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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238461 times)

IronBorn

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #330 on: November 28, 2015, 06:57:39 PM »

Hi,

I get a weird graphical error when I try to use this mod.

My specs are:
Windows 10
i7 w/ an integrated Intel 5500 HD GPU
Geforce 940M Dedicated GPU

I get the following problems with this mod enabled.
1. If I launch Starsector using the integrated 5500 HD GPU, when the game loads, the screen is a bright blue and everything is washed out and barely visible.
2. If I launch using the Dedicated Geforce 940M GPU, the visuals display correctly, but I get 5 FPS (vs/ 60 FPS using the much weaker integrated GPU).

At this time, I have to set the mod to "false" to be able to use any mods that require the plugin, but I'd love to have the improved visuals. Anyone else have these problems?
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #331 on: November 28, 2015, 08:16:40 PM »

Hi,

I get a weird graphical error when I try to use this mod.

My specs are:
Windows 10
i7 w/ an integrated Intel 5500 HD GPU
Geforce 940M Dedicated GPU

I get the following problems with this mod enabled.
1. If I launch Starsector using the integrated 5500 HD GPU, when the game loads, the screen is a bright blue and everything is washed out and barely visible.
2. If I launch using the Dedicated Geforce 940M GPU, the visuals display correctly, but I get 5 FPS (vs/ 60 FPS using the much weaker integrated GPU).

At this time, I have to set the mod to "false" to be able to use any mods that require the plugin, but I'd love to have the improved visuals. Anyone else have these problems?

Most of this is just me doing odd things with the graphics that underdeveloped mobile drivers don't support.  I have no way to test and no willingness to debug any of them, so you're out of luck there.  Most likely, the solution would be to rewrite the entire mod from the ground up.
« Last Edit: November 28, 2015, 08:22:38 PM by Dark.Revenant »
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Abradolf Lincler

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #332 on: November 28, 2015, 08:24:31 PM »

Is there a way to get those cool shield ripples SS+ has, without using SS+?
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #333 on: November 28, 2015, 08:29:59 PM »

Is there a way to get those cool shield ripples SS+ has, without using SS+?

Implement them yourself?
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Abradolf Lincler

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #334 on: November 28, 2015, 09:03:41 PM »

Is there a way to get those cool shield ripples SS+ has, without using SS+?

Implement them yourself?

How would I do that???
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IronBorn

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #335 on: November 29, 2015, 01:06:26 AM »

Hi,

I get a weird graphical error when I try to use this mod.

My specs are:
Windows 10
i7 w/ an integrated Intel 5500 HD GPU
Geforce 940M Dedicated GPU

I get the following problems with this mod enabled.
1. If I launch Starsector using the integrated 5500 HD GPU, when the game loads, the screen is a bright blue and everything is washed out and barely visible.
2. If I launch using the Dedicated Geforce 940M GPU, the visuals display correctly, but I get 5 FPS (vs/ 60 FPS using the much weaker integrated GPU).

At this time, I have to set the mod to "false" to be able to use any mods that require the plugin, but I'd love to have the improved visuals. Anyone else have these problems?

Most of this is just me doing odd things with the graphics that underdeveloped mobile drivers don't support.  I have no way to test and no willingness to debug any of them, so you're out of luck there.  Most likely, the solution would be to rewrite the entire mod from the ground up.

Thanks for the update. I'll just leave it off.
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RoacH

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #336 on: November 29, 2015, 04:22:05 AM »

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

https://gyazo.com/3598469435334d75500e8805ff380fab

I started playing Starsector recently and found many good mods, so i started trying out, unfortunately the game crashes after the initial loading screen with ShaderLib enabled. Last lines of the log file + screenshot of the error. System: Win10/64 CPU: FX 6350 GPU: R9 390 RAM: 16GB DDR3. Am i doing something wrong/ can fix it by myself?

Its awesome to see such an modding community around such an under-the-radar game, thank you :)
« Last Edit: November 29, 2015, 04:32:38 AM by RoacH »
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #337 on: November 29, 2015, 04:55:53 AM »

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

https://gyazo.com/3598469435334d75500e8805ff380fab

I started playing Starsector recently and found many good mods, so i started trying out, unfortunately the game crashes after the initial loading screen with ShaderLib enabled. Last lines of the log file + screenshot of the error. System: Win10/64 CPU: FX 6350 GPU: R9 390 RAM: 16GB DDR3. Am i doing something wrong/ can fix it by myself?

Its awesome to see such an modding community around such an under-the-radar game, thank you :)

The only thing that could cause that is a massively out-of-date version of Starsector, or you're missing the jar containing all of ShaderLib's scripts.  Maybe your OS/extractor/browser/antivirus deleted it?
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RoacH

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #338 on: November 29, 2015, 06:31:22 AM »

Thanks for the reply. My Extractor did not extract the jar sub folders. The mods i have and seem to work now are:
AutoSafe
CommonRadar
LeadingPip
Templars
LazyLib
ShaderLib

the only not working mod is citadel.
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FasterThanSleepyfish

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #339 on: November 29, 2015, 11:42:10 AM »

the only not working mod is citadel.

Make sure you download the 0.7a Citadel patch from this post only. I'm not gonna update the main thread until there is a proper release.

http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372
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RoacH

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #340 on: November 30, 2015, 03:52:24 AM »

the only not working mod is citadel.

Make sure you download the 0.7a Citadel patch from this post only. I'm not gonna update the main thread until there is a proper release.

http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372

Great! Many thanks again :)
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Dark.Revenant

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[0.7.1a] ShaderLib Beta 1.1.1
« Reply #341 on: November 30, 2015, 10:57:35 PM »

Compatibility update, and now with asteroid maps for ring-type asteroids.



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

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

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


Beta 1.1.1
- Now ACTUALLY updated for Starsector 0.7a
- Added new asteroid types to lighting maps
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SpaceRiceBowl

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Re: [0.7.1a] ShaderLib Beta 1.1.1
« Reply #342 on: December 01, 2015, 12:40:42 PM »

0.7.1a? Is that out yet?
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I really don't know what I'm doing...

Chaotic-Entropy

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #343 on: December 01, 2015, 04:12:24 PM »

Hi,

I get a weird graphical error when I try to use this mod.

My specs are:
Windows 10
i7 w/ an integrated Intel 5500 HD GPU
Geforce 940M Dedicated GPU

I get the following problems with this mod enabled.
1. If I launch Starsector using the integrated 5500 HD GPU, when the game loads, the screen is a bright blue and everything is washed out and barely visible.
2. If I launch using the Dedicated Geforce 940M GPU, the visuals display correctly, but I get 5 FPS (vs/ 60 FPS using the much weaker integrated GPU).

At this time, I have to set the mod to "false" to be able to use any mods that require the plugin, but I'd love to have the improved visuals. Anyone else have these problems?

Hi,

I get a weird graphical error when I try to use this mod.

My specs are:
Windows 10
i7 w/ an integrated Intel 5500 HD GPU
Geforce 940M Dedicated GPU

I get the following problems with this mod enabled.
1. If I launch Starsector using the integrated 5500 HD GPU, when the game loads, the screen is a bright blue and everything is washed out and barely visible.
2. If I launch using the Dedicated Geforce 940M GPU, the visuals display correctly, but I get 5 FPS (vs/ 60 FPS using the much weaker integrated GPU).

At this time, I have to set the mod to "false" to be able to use any mods that require the plugin, but I'd love to have the improved visuals. Anyone else have these problems?

Most of this is just me doing odd things with the graphics that underdeveloped mobile drivers don't support.  I have no way to test and no willingness to debug any of them, so you're out of luck there.  Most likely, the solution would be to rewrite the entire mod from the ground up.

FYI both, I think you can fix this by simply adding Jave.exe as high performance in your switchable graphics settings as well as Starsector. I'm pretty sure it worked for my AMD laptop switchable graphics.
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Umbra Eterna

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Re: [0.7.1a] ShaderLib Beta 1.1.1
« Reply #344 on: December 01, 2015, 04:18:31 PM »

I'm having a similar problem as with IronBorn. My GPU on my PC (I have a desktop not a laptop) is a GTS 450 and the previous patch for ShaderLib didn't tank my FPS. Now I average around 16 FPS and always have a high idle percentage (I don't think your mod is the cause, but it could influence it).
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