yes i hope this means that there is actually a way to enter my computer screen so i can live in ds! and make myself The One in the matrix of ds so bugs can be fixed so much easier! :mrgreen:
jokes aside, i have also noticed that this is an oddity that occurs in the UP map. probably a caveat that occurs when making a wide and open map. u end up with regions that overlap each other.
in dsloa, i have noticed that part of the entrance room in the lost pyramid of the dead that leads down to the volc cavs is partly buried in the sands of the endless dunes from the outside of the pyramid. i noticed this when i used a start location mod that starts me in the lost pyramids.
so this is probably why wide and open maps were a trouble to make for gpg. u'd have issues with too large frustum sizes causing fade issues. u probably need to setup different types of fade triggers depending on the frustum size used and where the player was going to be coming from. the siege engine did not support detecting or having adaptive/scalable fades depending on the frustum size used. thus all these oddities occured.
the only temp fix for now is to state this as a known issue in the mod/map. if too large frustum sizes above 50 are used. there will be visual glitches in the UP map. players are advised to either NOT use the seefar adjustments or to keep the frustum size adjustment to 50 or below.
yes i hope this means that there is actually a way to enter my computer screen so i can live in ds! and make myself The One in the matrix of ds so bugs can be fixed so much easier! :mrgreen:
jokes aside, i have also noticed that this is an oddity that occurs in the UP map. probably a caveat that occurs when making a wide and open map. u end up with regions that overlap each other.
in dsloa, i have noticed that part of the entrance room in the lost pyramid of the dead that leads down to the volc cavs is partly buried in the sands of the endless dunes from the outside of the pyramid. i noticed this when i used a start location mod that starts me in the lost pyramids.
so this is probably why wide and open maps were a trouble to make for gpg. u'd have issues with too large frustum sizes causing fade issues. u probably need to setup different types of fade triggers depending on the frustum size used and where the player was going to be coming from. the siege engine did not support detecting or having adaptive/scalable fades depending on the frustum size used. thus all these oddities occured.
the only temp fix for now is to state this as a known issue in the mod/map. if too large frustum sizes above 50 are used. there will be visual glitches in the UP map. players are advised to either NOT use the seefar adjustments or to keep the frustum size adjustment to 50 or below.