flameoutTime is set to 0.2, the missiles instantly destroy themselves as soon as they are launched. This only happens when graphicslib is enabled.

Edit: it also changes missile end-of-life behavior. Normally, missiles fade out and then disappear smoothly. With graphicslib enabled, missiles don't fade out and break apart on end of life, complete with debris and a mini-explosion.

yeah, this is due to the "missile self destruction" plugin listed on the OP.
you can exclude your missiles from it by adding their id to "no_self_desctruct.csv" in /data/config/glib
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: IonDragonX on June 02, 2023, 05:35:16 AM
Spoiler
This mod is instantly destroying any missiles with a low flameoutTime. I'm not sure why a graphics library would be doing this, but it is. Tested with two different missiles; they work properly when flameoutTime is 0.5, but when flameoutTime is set to 0.2, the missiles instantly destroy themselves as soon as they are launched. This only happens when graphicslib is enabled.

Edit: it also changes missile end-of-life behavior. Normally, missiles fade out and then disappear smoothly. With graphicslib enabled, missiles don't fade out and break apart on end of life, complete with debris and a mini-explosion.
[close]

yeah, this is due to the "missile self destruction" plugin listed on the OP.
you can exclude your missiles from it by adding their id to "no_self_desctruct.csv" in /data/config/glib
Thanks, Ruddygreat!
I hadn't noticed it but I was suffering that same bug!
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: float on June 02, 2023, 07:05:56 AM
yeah, this is due to the "missile self destruction" plugin listed on the OP.
you can exclude your missiles from it by adding their id to "no_self_desctruct.csv" in /data/config/glib

Ah, thanks for the info. (Can't find any info on this missile self-destruct feature or why it's intended for low flameoutTime missiles to self-destruct.)
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Dark.Revenant on June 02, 2023, 06:51:42 PM
I'd like to exclude ships with a certain hullmod from graphicslib extra ship damage and destruction effects like smoke, burning wreckage and such, though burning wreckage can stay if it's possible for the smoke to be recoloured for these specific ships.
I'm also not a coder so a more in-depth answer (perhaps with code I can just add to my hullmod?) would be much appreciated.
Thanks a lot in advance

Code
    /**
     * Suppresses (or stops suppressing) all future effects created by this plugin for a particular ShipAPI object.
     * Suppression is not (believed to be) inherited by any children of the ShipAPI object (such as split chunks).
     *
     * For example, to prevent a white flash from splitting a ship into a dozen pieces but otherwise allow explosion
     * effects, call splitShip() as many times as necessary, suppressing effects for each individual piece for 1 frame.
     *
     * @param ship Ship to suppress effects for.
     * @param suppress Whether to enable or disable suppression.
     * @param oneFrame Suppress effects for only one frame, rather than permanently.
     */
    public static void suppressEffects(ShipAPI ship, boolean suppress, boolean oneFrame)

As for the missile self destruct thing: basically what the plugin does is make them explode instead of fading out.  It's specifically checking for .isFading().
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Someone432 on June 23, 2023, 11:07:27 PM
I need to download version 1.6.1 but I can´t seem to find it. Could anyone help me?
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: war3scv on June 27, 2023, 06:46:14 AM
it doesn't seem to work for rc10. no crashs but nothing happened, still got vanilla eyes blinding kaboom
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: war3scv on June 27, 2023, 12:30:19 PM
it doesn't seem to work for rc10. no crashs but nothing happened, still got vanilla eyes blinding kaboom
never mind there are vanilla setting that does this now.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: captinjoehenry on June 27, 2023, 02:31:06 PM
As a heads up the current main download link for this mod downloads version 1.7.0 which crashes the game even if you install all of the posted hotfixes / patches in the discord server.  As it seems the main download link for 1.7.0 is missing a lot of material shader that are in the base game.  Requiring me to  google search to find version 1.6.1 in order to get a complete set of base game ship shaders. 

In short just downloading the main link for 1.7.0 will crash the game on start up as 1.7.0 seems to just be a patch and not a full version.  Which means the user needs to install 1.6.1 in order for the game to not crash during launch.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Wyvern on June 27, 2023, 03:00:07 PM
As a heads up the current main download link for this mod downloads version 1.7.0 which crashes the game even if you install all of the posted hotfixes / patches in the discord server.  As it seems the main download link for 1.7.0 is missing a lot of material shader that are in the base game.  Requiring me to  google search to find version 1.6.1 in order to get a complete set of base game ship shaders. 

In short just downloading the main link for 1.7.0 will crash the game on start up as 1.7.0 seems to just be a patch and not a full version.  Which means the user needs to install 1.6.1 in order for the game to not crash during launch.
I can verify that 1.7.0 works for me without any sort of crash, and without having to install anything from any older version. I don't know what you're doing wrong; maybe you got a corrupted download somehow?

For reference, I'm seeing GraphicsLib_1.7.0.7z as being 45.9 MB, with an sha256sum of 4a26a48b0875889636de8b2aa3dce2273a0f79a146dae4e0ddd0962431751778 - does that match what you've got?
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: captinjoehenry on July 03, 2023, 11:50:32 AM
As a heads up the current main download link for this mod downloads version 1.7.0 which crashes the game even if you install all of the posted hotfixes / patches in the discord server.  As it seems the main download link for 1.7.0 is missing a lot of material shader that are in the base game.  Requiring me to  google search to find version 1.6.1 in order to get a complete set of base game ship shaders. 

In short just downloading the main link for 1.7.0 will crash the game on start up as 1.7.0 seems to just be a patch and not a full version.  Which means the user needs to install 1.6.1 in order for the game to not crash during launch.
I can verify that 1.7.0 works for me without any sort of crash, and without having to install anything from any older version. I don't know what you're doing wrong; maybe you got a corrupted download somehow?

For reference, I'm seeing GraphicsLib_1.7.0.7z as being 45.9 MB, with an sha256sum of 4a26a48b0875889636de8b2aa3dce2273a0f79a146dae4e0ddd0962431751778 - does that match what you've got?

I'm not sure how to find the sha256sum but the file size is 44.868 MB and I tried downloading it 3 different times on 6/27/2023 and all of them are the same.  To be exact the missing files are several material files.  Including atlas_af_material.png and aurora_ca_material.png both located in: graphics\shaders\materials\ships there might be other missing files as well as after trying to fix the missing atlas file I got the error about the aurora file and then started doing some research until I found I needed to get 1.6.1 in order to get the various missing files.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Wyvern on July 03, 2023, 12:38:17 PM
So the file size "mis-match" is just a matter of your OS using a different definition of "megabyte". To be more precise, then, the file is 45,944,230 bytes. For a definition of 'megabyte' as 1,000,000 bytes, that's the 45.9MB I was seeing, and at a definition of 1,024,000 bytes per megabyte, it's 44.867 (with, presumably, some rounding error somewhere making that last digit not quite match).

As for the supposedly-missing files: those files, in fact, should not be there.

Delete your GraphicsLib mod folder, then re-extract a clean copy. If you still have issues with these supposedly-missing files, it's not GraphicsLib that's at fault, it's some other mod that's incorrectly referencing out-of-date file locations.

(Now, if you're running Starsector 0.96 with mods from 0.95 that haven't been properly updated, then maybe the merging you've done is the only way to get them to run. But if you're doing that, well, be aware that there may very well be other lurking gotchas from running out of date mods, and that you should test turning them off before attributing errors to mods that actually are up to date.)
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Gorefield on August 08, 2023, 11:56:04 AM
hi, i wanted to say your mod didn't worked until i deleted the "preset" file, don't know if i'm the only one with this issue or if that's a bug so i prefer to tell you rather than letting a possible bug running in the wild.
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: TheLord999 on August 11, 2023, 12:00:25 AM
I deleted the preset but the mod still doesn't work for me (no crash, just the game not using it)
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: DestinyPlayer on September 11, 2023, 07:45:50 AM
This question probably popped up somewhere else already at some point, but after asking around I hadn't been able to get a clear answer. Or any answer at all, to be entirely honest.

Are there any docs for GraphicsLib out there? Or is the only option to dig through the comments in the code itself and try to reverse engineer other mods?
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Odim on October 27, 2023, 06:03:23 AM
Hi everyone, good morning, I would like some help regarding the mod configuration issue, even while I play I come across the explosions of the ships that are very clear in my vision, and I have already researched everything and I cannot reduce the glare. I already set false in the file settings, but I still feel they are too strong.
Can someone help me please?
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Ruddygreat on October 28, 2023, 01:57:15 AM
did you set "enable ship explosion screen whiteout" to false in the in-game settings as well?
the settings.json option is now ignored since that has been added to the game
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: Captain_Dingaling on November 30, 2023, 04:50:42 AM
Really liking the distortion effect on ships explosions!

Cheers!
Title: Re: [0.96a] GraphicsLib 1.7.0
Post by: lustfull on December 02, 2023, 09:03:15 AM
Is there a option somewhere to disable destroyed ship's husk ,in battle. Them make my FPS drop to 10. Even in core game they must be an option to make the disappear faster since they vanish after a certain time. So the must be a countdown somewhere.
Title: [0.96a] GraphicsLib 1.8.0
Post by: Dark.Revenant on January 07, 2024, 05:30:33 PM
Performance and API update!  If you have problems with chunked or hulked ships, this might help, especially with the 'optimizeNormals' graphics option.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.8.0.7z)

Download GraphicsLib 1.8.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.8.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1x7_Rkz8UwbP24dXU2ADXBgUFH78wRQ9I/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Certain Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

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



Change Log
Version 1.8.0
- Updated for Starsector 0.96a RC10
- No more '!!!'
- Adjusted/fixed behavior of dead ships regarding surface maps
- Added 'optimizeNormals' option to the settings for slightly better performance in some situations
- API expansion for RippleDistortion and WaveDistortion
- A default white directional sun-light is now visible in non-campaign battles (simulator, missions)
- Various private variables in RippleDistortion, WaveDistortion, and StandardLight changed to protected
- Improved performance of ship chunks (vanilla tessellation issue solved via caching)
- Added "shaderlib_do_not_render" custom data key, which applies to anything that has custom data, to completely ignore that entity for lighting purposes (improves performance, especially for ships)
Title: Re: [0.96a] GraphicsLib 1.8.0
Post by: Gewehrmann144 on January 20, 2024, 08:15:50 AM
Having some trouble with the install, saying some file names are incompatible. Any advice?
Title: Re: [0.96a] GraphicsLib 1.8.0
Post by: SwagMcTwerkster on January 27, 2024, 04:13:40 AM
we have a feeling that these commas in file paths are not normal

(https://i.postimg.cc/15XqZB8S/dunsch.png)
Title: [0.97a] GraphicsLib 1.9.0
Post by: Dark.Revenant on February 02, 2024, 11:44:54 PM
Nothing here except new maps for the Grendel and the various ships/weapons with updated sprites.

(http://i.imgur.com/vPv4Tfp.gif) (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.9.0.7z)

Download GraphicsLib 1.9.0 (https://bitbucket.org/DarkRevenant/graphicslib/downloads/GraphicsLib_1.9.0.7z)
Also known as ShaderLib.
Download Mirror (https://drive.google.com/file/d/1QugDQPLFuGbh086m273in1_PhKHEC-tO/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Certain Integrated GPUs have trouble with GraphicsLib shaders!
Use a discrete GPU or disable shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

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



Change Log
Version 1.9.0:
- Updated for Starsector 0.97a
Title: Re: [0.97a] GraphicsLib 1.9.0
Post by: StarfarerSaul on March 12, 2024, 12:15:38 AM
Hi,

Does GraphicsLib have an issue with Windowed Mode? It appears to force a fullscreen launch of StarSector for me. Does anyone know how to fix this?
Title: Re: [0.97a] GraphicsLib 1.9.0
Post by: ApolloStarsector on April 24, 2024, 07:02:12 PM
Does GraphicsLib have the capability of turning down the brightness of weapon explosions? I ask because when I turn shaders off (using hotkey), the weapons explosions appear unchanged, but I can see I've successfully toggled it by the normal mapping toggling.

I've fiddled with the intensityscale and sizescale settings for lights (even decreasing to a tenth of default values), but there is no apparent effect to the widespread, large, and very bright weapon explosions.

(https://cdn.discordapp.com/attachments/512356777451323393/1232871643802763345/screenshot071.png?ex=662b08b1&is=6629b731&hm=ac9e5ee0dee203cee7104fa2bfb3685118ab506535b8a2189ef656ec1fb94e0d&)

Edit: It has occurred to me to check "combatStepsPerFrame":2. I will modify it back to default value of 1 to see if that reduces the linger-time of these bright weapon explosions (I've wanted to turn down the brightness or size of these for a long time prior to this, however).