Yeah I definitely have the latest version and the crashes are still happening - tried turning the terrain transition off, but this did not help.
[MOD] Distant Terrain
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Re: [MOD] Distant Terrain
Check out my let's play series of modded daggerfall where I showcase all the great work people here have done: https://www.youtube.com/playlist?list=P ... hwqq1ioAdW
- pango
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Re: [MOD] Distant Terrain
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:
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)
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
(by the way mod options screen displays version 2.4.1, not 2.4.2)
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- Nystul
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Re: [MOD] Distant Terrain
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
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
- Nystul
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Re: [MOD] Distant Terrain
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
- Nystul
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Re: [MOD] Distant Terrain
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:
Here are some screenshots of work in progress:
- Interkarma
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Re: [MOD] Distant Terrain
These look great! Looking forward to giving this a shot later.
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Re: [MOD] Distant Terrain
Oh wowee. That looks great!
- King of Worms
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Re: [MOD] Distant Terrain
Nystul, the real magician! Thanks for working on this!
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- ByteMixer
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Re: [MOD] Distant Terrain
That looks really nice. Looking forward to seeing it in action.
"Whatever you do, make good art." - Neil Gaiman
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Re: [MOD] Distant Terrain
...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.