Enhanced sky
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
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Enhanced sky
As of build # 0.5.24 on Github 4/23/18 enhanced sky has stopped working.
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- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced sky
Thanks for the reports on these. I'll leave it to TheLacus to see if there's any way to restore compatibility. Otherwise mod creators will need to update their versions.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Enhanced sky
I extracted the code and this is printed under a catch statement, but i'm not sure what is actually being thrown. Doesn't look related to modsettings though, i can edit them in game and the file is created without issues.DFTFU 1.7.3: Error in SkyManager.GetRefrences()
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced sky
Could be related to weathermanager fix I made. I'll take a look when I can today.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced sky
I don't think this is related to WeatherManager change. All I did was move it out from under ExteriorParent. The GameManager singleton is still able to grab its reference OK.
Here's a copy of the "GetRefrences()" method extracted from EnhancedSky 2.0.5. Any ideas TheLacus?
Does anyone know if Lypyl provided full source for Enhanced Sky 2.0.5 anywhere? I still have the really old source from before mod system was in place, but that's likely very out of date now.
Here's a copy of the "GetRefrences()" method extracted from EnhancedSky 2.0.5. Any ideas TheLacus?
Code: Select all
private bool GetRefrences()
{
try
{
#if DEBUG
Debug.Log("SkyMan.GetReferences() starting");
#endif
//_UnlitAlphaFadeShader = ESky_Setup.unlitalpha;
//_depthMaskShader = ESky_Setup.depthMask;
SkyMat = ESky_Setup.SkyMat;
CloudMat = ESky_Setup.CloudMat;
StarsMat = ESky_Setup.StarsMat;
StarMaskMat = ESky_Setup.StarsMaskMat;
if (!_cloudGen)
_cloudGen = this.GetComponent<CloudGenerator>();
if(!_cloudGen)
_cloudGen = gameObject.AddComponent<CloudGenerator>();
dfallSky = GameManager.Instance.SkyRig.gameObject;
playerEE = GameManager.Instance.PlayerEnterExit;
exteriorParent = GameManager.Instance.ExteriorParent;
weatherMan = GameManager.Instance.WeatherManager;
UseSunFlare = ESky_Setup.useFlare;
cloudQuality = ESky_Setup.cloudQuality;
#if DEBUG
Debug.Log("skyman SkyMat: " + (SkyMat == null));
Debug.Log("skyman StarMat: " + (SkyMat == null));
Debug.Log("skyman Cloudmat: " + (CloudMat == null));
//Debug.Log("skyman skyObjMat: " + (SkyObjMat == null));
Debug.Log("skyman star mat: " + (StarsMat == null));
Debug.Log("sky man star mask mat: " + (StarMaskMat == null));
Debug.Log("skyman cloud gen: " + (_cloudGen == null));
Debug.Log("skyman dfallsky: " + GameManager.Instance.SkyRig);// (dfallSky == null));
Debug.Log("skyman playerEE: " + playerEE);
Debug.Log("skyman exterior parent: " + exteriorParent);
Debug.Log("skyman weatherman: " + weatherMan);
Debug.Log("skyman container prefab: " + (_containerPrefab == null));
#endif
}
catch
{
DaggerfallUnity.LogMessage("Error in SkyManager.GetRefrences()", true);
this.ToggleEnhancedSky(false);
return false;
}
if (dfallSky && playerEE && exteriorParent && _cloudGen && _containerPrefab && StarMaskMat && StarsMat && SkyMat)
return true;
else
return false;
}
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Enhanced sky
Aaand the root cause is my fault. When I made the "quick" change of adding version text to DaggerfallUI, I check GameManager to see if game is paused. This in turn invokes GameManager singleton and a bunch of things happen out of order because the GameManager singleton is persistent across scenes. I'll clean this up now and issue new builds soon.
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact: