KoW - D.R.E.A.M.

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pango
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Re: KoW - D.R.E.A.M.

Post by pango »

Hi KoW,
If I try to teleport with D.R.E.A.M. installed, the teleport confirmation dialog box gets... out of proportion
huge teleport.jpg
huge teleport.jpg (149.59 KiB) Viewed 1680 times
Tested on Linux with dev build, but also 0.7.91 and 0.7.65.
Attachments
SAVE236.zip
(349.55 KiB) Downloaded 65 times
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When a measure becomes a target, it ceases to be a good measure.
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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Thanks for report!
I will have to report to Lacus, many many tabs and buttons had this problem, he has to correct the dimensions for each one, after I report it. EDIT: Done, thanks Lacus :)

Btw, I changed the font color in all tabs of the UI today, now all tabs texts accross the whole UI will have same or very simmilar colors, more towards bronze-ish, it looks better IMHO

Timmuborgir
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Re: KoW - D.R.E.A.M.

Post by Timmuborgir »

When I downloaded it just gave me a notebook file. What am I missing?

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Timmuborgir wrote: Mon Apr 29, 2019 10:25 pm When I downloaded it just gave me a notebook file. What am I missing?
Where u downloaded it from, and what do u mean by the notebook file?
What system do you use?
Do you have a RAR or equivalent installed?

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pango
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Re: KoW - D.R.E.A.M.

Post by pango »

I get some strange npcs substitutions with DREAM Linux.rar, see there...
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pango
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Re: KoW - D.R.E.A.M.

Post by pango »

Okay, this is a regression that seems related to a very recent commit, right before 0.7.120: 6eac9893
You should check with TheLacus whether it's unexpected, or if some mod compatibility has just been broken.
I suspect it's just a bug...

Edit: actually 0.7.120 must use a slightly older than I thought, so it doesn't include that commit, and works fine
Last edited by pango on Wed May 01, 2019 7:02 pm, edited 1 time in total.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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dMike
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Re: KoW - D.R.E.A.M.

Post by dMike »

I'm seeing black road textures in some cities, like "Yeomhart Hall".
I disabled all mods except "dream - textures" (RC3) but the problem is still there.
The road textures does work in some cities. (And worked in 0.7.91)
Black road textures.png
Black road textures.png (228.24 KiB) Viewed 1505 times

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TheLacus
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Re: KoW - D.R.E.A.M.

Post by TheLacus »

dMike wrote: Wed May 01, 2019 6:57 pm I'm seeing black road textures in some cities, like "Yeomhart Hall".
I disabled all mods except "dream - textures" (RC3) but the problem is still there.
The road textures does work in some cities. (And worked in 0.7.91)
Black road textures.png
This happens when a texture has incorrect size or format. Please check output_log.txt.

EDIT

Code: Select all

Failed to inject record 46 for texture archive 302 (Albedo) due to size or format mismatch.
Kow please check this texture. It must have the same size and format as the other textures in archive 302 :)

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TheLacus
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Re: KoW - D.R.E.A.M.

Post by TheLacus »

pango wrote: Wed May 01, 2019 6:18 pm Okay, this is a regression that seems related to a very recent commit, right before 0.7.120: 6eac9893
You should check with TheLacus whether it's unexpected, or if some mod compatibility has just been broken.
I suspect it's just a bug...

Edit: actually 0.7.120 must use a slightly older than I thought, so it doesn't include that commit, and works fine
You are correct, is a bug with how materials are handled introduced by a stupid mistake i made :cry: It should only affect building/dungeon static billboards when custom textures are provided, but is quite bothersome. I'm currently reworking this specific part of the code to allow mods to use Fade rendering mode but i'll start with a quick fix.
Last edited by TheLacus on Thu May 02, 2019 6:49 am, edited 1 time in total.

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TheLacus
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Re: KoW - D.R.E.A.M.

Post by TheLacus »

TheLacus wrote: Wed May 01, 2019 7:20 pm

Code: Select all

Failed to inject record 46 for texture archive 302 (Albedo) due to size or format mismatch.
Kow please check this texture. It must have the same size and format as the other textures in archive 302 :)
This textures uses DXT5 while the others are using DXT1. You can fix if you remove alpha channel from texture or set Alpha Source to None.

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