Hazelnut wrote: ↑Fri May 21, 2021 11:24 am
FYI Just tried runnng the mod files attached in this thread on Linux 0.11.3 DFU with my laptop and they work fine with the flys and stars disabled in settings.
Super weird, as I can't even see my mod in the mod list on Linux.
Let me completely delete DFU and reinstall it again, maybe there were some residue files left or something.
I tried changing the materials of the firefly and shooting stars, hope this helps somehow.
I am actually just using the standard shader from unity, as I thought that one would be supported.
EDIT: Nope, nada, niente, nichts. No Chance. Linux DFU 0.11.3 just doesn't want to show me my mod when I use the linux or windows build option.
I reinstalled DFU, redownloaded the current master, hardcoded in the settings variables, but it simply won't show the mod.
I get some yellow "errors" though. First one is
Code: Select all
'Assets/Game/Mods/Wilderness%20Overhaul/Wilderness%20Overhaul.dfmod.json' does not exist
UnityEditor.AssetDatabase:ImportAsset(String, ImportAssetOptions)
DaggerfallWorkshop.Game.Utility.ModSupport.ModManager:ImportAsset(String, ImportAssetOptions) (at Assets/Game/Addons/ModSupport/ModManager.cs:988)
DaggerfallWorkshop.Game.Utility.ModSupport.CreateModEditorWindow:SaveModFile(Boolean) (at Assets/Game/Addons/ModSupport/Editor/CreateModEditorWindow.cs:467)
DaggerfallWorkshop.Game.Utility.ModSupport.<>c__DisplayClass28_0:<OnGUI>b__4() (at Assets/Game/Addons/ModSupport/Editor/CreateModEditorWindow.cs:422)
DaggerfallWorkshop.GUILayoutHelper:Horizontal(VoidDelegate) (at Assets/Scripts/Editor/GUILayoutHelper.cs:55)
DaggerfallWorkshop.Game.Utility.ModSupport.CreateModEditorWindow:OnGUI() (at Assets/Game/Addons/ModSupport/Editor/CreateModEditorWindow.cs:412)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
The Wilderness Overhaul.dfmod.json exists, so no idea why I get this message after building...
Honestly, I ran out of ideas what else to do here. If I get no proper error messages, I cannot properly debug.
I'll have to put this mod back on ice. No idea who to ask or what to do now and spare time to dump into this is spread thin.
Maybe I address that bug you mentioned before, first.
I instantiate a prefab that is located inside Resource folder in my mod folder. I could also instantiate it cia "Assets/..." path, but I would need to know how the game handles my dfmod file. Where would these prefabs be located at runtime when the code tries to instantiate a shooting star?
Would that be "Assets/StreamingAssets/???" or "Assets/Game/Mods/Wilderness Overhaul/Resources/"?