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Enhanced sky

Posted: Mon Apr 23, 2018 12:38 pm
by Midknightprince
As of build # 0.5.24 on Github 4/23/18 enhanced sky has stopped working. :(

Re: Enhanced sky

Posted: Mon Apr 23, 2018 12:39 pm
by Interkarma
Thanks for the reports on these. I'll leave it to TheLacus to see if there's any way to restore compatibility. Otherwise mod creators will need to update their versions.

Re: Enhanced sky

Posted: Mon Apr 23, 2018 5:23 pm
by TheLacus
DFTFU 1.7.3: Error in SkyManager.GetRefrences()
I extracted the code and this is printed under a catch statement, but i'm not sure what is actually being thrown. Doesn't look related to modsettings though, i can edit them in game and the file is created without issues.

Re: Enhanced sky

Posted: Mon Apr 23, 2018 6:48 pm
by Interkarma
Could be related to weathermanager fix I made. I'll take a look when I can today.

Re: Enhanced sky

Posted: Mon Apr 23, 2018 9:00 pm
by Interkarma
I don't think this is related to WeatherManager change. All I did was move it out from under ExteriorParent. The GameManager singleton is still able to grab its reference OK.

Here's a copy of the "GetRefrences()" method extracted from EnhancedSky 2.0.5. Any ideas TheLacus?

Code: Select all

private bool GetRefrences()
        {
            try
            {
#if DEBUG
                Debug.Log("SkyMan.GetReferences() starting");
#endif
                //_UnlitAlphaFadeShader = ESky_Setup.unlitalpha;

                //_depthMaskShader = ESky_Setup.depthMask;

                SkyMat = ESky_Setup.SkyMat;
                CloudMat = ESky_Setup.CloudMat;
                StarsMat = ESky_Setup.StarsMat;
                StarMaskMat = ESky_Setup.StarsMaskMat;

                if (!_cloudGen)
                    _cloudGen = this.GetComponent<CloudGenerator>();
                if(!_cloudGen)
                    _cloudGen = gameObject.AddComponent<CloudGenerator>();
                dfallSky = GameManager.Instance.SkyRig.gameObject;
                playerEE = GameManager.Instance.PlayerEnterExit;
                exteriorParent = GameManager.Instance.ExteriorParent;
                weatherMan = GameManager.Instance.WeatherManager;

                UseSunFlare = ESky_Setup.useFlare;
                cloudQuality = ESky_Setup.cloudQuality;

#if DEBUG
                Debug.Log("skyman SkyMat: " + (SkyMat == null));
                Debug.Log("skyman StarMat: " + (SkyMat == null));
                Debug.Log("skyman Cloudmat: " + (CloudMat == null));
                //Debug.Log("skyman skyObjMat: " + (SkyObjMat == null));
                Debug.Log("skyman star mat: " + (StarsMat == null));
                Debug.Log("sky man star mask mat: " + (StarMaskMat == null));
                Debug.Log("skyman cloud gen: " + (_cloudGen == null));
                Debug.Log("skyman dfallsky: " + GameManager.Instance.SkyRig);// (dfallSky == null));
                Debug.Log("skyman playerEE: " + playerEE);
                Debug.Log("skyman exterior parent: " + exteriorParent);
                Debug.Log("skyman weatherman: " + weatherMan);
                Debug.Log("skyman container prefab: " + (_containerPrefab == null));
#endif
            }
            catch
            {
                DaggerfallUnity.LogMessage("Error in SkyManager.GetRefrences()", true);
                this.ToggleEnhancedSky(false);
                return false;
            }
            if (dfallSky && playerEE && exteriorParent && _cloudGen && _containerPrefab && StarMaskMat && StarsMat && SkyMat)
                return true;
            else
                return false;

        }
Does anyone know if Lypyl provided full source for Enhanced Sky 2.0.5 anywhere? I still have the really old source from before mod system was in place, but that's likely very out of date now.

Re: Enhanced sky

Posted: Tue Apr 24, 2018 12:57 am
by Interkarma
Aaand the root cause is my fault. :oops: When I made the "quick" change of adding version text to DaggerfallUI, I check GameManager to see if game is paused. This in turn invokes GameManager singleton and a bunch of things happen out of order because the GameManager singleton is persistent across scenes. I'll clean this up now and issue new builds soon.

enhanced-sky.jpg
enhanced-sky.jpg (48.21 KiB) Viewed 1958 times

Re: Enhanced sky

Posted: Tue Apr 24, 2018 7:05 am
by TheLacus
Glad this was solved :)

Re: Enhanced sky

Posted: Wed Apr 25, 2018 3:05 pm
by Midknightprince
Yep, fixed on my end, that was fast.
Thank you guys :)