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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 749556 times)

Wispborne

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #270 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)
« Last Edit: May 08, 2023, 11:22:49 AM by Wispborne »
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SpaceDrake

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #271 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.
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ApolloStarsector

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Re: [0.95.1a] GraphicsLib 1.6.1
« Reply #272 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.
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Dark.Revenant

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[0.96a] GraphicsLib 1.7.0
« Reply #273 on: May 09, 2023, 12:13:38 AM »



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.


Download GraphicsLib 1.7.0
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.8)

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!



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
« Last Edit: May 14, 2023, 10:36:04 AM by Dark.Revenant »
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Blackrazor1000

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #274 on: May 09, 2023, 05:23:31 AM »

Hurray! Thanks for getting this to us so quickly!
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Lappers

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #275 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!
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ApolloStarsector

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #276 on: May 09, 2023, 04:04:42 PM »

Praise! ;D
Legit amazed at your speed, along with several of the other modders.
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IroncladLion

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #277 on: May 10, 2023, 10:48:08 AM »

Amazing stuff Dark, we are blessed to have you!

Letiel

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #278 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.
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Dark.Revenant

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #279 on: May 10, 2023, 05:46:24 PM »

Whiteouts are enabled/disabled via an in-game setting as of 0.96a.
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Dark.Revenant

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #280 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
Mirror
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Dark.Revenant

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #281 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
Mirror
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float

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #282 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.
« Last Edit: May 31, 2023, 08:18:58 AM by float »
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Dark.Revenant

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #283 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.
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Tecrys

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Re: [0.96a] GraphicsLib 1.7.0
« Reply #284 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
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