So this one work fine?
EDIT: file deleted
TES Skyrim 0.172
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.172
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- *sensei*
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Re: TES Skyrim 0.172
ok, this one (171beta) doesn't CTD...but after the same time frame, maybe 5-15 mins in GUI, it stops responding.
I mean, I will make changes in GUI, but no change will show on the screen.
I have to close GUI, exit console, and then the weather will change/update with what is in GUI.
It works fine after that, but it will stop responding after another period of time.
Like GUI and ENB lose connection with the game every 10 mins or something.
I mean, I will make changes in GUI, but no change will show on the screen.
I have to close GUI, exit console, and then the weather will change/update with what is in GUI.
It works fine after that, but it will stop responding after another period of time.
Like GUI and ENB lose connection with the game every 10 mins or something.
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Re: TES Skyrim 0.172
Have you tried to wait in 0.168 version?
Check out 0.170:
EDIT: file deleted
Check out 0.170:
EDIT: file deleted
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Re: TES Skyrim 0.172
With 170, no CTD.
When in console for 5-15mins, the weather in Skyrim will reload, and the weather.ini panel in GUI will clear.
175 is the best so far.
When in console for 5-15mins, the weather in Skyrim will reload, and the weather.ini panel in GUI will clear.
175 is the best so far.
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Re: TES Skyrim 0.172
I compared 0.170 to 0.171, don't see code which may affect editor. Are you sure bug occur only when editor active? Have you tried to show it, but disable effects by UseEffect=false? May be something interfering, not gui itself. Or may be 0.170 was not tested enough time?
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Re: TES Skyrim 0.172
Sorry when I´m breaking the bug fixing conversation, I just wanna mention a idea for next Skyrim ENB series, Forgive me my English .
I´d really like to see "sunrays" being spread out by other light sources, fires, lanterns...
I don´t know anything about writing ENB, I just made a few little tweaks on existing preset.
Keep on the good work Boris
I´d really like to see "sunrays" being spread out by other light sources, fires, lanterns...
I don´t know anything about writing ENB, I just made a few little tweaks on existing preset.
Keep on the good work Boris
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- *master*
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Re: TES Skyrim 0.172
* Boris, i've been wondering (since i have no idea codin) is it possible to use multiple 'palette' files for different states in game ? Such as night,day,sunrise,sunset etc. Not sure it's possible or not but would be useful to change atmosphere by passing on well designed couple of palettes.
* Second is, have any intend to make seperate 'postprocess' files for each different state in game ? As i stated before for sunset,sunrise,interiors,night,day etc. Connecting those those multiple postprocess files with multiple enbpalette files would be great addition. That would give us a chance to create more unique ambient scenes when states get change in game.
Greets.
* Second is, have any intend to make seperate 'postprocess' files for each different state in game ? As i stated before for sunset,sunrise,interiors,night,day etc. Connecting those those multiple postprocess files with multiple enbpalette files would be great addition. That would give us a chance to create more unique ambient scenes when states get change in game.
Greets.
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Re: TES Skyrim 0.172
Charlie
It's very performance expensive, because rays must be traced in 3d space, it's volumetric shadows actually. I don't think it's so important, simpler to replace it with lenz effects like spikes.
Tansarville
The same palette file can have many images inside itself and applying offset to it's texture coordinates is solution.
It's very performance expensive, because rays must be traced in 3d space, it's volumetric shadows actually. I don't think it's so important, simpler to replace it with lenz effects like spikes.
Tansarville
The same palette file can have many images inside itself and applying offset to it's texture coordinates is solution.
Impossible. If you don't want to loose performance much, then only making several drawing passes for each time of the day (but better day and night only) and blend them by factor of time of the day, for example if it's night, then first pass drawed without transparency and second pass drawed to small quad (less than 1 pixel); if night to sunrise, then second pass have full screen size and it's transparency decreasing; so on and so on. Of course it's extra rendering costs when transition active. Anyway i don't see any reason to add sunrise/sunset to shaders.have any intend to make seperate 'postprocess' files for each different state in game ?
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