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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: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238431 times)

Barracuda

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #360 on: December 13, 2015, 04:51:38 AM »

ARGH! Its mods like these in games that make me mad I got a new computer... My last computer could run it but not this one. It really is an amazing mod keep up the good work.
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cqsolace

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #361 on: December 13, 2015, 01:39:08 PM »

My Dell XPS-13 (Intel HD Graphics 5500) has serious graphical issues when ShaderLib Post-Processing is enabled. Artifacts, ghosting, and incorrect colors. Drivers are fully up to date. When post-processing is disabled, there are no issues. Let me know if you need more specific info (and what kind).
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Dark.Revenant

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #362 on: December 13, 2015, 04:41:41 PM »

I have no idea.  The post processing shader is technically the simplest one in the mod.  Probably some random incompatibility; without having your computer on hand in my house, it would be essentially impossible to debug.
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nomadic_leader

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #363 on: February 09, 2016, 08:50:34 PM »

Hello, this is a perhaps foolish question for Dark Revenant and/or xenoargh.

Can ShaderLib provide persistent directional lighting (as if from a sun) so that when the ship sprites rotate, the shadows change because of the normal maps? I guess it would look really cool with ships where the normals define broad, angled volumes like the Mayorate's 3d rendered ships.

Like in this pic here:

Spoiler
[close]

Just takes a bit of tweaking, honestly.

Is there a shaderlib setting or additional mod to download that will enable this?

If there isn't anything existing, I'll only say it would be nifty if there were a mod that used shaderlib and each time combat began, it would calculate the direction of the nearest sun or the nearest star system if you were in hyperspace, and then apply a persistent directional light from that direction to all ships on the battlefield.
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Dark.Revenant

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #364 on: February 09, 2016, 11:38:51 PM »

Starsector+ already does this.

ShaderLib, by the way, supports point, line, cone, and directional lights.
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nomadic_leader

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Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« Reply #365 on: February 10, 2016, 03:43:48 PM »

Starsector+ already does this.

ShaderLib, by the way, supports point, line, cone, and directional lights.

Thank you, I'll try it.
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Dark.Revenant

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[0.7.2a] ShaderLib Beta 1.2.0
« Reply #366 on: February 26, 2016, 07:31:26 PM »

Routine update, packed with updated content from vanilla.  Also, included are default settings files you can use depending on how powerful (or wimpy) your computer is.



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 1.2.0
- Updated for Starsector 0.7.2a
- Weapon cover maps supported
- Option defaults improved for users with incompatible hardware
- Benchmark mission improved
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Ahne

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Re: [0.7.2a] ShaderLib Beta 1.2.0
« Reply #367 on: February 27, 2016, 07:04:57 AM »

Great stuff, DR, good work!
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Dark.Revenant

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[0.7.2a] ShaderLib Beta 1.2.1b
« Reply #368 on: February 28, 2016, 02:11:05 PM »

Fixed some glitches and crashes relating to weapon covers.



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 1.2.1b
- Fixed cover-related glitches and crashes
« Last Edit: March 01, 2016, 09:14:55 PM by Dark.Revenant »
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LB

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Re: [0.7.2a] ShaderLib Beta 1.2.1
« Reply #369 on: February 29, 2016, 09:18:44 PM »

Spotted infrequently, most recently in Duel of the Century:

Code
141622 [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)

Maybe today's the day everything I knew about short-circuits gets overturned.
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1
« Reply #370 on: February 29, 2016, 10:10:05 PM »

Spotted infrequently, most recently in Duel of the Century:

Code
141622 [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)

Maybe today's the day everything I knew about short-circuits gets overturned.

What the ***?  That has to be a bug on Alex's end.
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Kyuss11

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Re: [0.7.2a] ShaderLib Beta 1.2.1
« Reply #371 on: March 01, 2016, 04:28:17 PM »

I'm having issues with shaderlib 1.2.1
I updated to .072a starsector and lazylib as well as the new one of shaderlib.
When I try to load starsector+ I get a error after loading.
When I just load shaderlib the game will work except the ships graphic is not there but a trail of lines of the ship.
I have the java runtime and allocated 4gb of ram and I had no issues running the 12 mods before so just to let you know I thought I knew what I was doing.
Is shaderlib broke for now?
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1
« Reply #372 on: March 01, 2016, 08:07:21 PM »

I'm having issues with shaderlib 1.2.1
I updated to .072a starsector and lazylib as well as the new one of shaderlib.
When I try to load starsector+ I get a error after loading.
When I just load shaderlib the game will work except the ships graphic is not there but a trail of lines of the ship.
I have the java runtime and allocated 4gb of ram and I had no issues running the 12 mods before so just to let you know I thought I knew what I was doing.
Is shaderlib broke for now?

No idea, man.  Maybe you could try forcing the Nvidia card to be used for Java.exe and Starsector.exe, and update drivers?
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Dark.Revenant

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #373 on: March 01, 2016, 09:15:13 PM »

PSA: Updated with hotfix for default settings.
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Surge

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Re: [0.7.2a] ShaderLib Beta 1.2.1b
« Reply #374 on: March 01, 2016, 10:54:32 PM »

Having an issue, I have a GTX 560 Ti, so about 1024MB of video memory, theoretically I'm on recommended settings, but if I start up SS with shaderlib and all the up to date mods enabled my FPS will tank to 7 on the menu and in combat, and minimizing the game to inspect it's system resource usage through the task manager will prompt it to start leaking memory until it overflows and crashes, I had 3-5G of memory allocated previously but I'm gonna try and up it to 4-6G.
Will report on results.
edit: neg, ineffectual
« Last Edit: March 01, 2016, 10:57:27 PM by Surge »
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