Project "Increased Terrain Distance"

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Midknightprince
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Re: Project "Increased Terrain Distance"

Postby Midknightprince » Fri Sep 01, 2017 7:07 pm

Nystul wrote:just to make sure, farterrain is working for most people, only some have reported problems and it seems to be related to graphics card


Ill try in a bit, uploading 21st Anniversary vid with Jay_H quests.. 8-)
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Jay_H
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Re: Project "Increased Terrain Distance"

Postby Jay_H » Fri Sep 01, 2017 7:43 pm

This sounds like fun! :)
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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username
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Re: Project "Increased Terrain Distance"

Postby username » Fri Sep 01, 2017 8:59 pm

Ok so here's my output log file: https://drive.google.com/file/d/0B89Kwx ... sp=sharing

And just an FYI; the layer I'm assuming is the transition one changes height based on where I look in the y axis.
Check out my patch to remove nudity, it's a WIP but it's coming along quite nicely.
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Midknightprince
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Re: Project "Increased Terrain Distance"

Postby Midknightprince » Sat Sep 02, 2017 3:56 am

Yep, tried with all settings on, and some off.
same thing
Attachments
Hills looking up.jpg
By Privateers hold Looking straight
Hills looking up.jpg (569.08 KiB) Viewed 426 times
Hills looking down.jpg
By Privateers hold Looking down
Hills looking down.jpg (636.4 KiB) Viewed 426 times
Last edited by Midknightprince on Sat Sep 02, 2017 4:02 am, edited 1 time in total.
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Midknightprince
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Re: Project "Increased Terrain Distance"

Postby Midknightprince » Sat Sep 02, 2017 3:58 am

Bay by Privateers hold, it only seems to happend when I'm looking down..
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Bay looking up.jpg
Bay looking up.jpg (548.26 KiB) Viewed 425 times
Bay Looking down.jpg
Bay Looking down.jpg (619.41 KiB) Viewed 425 times
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Midknightprince
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Re: Project "Increased Terrain Distance"

Postby Midknightprince » Sat Sep 02, 2017 3:59 am

Looking to the right of Privateers hold
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Looking down.jpg
Looking down.jpg (688.33 KiB) Viewed 424 times
Looking up.jpg
Looking up.jpg (568.95 KiB) Viewed 424 times
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username
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Re: Project "Increased Terrain Distance"

Postby username » Sat Sep 02, 2017 7:58 am

Nystul wrote:just to make sure, farterrain is working for most people, only some have reported problems and it seems to be related to graphics card


I know it'd really unlikely, but could it be the different skies messing it up? As in was this mod designed to work with the enhanced skies but never tested with the vanilla ones?
Check out my patch to remove nudity, it's a WIP but it's coming along quite nicely.
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Nystul
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Re: Project "Increased Terrain Distance"

Postby Nystul » Sat Sep 02, 2017 9:12 am

It was tested with normal and enhanced sky, not sure what goes wrong here. Have to find a way to reproduce this on my system.

From the screenshot it seems like that issue is clearly not from the terrain transition ring. It must be a camera stack issue. Maybe recent changes to playeradvanced have to do with it. There is a new smoothfollower class or something that was not there before. Main camera has moved in the scene hierarchy. Unfortunately new code changes already broke a mod before I remember. Enhanced sky was broken due to a code change a few month ago. Interkarma had to test revert a change to make it work again.

But the problem can have another reason as well. Are you testing with live build or github newest?
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TheLacus
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Re: Project "Increased Terrain Distance"

Postby TheLacus » Sat Sep 02, 2017 9:25 am

I have been able to reproduce the issue changing fov. It works fine at default value of 65, but the problem arise with higher values.
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Nystul
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Re: Project "Increased Terrain Distance"

Postby Nystul » Sat Sep 02, 2017 9:36 am

ok, this of course breaks the mod, because fov is not propagated to camera stack.
Just out of curiosity: why would you change fov?

I think user "username" is experiencing a different issue, or is there also a fov different than 65 used?

I tested on my system, it works with both enhanced sky on and off (with fov 65)

can set it on my todo list for next version of mod to propagate fov - but not sure when I get time to work on the next version

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