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The DOF Common Library and Shipsets are separate specifically so you can use them with others - Or at least have a chance at it (Rising Stars had some odd issues with the shipsets last I heard).
Also, aren't the custom portraits part of DOF itself, not its shipsets?
Clearly you do not have the mod installed correctly. The errors are telling you that basically the entirety of the mod content is missing.
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\Cloud0-16.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\10.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\Cloud16-48.png'
Finished computing hulls in 23671.5ms
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\Cloud32-128.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\50.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\damage_tiler.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\0.png'
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\20.png'
Unrecognized Shader 'PBRModShipMS'
OpenGL vendor 'NVIDIA Corporation', renderer 'GeForce RTX 2070/PCIe/SSE2'
version '4.6.0 NVIDIA 451.67'
DOF Support Library missing or out of date - Stargate Integration is missing!
Loaded in 2.2 seconds
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\Cloud16-96.png'
Shadow scripts: 349ms load, 2818ms compile
Client scripts: 383ms load, 5378ms compile
Server scripts: 359ms load, 6232ms compile
Loaded in 6.6 seconds
Error: Could not load image 'C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\data\shipsets\DOFCommon\75.png'
Script Exception: Index out of bounds
C:\Program Files (x86)\Steam\steamapps\common\Star Ruler 2\scripts\gui\tabs\tabbar.as
tabs.tabbar::void load(SaveFile&inout) | Line 952 | Col 2
05 Aug 2020 09:42:37
Initializing sound
Initializing window system
Loading engine settings
Initializing OpenGL Engine
Registering mods
Starting 17 threads on 16 processors.
Loading mod(s)
Unrecognized Shader 'DOFSupportShipLCXN'
Unrecognized Shader 'PBRModShipS'
Unrecognized Shader 'PBRModShipSS'
Unrecognized Shader 'PBRModShipM'
Unrecognized Shader 'PBRModShipMS'
Unrecognized Shader 'DOFSupportShipLC'
...
Running this along with your Stargate, Star Trek and Homeworld mods.
You seem to be missing a couple of things. Also note that in the game setup section, the ships are "blank" (you can see the ship family name, but only a blank outline of the ship examples. Also the new race portraits never load at all, just the vanilla portraits.
I have a copy of the log, but it is too long to include in this post. I'll try to include it in subsequent posts.
Medium seems to be commonly safe ground for most people.
I fired up the game after my last response and everything looks fine with the Library. Which shipsets are you using? My guess is that your issues may be the result of system overload and might require some adjusted settings.
Unless there has been a very recent patch that I am not aware of... It's fully compatible with the current version of the game.
Alright, I'll try and enable the shipsets manually next time. I think the Empire and Atlaneans are shipsets I set manually as well, as I was checking to see if they were really enabled, and so that seems to check out.
Do you have the Faction Add-On enabled as well or not? The default shipset selection is specified by the Empire Presets, which is only in the Faction mod, not in the shipsets by themselves.
As an aside though, I have noticed that even with the Faction mod, despite the right default shipset being selected in game setup, the AIs will often end up with a random shipset anyways. I have no explanation or fix for this atm. If I manually go in and reselect the shipset, it works fine once the game is loaded.
Updated. Standard download .zip version too.
http://pastebin.com/yP8wDYKS
It would make sense for him to do so but it wasn't clear during our conversation. That would be the best solution. Hopefully the new shader offers everything we need and then shader support in this mod will be unnecessary. I'll probably update these shaders and leave them though, just so that old stuff that uses them and doesn't get updated doesn't break.
I uploaded a version flagged as v2.0.0 compatible yesterday. The same with all the DOF shipsets.
To be fair, I changed nothing. Everything continued to function and I just added the flag. I am aware of a couple issues with the current shader libraries. 1) Dalo has run into issues with normal translation on certain models he's converted. 2) There is an issue resulting from the use of skybox.png in the 2.0.0 rendering engine that now uses a skycube.png instead. It works, but you get wierd/ugly reflections on certain faces.
I've had a conversation with JonM about it all. He has been talking about writing a new "modder's" shader that will hopefully resolve the issues. So, for now, I've left things alone and I am waiting for word from Jon. Once that happens, I will bundle the new shader into the library and push it out the to the community.
Based on this, if you intend to use all DOF shipsets at once, your should have your system configured for at least 16 GB of total system memory (RAM + page file). Probably more to be safe for long ongoing games.
I suspect that disabled page files or low restricted size (4-8 GB max) page files with 4-8GB RAM systems might be the common issue for those having crash problems with DOF shipsets.
Q6600 w/ 4GB RAM, GTX 960 (4GB) on Win10 x64. Textures set to high, all DOF mods enabled.
Game started fine with no crashes but was slow to launch and took a while to fill in textures on the menues. I waited for them to fill in and created a game: 13 AIs + me, 200 systems, 200% planets, 100% asteroids, 20% resource scarcity.
Game started fine. Ran pretty smoothly too (video card seems to be primary factor). I played for about 12 minutes before I quit out. No crashes or problems besides slow load times. The system did go to the page file and was using 12.9 GB of memory total when I quit. Physical RAM isn't a limit, total memory (including page files) may be.
The white icon thing is normal. I get the same thing. It's not an indication that you don't have enough memory, it means that the texture/image has not yet been decompressed and loaded. The white tiles are just placeholders while everything gets loaded. On my main system, it takes 15-30s tops for them to fill in (from launch).
Obviously, the more textures in a mod the longer it will take to load them all up. Your hard drive, memory & cpu speed will also affect how long it takes for them to fill in as well.
I have seen instability issues from not waiting for them to fill in in prior game versions and earlier patch versions of Win10. Not so much anymore and I have actually started games well before they have filled in without a crash (I even had ship models that were white yet in game when I start playing). I would generally recomend letting them fill in before actually starting a game.
I hope this was helpful.
FX-8320,
HD-7870 DC2 V2,
8GB RAM,
HDD WD VelociRaptor 600GB (10K RPM),
Windows 10 x64
I will try to experiment with various settings in both the game and Radeon settings (drivers), and report if it went any good.
Thanks for answering.
Just for reference...
My main gaming system (which I mod on) is an i7-4790k w/ 16GB RAM, 780 GTX on Win10 x64. I typically play large AI games (10+, All DOF mods enabled) that can go on for 5+ hours minimum and see multiple fleetsizes of 100M+ flying around. I do get occassional random crashes but not the kind that are systematic and that I can't just reload the save and carry on from.
In the past, I have tested on a Q6600 w/ 4GB RAM, 8800GT on Win7 x64. The mod loaded and started a game just fine but didn't run terribly well and was awkward to play on since it's an old HTPC with a touchpad. I haven't tested the most recent versions of the mod (the system is now Win10 x64 w/ 960GT) but I suspect it would do fine. I may retest since I now have a proper mouse to use here.
It is difficult to "fix" something when it does not crash on my own test systems. It's not that I don't believe it when people tell me they are having crash issues, but I don't know why. If the mod files work on my game installation, they should work on all of them. I suspect it's a hardware/system configuration difference but no one ever gives specs to find a trend. I have often wondered if it's a 32 vs 64 bit thing and the cause is memory space and requirements. I have tested on older, lower spec (but 64 bit still) systems and it still worked there, so I'm left still guessing. The thing is though, if it is a system load issue, fixing means it reducing model/texture quality which means they may not be as nice in the first place. I could see just specifying a minimum system spec instead if that's the case.
If you read those discussions, you'll notice that there's been several such reports in the past, but none of them seemed to be reproducible - and, unfortunately, one must be able to reproduce an issue in order to figure out how to fix it. :/
My only suggestion at this point would be to post logs and system specs and all that stuff, just in case it helps somebody find a problem with either your game or the shipset - but judging from the current pattern, it won't do any good.
Best Regards,
D-Man