[MOD] Distant Terrain

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pango
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Re: [MOD] Distant Terrain

Post by pango » Mon May 06, 2019 9:13 am

I don't have that issue on Linux, or I would have reported it

I tested the east border, it looks better than the south borner:
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pango
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Re: [MOD] Distant Terrain

Post by pango » Mon May 06, 2019 9:16 am

Another smaller issue, probably already known, is the small trenches at the zone borders, mostly noticeable in rough terrains...
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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Mon May 06, 2019 12:11 pm

the trenches is a workaround to otherwise possible holes in the terrain, are you using a modded TerrainScale? Those mountains are higher than they should be in the desert :/

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pango
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Re: [MOD] Distant Terrain

Post by pango » Mon May 06, 2019 12:46 pm

That must be on top of Dragontail Mountains, or whatever this huge mountain range is called
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CHAPPJO
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Re: [MOD] Distant Terrain

Post by CHAPPJO » Tue May 07, 2019 2:07 am

Nystul wrote:
Mon May 06, 2019 12:11 pm
the trenches is a workaround to otherwise possible holes in the terrain, are you using a modded TerrainScale? Those mountains are higher than they should be in the desert :/
I think that might be in Santaki (or whatever the small one south of the Dragontail mountains is called).

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pango
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Re: [MOD] Distant Terrain

Post by pango » Sat Jun 29, 2019 1:26 pm

pango wrote:
Mon Feb 04, 2019 10:21 am
Nystul wrote:
Mon Feb 04, 2019 10:06 am
I do not understand why you do this in CloseWindow() - gc intentionally takes place on window close - it does not hurt performance on UI window close
(that said I started investigating those issues because on my rig some months ago music was skipping each time the UI closed. It seems fixed now, but that's why I didn't make a special case at the time)
About garbage collection, you can hear synthesized music stutter each time this streamer closes an UI window:
https://www.twitch.tv/videos/444131043?t=00h11m25s (arbitrary timecode)
From what I can see (s)he uses no mods, so memory usage should be minimal.
So it seems it doesn't only apply to Linux/Mono...
When a measure becomes a target, it ceases to be a good measure.
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jayhova
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Re: [MOD] Distant Terrain

Post by jayhova » Sat Jul 06, 2019 1:15 am

Nystul wrote:
Mon Mar 23, 2015 11:00 am

mod download:
Distant Terrain 2.6.0 (NOTE: this is implementing Hazelnut's optimizations with job system, not compatible with current builds (at the moment only with Hazelnut's branch with job-system optimizations and soon with master)):
https://drive.google.com/file/d/1iZprzB ... sp=sharing
Is this still the case or does this work now?
Remember always 'What would Julian Do?'.
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pango
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Re: [MOD] Distant Terrain

Post by pango » Sat Jul 06, 2019 3:17 am

Faster terrain generation was merged in March build.
When a measure becomes a target, it ceases to be a good measure.
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Re: [MOD] Distant Terrain

Post by jayhova » Sat Jul 06, 2019 3:51 am

pango wrote:
Sat Jul 06, 2019 3:17 am
Faster terrain generation was merged in March build.
Perhaps the first post should be updated to reflect the mod's current status.
Remember always 'What would Julian Do?'.
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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Sat Jul 06, 2019 3:20 pm

have updated the first post

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