[MOD] Distant Terrain

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sebastian7
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Re: [MOD] Distant Terrain

Post by sebastian7 » Wed Nov 28, 2018 9:10 pm

Nystul wrote:
Wed Nov 28, 2018 7:02 am
Does this happen with the latest version of the mod? Last version should have fixed many of those issues. The 15 secs you are talking about is when the mod is creating the terrain transition ring I think. This is working as intended
Yeah I definitely have the latest version and the crashes are still happening - tried turning the terrain transition off, but this did not help.

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pango
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Re: [MOD] Distant Terrain

Post by pango » Thu Nov 29, 2018 1:43 am

I'd like to report another issue that I discovered while testing something unrelated.
It happens with only Distant Terrain 2.4.2 installed (everything enabled, as default) but not with plain (#139 or dev version of) DFU; I could trigger it with different saves, so I hope it can be easily reproduced.
If I go to Shrine of Q'Olwen, Dragontail Mountains (way down south), then to The Laughing Gnome Hostel, Glenumbra Moors (on NW coast, at the opposite side of the map), travel days count down to 0 and stay there. If I exit the travel map, it looks like I arrived at destination, but I only see the village while I open the options menu, otherwise I get a black screen with just the compass moving.
Log contains, usually several times:

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at DistantTerrain.DistantTerrain.UpdatePositionWorldTerrain (UnityEngine.GameObject& terrainGameObject, Vector3 offset) [0x00000] in <filename unknown>:0 
  at DistantTerrain.DistantTerrain.UpdateWorldTerrain (DaggerfallConnect.Utility.DFPosition worldPos) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.StreamingWorld.RaiseOnTeleportToCoordinatesEvent (DaggerfallConnect.Utility.DFPosition worldPos) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.StreamingWorld.TeleportToMapPixel (Int32 mapPixelX, Int32 mapPixelY, Vector3 repositionOffset, RepositionMethods autoReposition) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.StreamingWorld.TeleportToCoordinates (Int32 mapPixelX, Int32 mapPixelY, RepositionMethods autoReposition) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallTravelPopUp.performFastTravel () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallTravelPopUp.Update () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0 
It doesn't happen if I travel directly to The Laughing Gnome Hostel.
(by the way mod options screen displays version 2.4.1, not 2.4.2)
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Player.log.zip
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When a measure becomes a target, it ceases to be a good measure.
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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Thu Nov 29, 2018 7:58 am

yeah, mod 2.4.2 incorrectly shows 2.4.1 in the info text.

I will try to reproduce the problem

update: yes I can reproduce, I will take a look into it - thanks for reporting

update2: will be fixed in next version of the mod

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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Fri Nov 30, 2018 9:40 am

an updated version 2.4.3 is available in the first post of this thread - it fixes the bug with near map border locations as well as the terrain transition ring issues when real grass mod is active

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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Thu Dec 06, 2018 4:03 pm

I am working on enhancing the ImprovedTerrainSampler in the mod to generate more interesting terrain in close range to player. It is less flat and similar to what Mountains and Hill mod does, it also takes climates into account - so more hills and spiky terrain nuances are generated in mountain regions for example.
Here are some screenshots of work in progress:

Image

Image

Image

Image

Image

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Interkarma
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Re: [MOD] Distant Terrain

Post by Interkarma » Fri Dec 07, 2018 8:22 am

These look great! Looking forward to giving this a shot later. :D

jedidia
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Re: [MOD] Distant Terrain

Post by jedidia » Fri Dec 07, 2018 9:03 am

Oh wowee. That looks great!

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King of Worms
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Re: [MOD] Distant Terrain

Post by King of Worms » Fri Dec 07, 2018 4:54 pm

Nystul, the real magician! Thanks for working on this!

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ByteMixer
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Re: [MOD] Distant Terrain

Post by ByteMixer » Sat Dec 08, 2018 3:39 am

That looks really nice. Looking forward to seeing it in action. :)
"Whatever you do, make good art." - Neil Gaiman

Narf the Mouse
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Re: [MOD] Distant Terrain

Post by Narf the Mouse » Sat Dec 08, 2018 7:32 pm

...Daggerfall Tourism just got better! :)
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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