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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 238426 times)

Dark.Revenant

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Re: [0.65.2a] ShaderLib Beta 1.07
« Reply #315 on: September 18, 2015, 04:15:48 PM »

You are missing numerous files.  How are you unpacking it?  Is a scanner or faulty program deleting stuff?
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agigabyte

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Re: [0.65.2a] ShaderLib Beta 1.07
« Reply #316 on: September 18, 2015, 04:24:16 PM »

Using 7Zip. Although, it works fine if Nexerelin is enabled.
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agigabyte

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Re: [0.65.2a] ShaderLib Beta 1.07
« Reply #317 on: September 18, 2015, 04:26:48 PM »

OK, just reinstalled again, and I've got it.
Spoiler
[close]
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Dark.Revenant

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[0.7a] ShaderLib Beta 1.1.0
« Reply #318 on: November 19, 2015, 10:30:18 PM »

You know the drill.  Now supports all the new sprites/weapons!



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 1.1.0 (November 19, 2015)
- Updated texture/lighting content for Starsector 0.7a
- Updated Becnhmark metrics and scoring
- Added optimized SectorMark mission for official benchmarks
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Luna

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #319 on: November 20, 2015, 12:25:27 PM »

That was fast.
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #320 on: November 20, 2015, 09:05:14 PM »

You're either out of VRAM or out of RAM.  In the former case, you need to turn down some settings in shaderSettings.json.  In the latter case, you have to use 64 bit Java.
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Piemanlives

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #321 on: November 21, 2015, 03:02:54 AM »

So upon loading up the new version of Shaderlib I was welcomed to the main menu with horrendous artifacts. This was to be expected and so I made all the changes to the settings that I did for the last version, however this did not fix it, however copying over my previous config file from my mod directory backup seemed to do the trick, despite having exactly the same change in settings.

I'm both curious and confused about this, maybe I missed it but did you happen to make changes to the config file? New settings or defaults that I somehow missed?
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #322 on: November 21, 2015, 12:09:01 PM »

So upon loading up the new version of Shaderlib I was welcomed to the main menu with horrendous artifacts. This was to be expected and so I made all the changes to the settings that I did for the last version, however this did not fix it, however copying over my previous config file from my mod directory backup seemed to do the trick, despite having exactly the same change in settings.

I'm both curious and confused about this, maybe I missed it but did you happen to make changes to the config file? New settings or defaults that I somehow missed?

Can you upload the file you're using?  I'd like to diff it.

seems like the mod is broken right now since I am not the only one having issues lol
I cannot reproduce these problems on any computer I own.  In any case, follow the instructions here: http://fractalsoftworks.com/forum/index.php?topic=8726.0
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Xanderzoo

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #323 on: November 21, 2015, 12:14:39 PM »

I just wanted to say that Shaderlib is working fine for me.
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Piemanlives

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #324 on: November 21, 2015, 02:50:59 PM »

Can you upload the file you're using?  I'd like to diff it.

Here you go.

[attachment deleted by admin]
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CrashToDesktop

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #325 on: November 21, 2015, 03:13:41 PM »

Working fine for me as well.
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #326 on: November 21, 2015, 07:17:12 PM »

Can you upload the file you're using?  I'd like to diff it.

Here you go.

It seems the config file you sent me has the following options not default:
"bloomQuality":2
"bloomMips":2
"bloomScale":.5
"useLargeRipple":false

That last one is probably the main culprit, since it's a large chunk of VRAM.  Mips also matter to some degree, but not much.
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Hellya

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #327 on: November 27, 2015, 09:35:09 PM »

How does one make Starsector GPU-Accelerated?
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Dark.Revenant

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #328 on: November 27, 2015, 10:04:44 PM »

How does one make Starsector GPU-Accelerated?

The same way for any game.  It depends on whoever made your computer.  Most desktop systems will naturally just be GPU-only all the time.
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Luqero

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Re: [0.7a] ShaderLib Beta 1.1.0
« Reply #329 on: November 28, 2015, 07:23:33 AM »

Thanks for great mod! I was using it in previous versions of Starsector and really enjoyed additional effects :D

But i have problems with new version as it seems to not work for me. I dont see any difference vs vanilla starsector, no distortions or other effects. I tried reinstalling Starsector but it didnt changed anything. Mod is enabled, tried also using toggle/reload key, no difference :/
Im using radeon HD 5650, intel i5. Any idea why its not working would help.
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