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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238974 times)

DefiasOne

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #270 on: February 17, 2015, 03:15:02 AM »

Is shaderLib supposed to work with vanilla SS or just add functionality for modder to implement these effects? I'm not seeing the shield ripple effect or the big explosions among other things using just the vanilla game. (waiting for SS+ new version :) )

I should metion I have a HD3870 graphics card.
« Last Edit: February 17, 2015, 03:17:03 AM by DefiasOne »
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Tartiflette

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #271 on: February 17, 2015, 03:36:39 AM »

Exactly two messages above your's
Ripples are mod implementation dependent, like SS+ or the Templars.
SS+ has a plugin with shield ripples and a plugin that involves ripples when a ship explodes, Templars have numerous distortions, Blackrock has several distortions, etc.  It depends on the mod, really.
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DefiasOne

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #272 on: February 17, 2015, 03:52:33 AM »

So it is mod dependant, thanks  :).                         
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Karelin

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #273 on: February 17, 2015, 08:47:44 AM »

Game crashes once startup loading is completed.
Latest version of the game and ShaderLib.

Additional mods are LazyLib and Version Checker. Game does not crash when ShaderLib is disabled.

Error is as follows:
Code
19253 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at org.dark.shaders.light.LightShader.initCombat(LightShader.java:604)
at org.dark.shaders.util.ShaderHook.init(ShaderHook.java:93)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.O??0(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Dark.Revenant

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #274 on: February 17, 2015, 09:01:32 AM »

You need to update to RC2 (hotfix) of the game, which was released yesterday.
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Karelin

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #275 on: February 17, 2015, 09:04:31 AM »

You need to update to RC2 (hotfix) of the game, which was released yesterday.

Oh, didn't realize there was a new release, thanks for the heads up
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Venatos

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Re: [0.65.2a] ShaderLib Beta 1.04
« Reply #276 on: February 18, 2015, 03:31:10 AM »

wow, im a spezial kind of moron.... i downloaded all the updated mods for the new version of the game and spent over an hour trying to get it to run, only to realize i didnt update the game itself! i think thats a sideeffect of steam, one gets so used to it that all games are allways automaticly up to date...
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Dark.Revenant

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[0.65.2a] ShaderLib Beta 1.05
« Reply #277 on: February 21, 2015, 02:53:02 PM »

This version is especially recommended for people who wish to use Junk Pirates.



We also recommend Version Checker 1.4b to notify you when an update is ready.

Note: If your computer can't run ShaderLib, disable it through shaderSettings.json in the ShaderLib folder, but keep the mod enabled.


Beta 1.05 (February 21, 2015)
- Improved distortions compatibility (hopefully)
- Made ship skin textures fall back to base hull textures if an entry for the skin doesn't exist
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Dark.Revenant

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[0.65.2a] ShaderLib Beta 1.06
« Reply #278 on: March 13, 2015, 10:11:29 PM »

This update is highly recommended.



We also recommend Version Checker 1.4b to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
ShaderLib will glitch out on most integrated chips!

If your computer can't run ShaderLib, disable it through shaderSettings.json in the ShaderLib folder, but keep the mod enabled.


Beta 1.06 (March 13, 2015)
- Improved default lighting settings
- Made graphics more compliant; should have fewer glitches, especially on cards that used to have problems
« Last Edit: April 03, 2015, 08:08:05 PM by Dark.Revenant »
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Dayshine

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #279 on: March 19, 2015, 06:03:28 PM »

Could I suggest that the default values for StandardLight make it big/bright enough that you can actually tell it exists? :P

I just spent a while trying to debug why ShaderLib wasn't working when it was just that with the default size of 0f and the default intensity of 0f you can't see it even as a coloured light. However, it may be that I'm misusing the lights by just creating and attaching them to things!
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Dark.Revenant

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #280 on: March 19, 2015, 09:54:00 PM »

In programming, a common assumption for initialization is that, unless otherwise specified, the initial value is zero.  If I changed it now, after already creating the interface, behavior that relied on it being zero would no longer work.

I will create a warning in the documentation that the initial values are 0, though.
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Dayshine

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #281 on: March 20, 2015, 04:33:56 AM »

Oh I understand that, but the documentation states " A specialization of LightAPI suited for every case wherein the default, automatic lighting behaviors are sufficient.", strongly implying it would work out of the box. Also, if you're going to have default values at all they should generally be sensible, not just always zero.

Looking at other rendering libraries, the constructor includes all critical values (including intensity), avoiding this issue entirely. It seems unusual to require several step initialization for the default behaviour then not provide it :) Keep in mind you've written a library that is large and difficult to follow without any substantial documentation, so what seems obvious to you may not be to most!
« Last Edit: March 20, 2015, 05:19:41 AM by Dayshine »
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Dark.Revenant

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #282 on: March 20, 2015, 08:15:00 AM »

Oh I understand that, but the documentation states " A specialization of LightAPI suited for every case wherein the default, automatic lighting behaviors are sufficient.", strongly implying it would work out of the box. Also, if you're going to have default values at all they should generally be sensible, not just always zero.

Looking at other rendering libraries, the constructor includes all critical values (including intensity), avoiding this issue entirely. It seems unusual to require several step initialization for the default behaviour then not provide it :) Keep in mind you've written a library that is large and difficult to follow without any substantial documentation, so what seems obvious to you may not be to most!

StandardLight wasn't originally something that I was going to publicly expose; the decision came much later down the line because I figured nobody would want to program all those little features into their own classes unless it was absolutely necessary.  The "default behaviors" being referred to are the behaviors wherein it automatically follows beams, projectiles, etc. if set to do so, similarly to a light that is created with the light data csv.  I suppose adding additional constructors with size/intensity would help, but there's no guarantee the programmer will see them.
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Xanderzoo

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #283 on: March 26, 2015, 09:28:31 AM »

How do I set the normal map for a ship? I've created a normal map, but how do I tell ShaderLib to use it?

I've put the normal map in MyMod/graphics/normals/ships/Normalmap.png

I've also created a ship that corresponds to the normal map, but I don't know how to tell the ship to use it.
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Dark.Revenant

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Re: [0.65.2a] ShaderLib Beta 1.06
« Reply #284 on: March 26, 2015, 11:39:33 AM »

You should check a mod that uses shaderlib for how they did it.  In particular, look at the shaderlib data folder.
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