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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] GraphicsLib 1.9.0  (Read 749734 times)

Nick XR

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #105 on: May 13, 2020, 11:40:21 AM »

I'm digging around trying to figure out how to start adding a gravitational lens effect.  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!

Sedrido

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #106 on: June 08, 2020, 02:24:28 AM »

how to download mods that dont use the tidy little extract folder thing like archean order?
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Midnight Kitsune

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #107 on: June 08, 2020, 07:26:46 PM »

Short answer: you can't
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Morrokain

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #108 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?

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Sedrido

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #109 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
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Histidine

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #110 on: June 09, 2020, 12:48:47 AM »

GraphicsLib and some other mods are in 7z format, you need 7-Zip or WinRAR to open them.
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Taikonaut

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #111 on: July 05, 2020, 02:00:07 PM »

So if im playing on a laptop with integrated graphics im screwed?
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Avanitia

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #112 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.
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Taikonaut

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #113 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?
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Mondaymonkey

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #114 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. Off course, if I pick a correct topic.  :)
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Lilly112

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Re: [0.9.1a] GraphicsLib 1.4.1
« Reply #115 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"
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Dark.Revenant

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[0.9.1a] GraphicsLib 1.4.2
« Reply #116 on: July 08, 2020, 08:02:36 PM »

Minor update, but will be mandatory for compatibility with mods that use the new feature.


Download GraphicsLib 1.4.2
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.4f) (Updated!)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker 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!



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
« Last Edit: July 11, 2020, 04:06:17 AM by Dark.Revenant »
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Lilly112

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Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #117 on: July 09, 2020, 04:11:46 AM »

It now works for me. Yey.
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Seita

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Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #118 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
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Dark.Revenant

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Re: [0.9.1a] GraphicsLib 1.4.2
« Reply #119 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 ).
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