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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238967 times)

r4plez

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Hello, am new here, but already love this game :)

I have small problem with making this mod to work on my game. When i active this mod i see no difference in game.. no extra lightning effects, no ripple distortion whatsoever. This is strange because when i tried last night UomozSector 1.3 he's mod was working and ShaderLib was also working with it. But i want only ShaderLib without 3rd party mods like Uomoz's. Any ideas?

« Last Edit: July 27, 2014, 02:12:50 PM by r4plez »
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Dark.Revenant

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Shield/explosion effects only happen in Uomoz's Sector and Starsector+.  However, weapon/ship lighting should happen, at the very least with vanilla weapons (not every mod has lighting data).  The only reason I can see that it would not happen with vanilla weapons is you disabled the mod somehow or your system specs are too low for ShaderLib.

Please post your system specs (CPU, video card) and check starsector.log for any "ERROR"-class lines (just do a search for "ERROR" and post any matching lines).
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r4plez

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My system spec:

Code
Time of this report: 7/27/2014, 23:29:44
       Machine name: DESANT-PC
   Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.140303-2144)
           Language: Polish (Regional Setting: Polish)
System Manufacturer: To Be Filled By O.E.M.
       System Model: To Be Filled By O.E.M.
               BIOS: BIOS Date: 03/27/12 14:26:42 Ver: 04.06.04
          Processor: AMD Phenom(tm) II X4 955 Processor (4 CPUs), ~4.0GHz
             Memory: 8192MB RAM
Available OS Memory: 8188MB RAM
          Page File: 3161MB used, 7024MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 64bit Unicode

Those are errors i found in :
Code
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [br_ciws] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ssp_tpc] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_3wave] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [sachumodo_weapon] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_stationkeeper_2] not found in weapon_data.csv
9360 [Thread-5] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_stationkeeper_1] not found in weapon_data.csv

Also i have replaced java scrips because i couldn't load my saves with default one's. I just cpyed jre7 64b in to jre forder.

Apart of that i thought i will be able to see Shield/explosion effects in ShaderLib like it was shown on screens in 1st page :(  Is there no way to enable those without Uomoz's Sector or Starsector+?

« Last Edit: July 27, 2014, 02:45:37 PM by r4plez »
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ValkyriaL

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I would recommend having starsector+ for the ripple effects, as it makes the base game much more enjoyable along with all the changes and ships that mod brings, I would also recommend installing eternal nox sounds, all this together with shaderlib makes almost a completely new game.
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r4plez

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It's my second day with this awesome game so i wanted to have it as pure as possible just to learn it and improve my 'pew/pew' and flying skill  ;)  But after reading about Starsector+ i think will try it. I will also look at eternal nox sounds. Thanks for advice.


Edit. ShaderLib is now working with Starsector+ thanks Dark.Revenant for making those great mods.






« Last Edit: July 27, 2014, 03:13:57 PM by r4plez »
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Dark.Revenant

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Glad to help.  Starsector+ is basically as "pure" as it gets when it comes to large mods, considering it doesn't change any of the base game mechanics, just modernizes things a bit and updates balance/progression.
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celestis

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.66) (Beams fixed!)
« Reply #201 on: August 12, 2014, 02:39:58 AM »

Seems like the Basic release has invalid settings file due to duplicate "use64BitBuffer" property in json. As a result, all shader effects are not working. Removing one of 2 records resolves the issue.
Thanks
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Dark.Revenant

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.66) (Beams fixed!)
« Reply #202 on: August 12, 2014, 02:49:26 AM »

I am saddened that I missed that.  Will be fixed for the next update.
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Lcu

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.66) (Beams fixed!)
« Reply #203 on: August 16, 2014, 12:35:33 AM »

If you want to make custom material maps for a mod, what is the proper file directory to put it?
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Dark.Revenant

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.66) (Beams fixed!)
« Reply #204 on: August 16, 2014, 09:03:40 AM »

You can put them in any directory.  However, these textures must be added via settings.json and linked via the texture data csv, as explained in the first post and shown via example in the library itself.
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Dark.Revenant

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[Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.7)
« Reply #205 on: August 30, 2014, 10:54:54 PM »

We've got cool stuff, namely the fact that now every vanilla ship and weapon now has material, normal, and surface maps.  Have fun.


ShaderLib Alpha v1.7

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

Full Edition
Includes vanilla normal and surface maps and high-resolution ripple distortion


Basic Edition
Vanilla normal maps and surface maps not included, low-memory ripple distortion, and performance-optimized default settings


Alpha v1.7 (August 30, 2014)
- Surface maps added to all vanilla ships and weapons
- Issue with ShaderLib Basic fixed
- Version Checker support added
- Rare crashes fixed
- Benchmark mission added
« Last Edit: August 30, 2014, 10:59:12 PM by Dark.Revenant »
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Bob McBobbyton

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.7)
« Reply #206 on: September 12, 2014, 11:04:58 AM »

every time I start up the game with the shaderLib mod enabled there is extreme lag and miniature versions of my screen appear in the bottom left corner. help plz.
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Dark.Revenant

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Re: [Graphics] ShaderLib Graphics Enhancement Mod (Alpha v1.7)
« Reply #207 on: September 12, 2014, 01:20:10 PM »

every time I start up the game with the shaderLib mod enabled there is extreme lag and miniature versions of my screen appear in the bottom left corner. help plz.

I suspect your computer doesn't meet the minimum specs.  Can you post your system specs and screenshot of what is happening?  I need your CPU, video card, and amount of memory.
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Dark.Revenant

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[Graphics] ShaderLib Alpha v1.7
« Reply #208 on: September 13, 2014, 12:38:16 AM »

I have compiled some formalized system specs for ShaderLib:

System Requirements
Vanilla
  • 1.8 GHz Intel Core i3/i5/i7 CPU
  • 2.3 GHz Intel Core2 CPU
  • 2.6 GHz AMD CPU
256 MB Video Memory

ShaderLib Basic
  • 384 MB Video Memory (Vanilla)
  • 512 MB Video Memory (Starsector+)
  • 768 MB Video Memory (Uomoz's Sector)
  • 1 GB Video Memory (Starsector+ plus factions)

ShaderLib Full
  • 512 MB Video Memory (Vanilla)
  • 768 MB Video Memory (Starsector+)
  • 1 GB Video Memory (Uomoz's Sector)
  • 1 GB Video Memory (Starsector+ plus factions)

Minimum
  • 2.0 GHz Intel Core i3/i5/i7 CPU
  • 2.5 GHz Intel Core2 CPU
  • 2.8 GHz AMD CPU
GeForce 6800, Radeon X850, or Intel HD Graphics 3000

Low
  • 2.0 GHz Intel Core i3/i5/i7 CPU
  • 2.5 GHz Intel Core2 CPU
  • 2.8 GHz AMD CPU
GeForce 8600, Radeon HD 2600, or Intel HD Graphics 4000

Medium
  • 2.2 GHz Intel Core i3/i5/i7 CPU
  • 2.6 GHz Intel Core2 CPU
  • 3.0 GHz AMD CPU
GeForce 8800 or Radeon HD 2900

Recommended
  • 2.2 GHz Intel Core i3/i5/i7 CPU
  • 2.6 GHz Intel Core2 CPU
  • 3.0 GHz AMD CPU
GeForce GTX 260 or Radeon HD 4870


Also, here are some comparison images to see exactly what the various maps do, visually:

Vanilla
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No Maps
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Material Maps Only
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Normal Maps Only
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Material and Normal Maps
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Material, Normal, and Surface Maps
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And here's another series of images:

Vanilla
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No Maps
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Material Maps Only
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Normal Maps Only
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Material and Normal Maps
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Material, Normal, and Surface Maps
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Bob McBobbyton

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Re: [Graphics] ShaderLib Alpha v1.7
« Reply #209 on: September 13, 2014, 06:35:43 AM »

this is what it looks like

[attachment deleted by admin]
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