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In Perfomance Fish almost all methods and fields were patched, which I also patched and wanted to patch in the future. There might be only one patch left and it has to be compatible with Fluffy's Worktab or similar mods. I can't say for sure at the moment whether I really don't need Harmony any more. In any case, it makes sense to use existing patches from a mod that everyone can then use.
For what I wanted to do, it didn't work with PNG, darn it. I wanted to make it more readable than how it is in vanilla, instead it became even more horrible than before. I spent days and weeks trying to fix it in my mod somehow. Until I came up with the idea of putting textures and icons in resource files like Unity or something else like svg files for example. That's how I ended up with DDS files. And now I'm here.
Mods that directly include dds instead of depending on conversion by users usually have it handled silently without dependency by having them bundled together with png files. Vanilla rimworld simply loads the png file then. The existing three dds loading mods take the dds file and skip the png copy instead. It's a file size tradeoff for better compatibility and the usual dds advantages
Uhh, that's crazy. My previous project BetterPassion is already fully compatible with Performance Fish. And I'm struggling with HighQualityTextures to get it to work together. I've actually been looking for alternatives on Github. But didn't find anything suitable because I was looking in conjunction with Harmonylib instead of other libraries like Fisherylib.
That said, I will go back to my previous project and discard my project with HighQualityTextures. Now I will make my BetterPassion project depend on Performance Fish and Fishery instead of Harmony and HighQualtiyTextures.
@bradson, Thanks, that was very helpful.
Fwiw perf fish's implementation doesn't require png files either and is compatible
After I had roughly finished my changes to High Quality Textures and my own patches, I read the comments of High Quality Textures and then realized that Graphic Settings+ also supports DDS files. After researching this mod, I realized that it has the same code snippet. I tested this mod together with mine and of course there were minor conflicts. Depending on the order of the mods, either the textures of my original project were not loaded or the graphic settings of Graphic Settings+ were not loaded.
Of course I try to fix these compatibility issues before I release it.
That Sarbian should change their conversion settings if it breaks with only their mods, as it'd otherwise break with absolutely all the others
I was able to work around the problem and have fixed the error. But now I'm thinking about how and in which context I will release my solution so that everyone can use it under Steam for Rimworld.
In addition, I have written further patches so that DDS files are loaded directly and don't require an additional PNG file to be replaced by the mod afterwards.
I will never under stand your ways, wizard. But I thank you for this bountiful harvest. I shall sacrifice a lamb to venerate you. My firsborn is also on the table, just in case.
I think the mods are afraid. Afraid of your might. And so am I.
this mod appears to only help with textures and load times once? when i first make the textures it loads quite fast. after that, it takes very long again and is blurry. i am doing something wrong i think--do i make the textures each time? (it is on the bottom of my mod list.)
Thanks in advance.
btw i got a problem with my mod
the bug occurs
i think mipmap function occurs the bug
Can anyone clarify?
The mod simply loads the existing files from the texture folders, depending on whether it is .png or .dds
However that would be more of a feature rather than a setting for the basegame, I might consider implementing graphical additions depending on how feasible they are!
I assume the graphics settings button patch may be the point of interest here, does any of those mods add more buttons on the main menu?
Their patches might be destructive, or mine may not account for prior menu changes, I'd need to check it in detail.
Though strangely my other mod that also adds a menu button never conflicted with this, I generally made sure my patch is additional, not destructive, but you never know.
when playing on my laptop it can sometimes be soo hard to see and I cant find a mod that enables brightness settings and your mod seems like it would go with it very well
I'm not getting that issue with the mod combo you describe, so I don't think it's a mod incompatibility.
The last time I had issues like yours, I wound up nuking half my modlist, verifying the game files on steam, and deleting my config folder. IIRC the issue was a single mod I'd forgotten about that updated poorly.
I recommend heading to the unofficial rimworld discord, they have a very good troubleshooting thread. The pinned comments are very thorough in troubleshooting common problems, and if you still have trouble after following their guidelines, there are very helpful and knowledgeable people that can read through your error logs to help find the problem.
I can hear the main menu music once it loads but the game is just a black screen.
Especially the memory profiling is very basic and doesn't even take running processes into account which can be confusing ^^
Glad to hear that it already proves useful though!
Any way to fix this on my end?
Since texture quality in games is more complex than just a single value, there isn't much that can be done without reworking major parts of the RW rendering in itself. Simply turning off compression isn't an option either, as that will cause GPU crashes from VRAM overflow on large mod-lists.
Unfortunately since I'm slowly quitting RW modding, i will not be able to make this *the* graphics mod that I would've liked it to be, but I hope it offers at least some use to some players!