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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 749370 times)

Dark.Revenant

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #165 on: April 16, 2021, 05:13:13 AM »

I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.
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Flacman3000

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #166 on: April 16, 2021, 05:34:12 AM »

I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.

Take no thought on it my friend I just wanted verification that I was on the correct version of GL for my game lol. Sorry to hear you've been having sleep issues I do not know you personally but I sincerely hope all is well without intruding into your personal life. I've been strained by the pandemic myself so if it's financials or cabin fever my heart goes out to you!
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Ryzen 7 2700x, 1080ti, 16GB DDR4 RAM and playing SS on a SSD - Always stay ahead because when you're ahead you're rear anatomy is open to interpretation.

Dark.Revenant

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #167 on: April 16, 2021, 03:22:47 PM »

I hope you can understand why I was confused on your update post you had mentioned 1.5.0 graphics lib was required for underworld 1.5.0 which is still on version 0.91a of star sector unlike 1.5.0 of graphics lib which is for 0.95a. Was this an oversight?

I frankly don't know why it says 1.5.0 in that thread.  I haven't had a real night's sleep in three weeks.  That might have to do with it.

Take no thought on it my friend I just wanted verification that I was on the correct version of GL for my game lol. Sorry to hear you've been having sleep issues I do not know you personally but I sincerely hope all is well without intruding into your personal life. I've been strained by the pandemic myself so if it's financials or cabin fever my heart goes out to you!

Thanks; no worries.  Now, if only I can get these updates out and take a break...
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Gravemind1

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #168 on: April 24, 2021, 08:00:33 PM »

So, it seems this is giving me an issue; upon launching I get this: "com.fs.starfarer.api.SettingsAPI.getScreenWidthPixels()F
tested it with *just* the Graphics.lib mod and yeah, doesn't really seem to agree with me crashes right to desktop.
Something similar happens with having both the MagicLib and LazyLib enabled at the same time, causes a CTD
"Fatal:
com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(Lcom/fs/starfarer/api/CombatLayeredRenderingPlugin;)/fs/starfarer/api/combat/CombatEntityAPI;"

I'll have to talk to the other mod makers for MagicLib and LazyLib but, I thought I'd start here.
Sorry if this is unrelated to your area of expertise lol

I may be an idiot, ignore this post for now lol
« Last Edit: April 24, 2021, 08:13:03 PM by Gravemind1 »
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Patrick Swayze

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #169 on: June 02, 2021, 01:29:05 AM »

I know you're busy, but is there any chance, somewhere in the distant future, we could get the anamorphic lens flares backs for graphics lib please? Even if it defaults to off?

I miss the glowly lines off the explosions, and Mass Effect is rubbing it in :(
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Stormy Fairweather

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #170 on: June 05, 2021, 04:56:40 AM »

was the option to enable explosion whiteout completely removed?
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Dark.Revenant

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #171 on: June 05, 2021, 11:29:39 PM »

No, you can turn it back on if you edit the settings.json in the graphicsLib folder.
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Stormy Fairweather

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #172 on: June 06, 2021, 01:32:57 AM »

ah thanks
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BreenBB

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #173 on: June 07, 2021, 01:02:03 PM »

About graphic features, can I suggest idea? I think is cool idea make player ships paintable, like you can do in many multiplayer shooters with character, via texture mask, idea is what like you can make black and white texture mask which shows paintable parts of ship, and you can adjust hue and saturation of that part.
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Dafrandle

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #174 on: August 21, 2021, 10:14:37 PM »

Is there a place to get previous versions of this mod?
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MyLittleGrundle

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #175 on: August 25, 2021, 10:13:03 PM »

I've unzipped into the mod folder but when i start the game its not in the mod selection. No clue, please help
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SafariJohn

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #176 on: August 26, 2021, 09:10:18 AM »

GraphicsLib is listed as "zz GraphicsLib" in the launcher's mod list, check that first.


If that wasn't it, do you have a folder in your mods folder called GraphicsLib? Does that folder have the mod_info.json file in it?

If the mod got nested in a mods/GraphicsLib/GraphicsLib folder, you'll need to un-nest it.
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MyLittleGrundle

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #177 on: August 29, 2021, 09:16:40 PM »

it is nested, how do i un-nest it?
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Histidine

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #178 on: August 29, 2021, 10:57:04 PM »

Cut the inner folder and paste it in the mods/ folder.

(then delete the now empty outer folder)
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renegade_sock

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Re: [0.95a] GraphicsLib 1.5.1
« Reply #179 on: September 17, 2021, 12:54:09 AM »

Hey guys, I don't know if I'm just missing something but isn't missing out on antialiasing a really hard sell for this mod? I gave it a try and it's just kinda hard to accept. Is there supposed to be some sort of built in mechanism to compensate for the lack of AA?
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