gameboy Posted June 10, 2020 Report Share Posted June 10, 2020 @vladislavbelov Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 10, 2020 Report Share Posted June 10, 2020 16 hours ago, Mr.lie said: That's correct? Not yet Steps: Zoom in the place where you continuously reproduce the flickering Open the developer panel (Alt + D) and enable the "Lock cull camera" checkbox Zoom out to see the whole shadow boxes Take a screenshot Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 10, 2020 Report Share Posted June 10, 2020 19 hours ago, Mr.lie said: i've just updated the game to 23757 Any idea, what happens? You updated the game and some templates/JS code might be changed. That means the whole replay shouldn't be valid anymore. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 10, 2020 Report Share Posted June 10, 2020 @Mr.lie Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 10, 2020 Author Report Share Posted June 10, 2020 5 hours ago, vladislavbelov said: Not yet Steps: Zoom in the place where you continuously reproduce the flickering Open the developer panel (Alt + D) and enable the "Lock cull camera" checkbox Zoom out to see the whole shadow boxes Take a screenshot I'll hope this time it's correct Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 11, 2020 Report Share Posted June 11, 2020 @vladislavbelov Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted June 11, 2020 Report Share Posted June 11, 2020 (edited) 1 hour ago, gameboy said: @vladislavbelov Grass doesn't grow faster when you pull it. Edited June 11, 2020 by OptimusShepard 1 1 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 11, 2020 Report Share Posted June 11, 2020 18 hours ago, Mr.lie said: I'll hope this time it's correct Yeah, that's the correct picture. Now questions: a) do you see flickering from that distance? b) do the boxes flicker (their sizes are changing along the sun direction)? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 11, 2020 Author Report Share Posted June 11, 2020 1 hour ago, vladislavbelov said: Yeah, that's the correct picture. Now questions: a) do you see flickering from that distance? b) do the boxes flicker (their sizes are changing along the sun direction)? I have to revert the changes i've made, so the "flickering" will appear again. Then i will record it. I'll do that as soon as possible. Thank you for your patience. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 11, 2020 Report Share Posted June 11, 2020 Thank you for yours We know such debugging can be a bit tiresome Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 11, 2020 Author Report Share Posted June 11, 2020 (edited) Sorry for the delay, but YouTube Studio needs much time to convert the video, so i will embed the Video only in SD. What i've done to get the "flickering": 1. revert the game to rev. 23718 2. don't commented out the line <mesh>skeletal/celt_trader.dae</mesh> , because when it is commented out the flickering never occurs. 3. the result: I'll hope i've it done correctly Edited June 11, 2020 by Mr.lie 1 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 11, 2020 Report Share Posted June 11, 2020 1 hour ago, Mr.lie said: Sorry for the delay, but YouTube Studio needs much time to convert the video, so i will embed the Video only in SD. What i've done to get the "flickering": 1. revert the game to rev. 23718 2. don't commented out the line <mesh>skeletal/celt_trader.dae</mesh> , because when it is commented out the flickering never occurs. 3. the result: I'll hope i've it done correctly Thank you very much, you've done that perfectly! Yeah, I was right, jumping bounding boxes appear on the video. It seems celt_trader commit has tweaked that behaviour. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 11, 2020 Report Share Posted June 11, 2020 Can you try with that file and see if it happens again? I went a bit overboard, and the trader mesh was actually 360m below the ground (180m in game units) now it's 5 (2.5 in game units) and should be a lot better? Just check that it doesn't flicker anymore, no need to record fancy stuff If it works I'll commit it tomorrow. celt_trader.dae 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 12, 2020 Report Share Posted June 12, 2020 @Mr.lie Please. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 Good morning, i'll try it soon, just got up (6:36 MEZ) Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 Good news, guys, it doesn't flicker anymore - thank you all again for your patience. Great team! 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12, 2020 Report Share Posted June 12, 2020 Thanks for testng! Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 30 minutes ago, Stan` said: Thanks for testng! You're very welcome, Stan Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12, 2020 Report Share Posted June 12, 2020 r23762 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 (edited) Hello again, i don't want to steal your precious time, but there is another small issue. Playing the game as in the videos above with my Tropical-Biome i noticed a ugly "flimmer" related to the entities and/or actors "banyan" and "teak" and maybe "palm_tropical". I've recorded a small video, but i have to upload it here, because after uploading it to YouTube and converting the issue is not so easy to see. Also there is a difference between open the video with VLC or Microsoft Filme & TV (the last shows it more excactly). The video is recorded in Atlas, but playing the game is just the same : Flimmern.mp4 After replacing banyan and teak with other trees without changing anything else, there is no "flimmer" except the palm_tropical. : Maybe it's because the banyan and teak are more complex ? Edited June 12, 2020 by Mr.lie 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 What i've figured out: i just activated "Delenda Est" and played the map "Hydaspes River" which also contains Banyan and Teak. There is no "flimmer". Starting again my Map the "flimmer" always occurs, but not that bad as without Delenda Est. Maybe it has something to do with my Enviroment-Settings in the biome-file Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12, 2020 Report Share Posted June 12, 2020 Maybe @wowgetoffyourcellphone added a post-processing effect? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 12, 2020 Author Report Share Posted June 12, 2020 1 minute ago, Stan` said: Maybe @wowgetoffyourcellphone added a post-processing effect? Do you see the "flimmer" in the first Video? Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 12, 2020 Report Share Posted June 12, 2020 @vladislavbelov @Stan` Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 13, 2020 Author Report Share Posted June 13, 2020 Btw, i'm glad to inform you, that, while experimenting, i figured out, that the following Windows Display-Settings causes the "flimmern" posted in another topic: With this settings "150% (empfohlen)" there is absolut no "flimmern". Before i use "100%". This does the trick. NO MORE FLIMMER: 1 Quote Link to comment Share on other sites More sharing options...
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