Post Processing Effects Customizer (Legacy)

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince »

Cristalnoir wrote: Fri May 11, 2018 4:34 pm Despite the alerts of the file "outlog", I still installed the mods "realgrass" and "postprocess" ..... and it works.
So let me get this straight.
You got it installed but the output is funky ?
If thats the case, screw the output lol.
Seriously tho, when I first started dfu, it was regular win 7, and funky stuff did happen.
I'm thinking its how win 7 implemented its uac (user account control).
It needs all sorts of permissions, and sometimes the stuff dosnt get saved right.
Its a win 7 thing, if thats the case.
Anyone know a workaround ?
I hated win7, I can tell you that.
Check out my YouTube Channel!

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus »

Cristalnoir wrote: Fri May 11, 2018 4:34 pm Despite the alerts of the file "outlog", I still installed the mods "realgrass" and "postprocess" ..... and it works.
I'm glad it's working now. :)

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Cristalnoir
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Re: [MOD] Post Processing Effects

Post by Cristalnoir »

So let me get this straight.
You got it installed but the output is funky ?
If thats the case, screw the output lol.
Seriously tho, when I first started dfu, it was regular win 7, and funky stuff did happen.
I'm thinking its how win 7 implemented its uac (user account control).
It needs all sorts of permissions, and sometimes the stuff dosnt get saved right.
Its a win 7 thing, if thats the case.
Anyone know a workaround ?
I hated win7, I can tell you that.
when is the best windows? Unanswered question I think.
And would not it be DFU's fault instead? why this one is not it optimized for windows 7?
Cristalnoir studio

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince »

Cristalnoir wrote: Sun May 13, 2018 4:06 pm
So let me get this straight.
You got it installed but the output is funky ?
If thats the case, screw the output lol.
Seriously tho, when I first started dfu, it was regular win 7, and funky stuff did happen.
I'm thinking its how win 7 implemented its uac (user account control).
It needs all sorts of permissions, and sometimes the stuff dosnt get saved right.
Its a win 7 thing, if thats the case.
Anyone know a workaround ?
I hated win7, I can tell you that.
when is the best windows? Unanswered question I think.
And would not it be DFU's fault instead? why this one is not it optimized for windows 7?
Thats a matter of opinion, and I have no idea why it wouldent be optimized for win7....
Check out my YouTube Channel!

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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms »

Hi Lacus, just a short note:
antialiasing seems to be not working in a new 124 build using the latest 0.3.1 mod version

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pango
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Re: [MOD] Post Processing Effects

Post by pango »

Hi TheLacus,
The postprocessing mod doesn't load under Linux on my setup. I haven't seen any feedback from Linux users, so I don't know if it was tested before.

Linux Mint 19 (Tara)
16GB ram
GeForce GTX960 (2GB) with latest packaged proprietary drivers
Daggerfall Unity 64bit #124
Other mods, but I only enabled postprocessing for this test

Code: Select all

Native stacktrace:

	~/bin/daggerfall_unity/DaggerfallUnity_Data/Mono/x86_64/libmono.so(+0x98652) [0x7fa01eb47652]
	/lib/x86_64-linux-gnu/libpthread.so.0(+0x1288f) [0x7fa027d0288f]
	/lib/x86_64-linux-gnu/libc.so.6(gsignal+0xc7) [0x7fa026df1e97]
	/lib/x86_64-linux-gnu/libc.so.6(abort+0x140) [0x7fa026df3800]
	./DaggerfallUnity.x86_64() [0x9ed41b]
	~/bin/daggerfall_unity/DaggerfallUnity_Data/Mono/x86_64/libmono.so(+0xd8e88) [0x7fa01eb87e88]
	~/bin/daggerfall_unity/DaggerfallUnity_Data/Mono/x86_64/libmono.so(+0x371bf) [0x7fa01eae61bf]
	/lib/x86_64-linux-gnu/libpthread.so.0(+0x1288f) [0x7fa027d0288f]
	./DaggerfallUnity.x86_64() [0x14adb83]
	./DaggerfallUnity.x86_64() [0x14a9d20]
	./DaggerfallUnity.x86_64() [0x738a01]
	./DaggerfallUnity.x86_64() [0x6fdf57]
	./DaggerfallUnity.x86_64() [0x1463af0]
	./DaggerfallUnity.x86_64() [0x145a4c1]
	./DaggerfallUnity.x86_64() [0x145a438]
	./DaggerfallUnity.x86_64() [0x8e1618]
	/lib/x86_64-linux-gnu/libpthread.so.0(+0x76da) [0x7fa027cf76da]
	/lib/x86_64-linux-gnu/libc.so.6(clone+0x3e) [0x7fa026ed488e]

Debug info from gdb:

I refuse to debug myself!
No threads.

=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

[1]    14291 abort (core dumped)  DaggerfallUnity
Daggerfall Unity/Player.log': https://pastebin.com/d2qRPJQr

Many thanks!
Pierre.
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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms »

Question: Is it possible to make sprites not being affected by motion blur? It creates ocassional minor artefacts when you move thru them or when you fight the monsters.

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus »

pango wrote: Wed Jul 18, 2018 6:34 pm Hi TheLacus,
The postprocessing mod doesn't load under Linux on my setup. I haven't seen any feedback from Linux users, so I don't know if it was tested before.
Many thanks!
Pierre.
The log claims there is a duplicate for loading screen mod

Code: Select all

The AssetBundle 'loadingscreen.dfmod' can't be loaded because another AssetBundle with the same files is already loaded.
I don't think it's related, but check the content of your Mods folder and be sure you don't have two of them.

Code: Select all

Post Processing v.0.3.1 started.

Code: Select all

Failed to load GpuProgram from binary shader data in 'Hidden/FXAA III (Console)'.
Failed to load GpuProgram from binary shader data in 'Hidden/SSAA'.
Looks like it fails to load shaders. I'll try to reproduce on Linux, thanks for report :)

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pango
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Re: [MOD] Post Processing Effects

Post by pango »

Hi,
TheLacus wrote: Fri Jul 27, 2018 4:53 pm The log claims there is a duplicate for loading screen mod
I don't think it's related, but check the content of your Mods folder and be sure you don't have two of them.
You're right, I didn't follow ReadMe.txt instructions correctly (silly me), it should be fixed now.
However, as suspected, that's unrelated to the issue with Post Processing mod.

TheLacus wrote: Fri Jul 27, 2018 4:53 pm Looks like it fails to load shaders. I'll try to reproduce on Linux, thanks for report :)
Thanks for looking into it :)
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When a measure becomes a target, it ceases to be a good measure.
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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus »

pango wrote: Fri Jul 27, 2018 11:31 pm Thanks for looking into it :)
Thank you for patience and my apologies for delay. There is an issue in asset bundle loading process which tipically happens when the engine which built the mod is older or newer than the one which loads it. Nevertheless creation time on file confirms Linux version was made with the others, so i may have mishandled files or something else. I have now repackaged everything and tested on latest game build for Windows and Lnux and it works fine for me. Download is on first page, let me know if you find issues :)
King of Worms wrote: Tue Jul 17, 2018 9:50 pm Hi Lacus, just a short note:
antialiasing seems to be not working in a new 124 build using the latest 0.3.1 mod version
Thank you for report. Post processing stack from Unity had a supported minimum engine version bigger than the one we were using, so some effects weren't working correctly. Specifically i used older versions of FXAA3 and SSAA, which now are probably obsolete on Unity 2018. Some new features, like TemporalAntialiasing and Bloom, should also be available now. I'll make a new version soon.

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