#SBCameraScrolls cause ultra pixelated room in some region since the last patch
1 messages · Page 1 of 1 (latest)
it seem to be only in exterior room but not every exterior room
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.
I didn't find the exceptionLog.txt
I don't know how to reproduce this, it just happened after... I believe after the last patch note I believe, I didn't encountered it before, and beside that, the only thing that change is me activating the sky island cloud mods and soundfix mods wich I disabled after seeing this kind of problem
Hi! Sorry to hijack the thread, but I'm having the same issue and wanted to supply more info seeing as it's happening in a different area for me (haven't checked any other areas tho, tbh)
This only started after the last patch.
(Spoilering screenshots b/c it's poss lategame area?)
The mods I currently have on: (I tried toggling Sharpener b/c that seemed like it could contribute, but it didn't affect it so I re-enabled it)
crsLog does not exist b/c I do not have Custom Regions Support, exceptionLog does not exist either
This video is from right after loading the game, the den I'm in is right next to the warp point, so I haven't even gone through any doors before warping. It doesn't do the pixelation in all the rooms in this area, only some of them, others are fine.
Boop @north sun - thank you for your help and for creating such a kickass mod! 
Update: I know nothing about modding but I noticed that the pixelation only affects the foreground layers, not the distant background, and the pixel effect seems to kick in in relation to the player/room lighting? Sorry for the info-blast, I hope this helps!
Last update, sorry for the spam! Going to disable the mod now but here's a bunch more rooms it shows up in, and the latest console/output logs.
it almost seem progressive from room to room, and it's probably SBcamera scrool since it's the only mods I use and the only one we have in common, and I don't know if without any mods it do that or not
also happen at desolate track, and it's only the map, not the creatures
so it is definetly SBcamerascroll
SBCameraScrolls cause ultra pixelated room in some region since the last patch
This screen is without SBCaneraScroll @north sun I believe you are the creator of that mods, first of all thank you, I played with this mods almost since I bought RainWorld, but now do you know what cause this issue?
Thanks for the posts. First I need to reproduce it. Then I can investigate. But the logs help. There more information to dig through.
I can reproduce the issue and found the source. I see if I can fix it tomorrow.
oh cool, thanks a lot
I'm just curious but can you explain it ?
I don't mind if it's complicated and you don't want to explain it XD
I would love to know as well, if you happen to have the time to explain~
Thank you regardless!
You can try v3.2.2 (unsubscribe and subscribe again).
Context:
The bug was caused by visuals from Watcher slugcat and abilities. The game uses a graphics pipeline (commandBuffer) to add distortion effects, etc. to the background level texture of some rooms (see the class LevelTexCombiner). It happened to reset its output size to default (one screen) after Watcher character graphics are spawned (when you exit a pipe). Then that output was stretched over the whole room (multiple screens). The pixel size got proportional to the number of screens.
Making sure that the output size of the LevelTexCombiner's intermediateTex andcombinedLevelTex textures matched the room size fixed the issue.
oh, thanks for the explanation, and I will happily continue my playthrough without those over pixelated rooms, thanks a lot
so retro