[MOD] Interesting Terrains [WIP]

Show off your mod creations or just a work in progress.
Post Reply
monobelisk
Posts: 70
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

pango wrote: Tue Nov 17, 2020 5:31 pm Okay. Just to be sure I made an installation with no other mod, and it's still not working correctly.
Results seem slightly different, but one could say slightly more broken:

It's very trippy though :)

Recompiled 0.5.1 from GitHub sources, same thing...
Well, my goal was to make the terrain more interesting - I guess I succeeded :lol:

I'll get some Linux running, and see if I can reproduce the issue and do some debugging. Which distro are you using?

User avatar
pango
Posts: 2652
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by pango »

monobelisk wrote: Thu Nov 19, 2020 8:49 am Well, my goal was to make the terrain more interesting - I guess I succeeded :lol:
Exactly ;)
monobelisk wrote: Thu Nov 19, 2020 8:49 am I'll get some Linux running, and see if I can reproduce the issue and do some debugging. Which distro are you using?
Linux Mint 20 Ulyana (Cinnamon) amd64 to be accurate
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

monobelisk
Posts: 70
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

pango wrote: Thu Nov 19, 2020 5:09 pm Linux Mint 20 Ulyana (Cinnamon) amd64 to be accurate
It turned out that I don't own a single functional USB key, so I couldn't test out on Mint. However, I was able to reproduce the issue on my work computer running Arch. There appears to be an issue, on Linux, with the way I calculate the location heights, and I'm unable to find a solution to the problem, so I'll attempt to find a workaround.

User avatar
pango
Posts: 2652
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by pango »

That's kind of strange. Again 0.4.1 works perfectly, if that helps pinpoint what goes wrong.
Anyway, if you need any help testing stuff or whatever, just ask :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

monobelisk
Posts: 70
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

pango wrote: Sat Nov 21, 2020 12:44 pm That's kind of strange. Again 0.4.1 works perfectly, if that helps pinpoint what goes wrong.
Anyway, if you need any help testing stuff or whatever, just ask :)
Thanks :)

I believe I've found a workaround: https://drive.google.com/file/d/15HEgJB ... sp=sharing

Could you test it out and let me know if it also works on your end? :)

User avatar
pango
Posts: 2652
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by pango »

Yup, seems to work fine again. And with Basic Roads, too :)
2020_11_21_01_54_45.jpg
2020_11_21_01_54_45.jpg (170.26 KiB) Viewed 215 times
Thanks again!
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

monobelisk
Posts: 70
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

pango wrote: Sat Nov 21, 2020 1:02 pm Yup, seems to work fine again. And with Basic Roads, too :)

Thanks again!
Awesome! :D I'll get a proper update rolling. Thanks for the assistance :)

monobelisk
Posts: 70
Joined: Tue Aug 25, 2020 10:43 am

New version: 0.5.2

Post by monobelisk »

New version released: 0.5.2

Fixes a serious issue with location heights on Linux (and possibly on Mac, if such issues ever existed there).

Post Reply