Dev build/Linux: disappearing towns [RESOLVED]

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pango
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Dev build/Linux: disappearing towns [RESOLVED]

Post by pango »

If I exit a town, travel by foot or by horse TerrainDistance + 1 zones (enough for the town to get "out of range") and trace my steps back, the town is gone (no walls, no houses, no people).
Example with Aldingwall:
aldingwall, or not.jpg
aldingwall, or not.jpg (159.9 KiB) Viewed 1792 times
This is not persisted, just some caching bug, so there's no point in providing a savegame.
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Interkarma
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Re: Dev build/Linux: disappearing towns

Post by Interkarma »

Whoah! Not seen that one before.

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pango
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Re: Dev build/Linux: disappearing towns

Post by pango »

Not the kind of stuff you usually try while playing, but while trying to debug looseObjectsList...
By the way I tested that the problem happens without that code change.
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When a measure becomes a target, it ceases to be a good measure.
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Midknightprince
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Re: Dev build/Linux: disappearing towns

Post by Midknightprince »

Hey I see this sometimes, it's always one time right when I start playing, I save the game on the spot when I get to the offending location, load backup ( just do a quick save and quick load real quick), and I don't see it again until my next play session, and I play for hours with that inconvenient travel Mot so I'm always in the world.
Daggerfall Unity works it's just that one time when you first start playing, and I don't see again.
I've pretty much seen it since I started playing Daggerfall Unity rarely, I can't really track it, and it's not really consistent, so I don't worry about it.
Hope this helps guys sorry for butting in....
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Interkarma
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Re: Dev build/Linux: disappearing towns [RESOLVED]

Post by Interkarma »

Fix issued by Lypyl, thank you!

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pango
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Re: Dev build/Linux: disappearing towns [RESOLVED]

Post by pango »

Watching latest @Midnightprince video, it's supposed to still happen on first place visited after exiting a dungeon?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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