A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Nystul wrote: ↑Wed Jun 03, 2020 7:26 am
update4: yes, confirmed. Set terrain distance to 3 and do the round-trip (Linisa to Isfakabi and back) in dfunity without mods and you will get the same reproducible behaviour
That's interesting, maybe we're on the right track to fix the more general bug!
(Yup, just saw you referenced this thread)
I hope so!
update:
adding a new line to file StreamingWorld.cs at as line 864:
maybe a better fix would be to just delete loaded locations at the same time the when the terrain object (the "Pooled" gameobject) gets removed completely. Would take more memory but location loading/removing would be in sync with terrains
I can now see why we had flying buildings in the past when I look at the screenshot. So maybe the way buildings are destroyed at the moment (earlier than the terrain gameobjects) is the way to go and my suggested 1-line fix is good enough without reintroducing the flying towns again
Or if we decide to couple buildings and terrain pooling/releasing then we need to make sure all those pooled buildings are inactive and not rendered as it is done with the terrain gameobjects
Yes, this mod is fantastic, man! It makes Tedious Travel WAY less, err, tedious, and makes the Telescope mod super-useful sometimes. I do have a quick question, though. I noticed there was an option in the mod settings for indicating locations as a bright spot, but I don't think I've ever noticed anything with that option on. What should I be looking for?
I actually can't see the bright spot even when zooming... since this is already just a mod option, would you please consider turning the "brightness" waaaay up?