#SBCameraScroll terrain bug

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raven sphinx
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no exceptionlogs or other logs came from this

solid mirage
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Can you provide screenshots of vanilla vs modded to highlight the differences?

You have some weird pixelation issues at 0:17 for example. Try updating your graphics card drivers.

Most logs are generated every single time. You can post them for context.

Context:
The mod shows some misalignment given that you use pre-rendered textures that have different camera perspectives.
Besides that, vanilla has some issues too, with the shadows for example.

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;allthelogs

ashen bluffBOT
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Close the game and upload all of the following, if they exist. Paths with a standard Steam installation provided:

  • 'exceptionLog.txt' - Inform if it does not exist. C:\Program Files (x86)\Steam\steamapps\common\Rain World\
  • 'consoleLog.txt' C:\Program Files (x86)\Steam\steamapps\common\Rain World\
  • 'LogOutput.log' C:\Program Files (x86)\Steam\steamapps\common\Rain World\BepInEx\
  • 'crsLog.txt' - Only appears if you have Custom Regions Support installed & enabled. C:\Program Files (x86)\Steam\steamapps\common\Rain World\RainWorld_Data\StreamingAssets\
    To send the files, drag and drop them into the Discord window. Do not copy and paste the contents of the files.
raven sphinx
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No exceptionlog was given

solid mirage
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Thanks. I still fail to see what you want to show me. Is the video required? Would a screenshot with an red arrow not be enough?

raven sphinx
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I recorded a video since the terrain's texture looks misaligned with the terrain itself while the camera moves, and it wouldnt be very noticeable if it was an image

solid mirage
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It is really misaligned? For example, can you stand on invisible / misplaced ground or grab invisible / misplaced poles?

Even when you need to move the camera for that. At the end you should see frames where the player collision / terrain does not match the visuals. You can pause the video and screenshot them. With video editing software you can even go frame by frame.

raven sphinx
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I'm back, sorry for waiting

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Anyways here is another video that I think demonstrates this better, the collisions are fine but it's just the visuals of the terrain that are off

solid mirage
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The collision and texture go hand in hand. The sand overlay scrolling at a different rate might be a shader issue. I have not notice that on my end though. Can you give me the room name to check that out. I can record a video as well.

raven sphinx
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Its WTDA_B08 (Torrid Desert)

raven sphinx
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After tinkering with the settings a little bit, I noticed that zoom causes this effect to be amplified

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But I'm not sure if that is the cause, because I recorded this video at zoom level 10 with dynamic zoom off

buoyant tiger
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Another thing that I would like to add is that slope terrain tends to make the camera lag the game immensely in some cases. Like in outer rim for example. It can be circumvented if you have a strong enough PC though.

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Idk if this causes it somewhat but it's still something to consider

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See what I did there? watchthis

solid mirage
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(Note that the zoom is experimental and causes plenty of shader issues. I'll probably fix this one.)

raven sphinx
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What would need to be changed or modified in order to fix this?

solid mirage
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(Me being lazy.)

Not sure. Likely a sprite or shader. Sprites have a position and can be scrolled based on that. Shaders don't have a position but can scroll visually. Since they can change the visuals in many ways. I am guessing shader because a sprite would likely mess up the whole sand visuals, not just some overlay scroll effect.

solid mirage
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Maybe it is not possible. The in-game shaders are packed as asset bundles. It is hard to read from that. The shaders provided for modding are plain text files. And they can be incomplete or outdated.

Currently, I can't find any shaders that use the texture _SandNormals. But it is being used in-game. I checked by replacing the corresponding image sandnormals.png.

fathom veldt
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I'm not sure if there are any other mods causing this issue, but what I've observed currently is that when SBCameraScroll and slugcat playables coexist, a low FPS occurs when entering the area with the rain deer skull adorned with a string of pearls. This happens every time for me, and I'm not sure if it's a performance issue, but when the FPS is low, the computer's performance still has half of its capacity left, and the GPU usage rate drops to 1% to 10%. Moreover, when not using the slugcat playables but only using SBCameraScroll, the above situation does not occur. I mainly conducted the test in the Chieftain Scavenger area of the Metropolis after the Artificer's ending. @solid mirage Thank you.Thank you very much for your hard work!

solid mirage
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This is the spam I was talking about. It logs the pearl type. 83000 times. This is from your consoleLog.txt.

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There are some more issues. Some mods failed to patch some vanilla functions. So these function will not work as intended. Not sure how much that matters. But it makes your game less stable.

[Error  :Movement Tweaks] The given key was not present in the dictionary.
  at MonoMod.Cil.ILCursor.GotoNext (MonoMod.Cil.MoveType moveType, System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) [0x0000a] in <03f8e64dbb9c4841b4665e15d94870d1>:0 
  at MonoMod.Cil.ILCursor.GotoNext (System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) [0x00000] in <03f8e64dbb9c4841b4665e15d94870d1>:0 
  at MovementTweaks.Hooks.Player_MovementUpdateIL (MonoMod.Cil.ILContext il) [0x000e4] in D:\Projects\Rain World Modding\CS Projects\RainWorld-MovementTweaks\src\Hooks.cs:112 

MovementTweaks failed to patch Player.UpdateMovement.

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[Error  :Emerald's Tweaks & Features] System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at MonoMod.Cil.ILCursor.GotoNext (MonoMod.Cil.MoveType moveType, System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) [0x0000a] in <03f8e64dbb9c4841b4665e15d94870d1>:0 
  at MonoMod.Cil.ILCursor.GotoNext (System.Func`2[Mono.Cecil.Cil.Instruction,System.Boolean][] predicates) [0x00000] in <03f8e64dbb9c4841b4665e15d94870d1>:0 
  at EmeraldsTweaksRemix.WorldTweaks.WarpPointSuckInCreaturesILHook (MonoMod.Cil.ILContext context) [0x00009] in C:\Users\mason\Desktop\Game Modding\Rain World\Projects\EmeraldsTweaksRemix\WorldTweaks.cs:125 

EmeraldsTweaks failed to patch warp points.

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[Error  : RegionKit] Couldn't ILHook RoomCamera.ApplyEffectColorsToAllPaletteTexture!
[Error  : RegionKit] System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) DevInterface.ObjectsPage:DMD<DevInterface.ObjectsPage::AssembleObjectPages> (DevInterface.ObjectsPage): IL_0014: call      0x00000005


  at (wrapper managed-to-native) System.RuntimeMethodHandle.GetFunctionPointer(intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 
  at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetFunctionPointer (System.Reflection.MethodBase method, System.RuntimeMethodHandle handle) [0x00000] in <c020633d87d8468e811f63e9bce4b168>:0 
[...]

This the last one looks odd. Whenever I messed up my patches and got an InvalidProgramException the game would not start anymore. In any case, RegionKit has issues related to deprecated items and patching the room palette colors.

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There are some more errors related to StruggleMod and some unknown region mod likely not wiring rooms correctly. See the file exceptionLog.txt.

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(The last time I had lags, it was due to having vsync on. Turning that off and setting the frame rate to 120+ fixed it for me. But I got lags even in small non-pearl rooms. So, likely unrelated.)

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(Also keep in mind that SBCameraScroll might be too performance heavy on some machines. I had reports from Steam Deck users that they have lags in some parts of the game. Hard to tell if it is 100% SBCameraScroll's fault. But I would not be surprised. These issues are hard to pin down.)

raven sphinx
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I just realized terrain shaders were just added

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@solid mirage