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Re: [MOD] Distant Terrain
Posted: Wed Nov 28, 2018 9:10 pm
by sebastian7
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.
Re: [MOD] Distant Terrain
Posted: Thu Nov 29, 2018 1:43 am
by pango
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)
Re: [MOD] Distant Terrain
Posted: Thu Nov 29, 2018 7:58 am
by Nystul
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
Re: [MOD] Distant Terrain
Posted: Fri Nov 30, 2018 9:40 am
by Nystul
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
Re: [MOD] Distant Terrain
Posted: Thu Dec 06, 2018 4:03 pm
by Nystul
Re: [MOD] Distant Terrain
Posted: Fri Dec 07, 2018 8:22 am
by Interkarma
These look great! Looking forward to giving this a shot later.
Re: [MOD] Distant Terrain
Posted: Fri Dec 07, 2018 9:03 am
by jedidia
Oh wowee. That looks great!
Re: [MOD] Distant Terrain
Posted: Fri Dec 07, 2018 4:54 pm
by King of Worms
Nystul, the real magician! Thanks for working on this!
Re: [MOD] Distant Terrain
Posted: Sat Dec 08, 2018 3:39 am
by ByteMixer
That looks really nice. Looking forward to seeing it in action.
Re: [MOD] Distant Terrain
Posted: Sat Dec 08, 2018 7:32 pm
by Narf the Mouse
...Daggerfall Tourism just got better!