For now I will just not show users a full view of the islands. It’s just a bit dissapointing that users with high end systems cannot enjoy high LOD terrain.
@zeuxcg Now that this is live, is the resolution parameter for smooth terrain coming up in the future?
Huh. Now I don’t understand why you were getting the ice/water interleaving in strange ways like your screenshot shows. When I play the game I see a solid layer of water around the island - that should not change with LOD. To get ice/water mix you have to have ice voxels inside the water somehow but I don’t think this is the case. Any chance the current version does not use the same generation algorithm as the one the screenshot in this thread was taken from?
I would love then, if we can’t toggle it in game, to have the option to remove it from the game in general in case the adjustments don’t work out. I will send a PM of something that LOD has unfortunately ruined that prior to it’s release looked beautiful from afar.
Oh, you probably ended up with a differant biome that was not cold. If you actually open the place in studio you can edit the script the calls the generation module. I can export a model of it if you need me to buy I don’t want to make it freely available.
This is nice, but I find the LOD changes distracting while playing and wish I could turn it off on my high end computer.
@zeuxcg Any idea what might be going on here? I think the LOD is screwing up in this zone for some reason…
If you want the place to check it out, it’s:
Once you get into the game, type /set-level 25; ttr hellfire
to teleport to the region and check out the strange glitch without hassle.
This looks like the same issue I had with LOD not updating correctly. Is there anything interesting about that area? (e.g. position, distance from origin, anything else)
Also, do you have StreamingEnabled set to true? That seems to have caused some issues for me while using lots of terrain.
Nope, don’t have StreamingEnabled enabled because it’s too buggy. The part where it glitches the most, the position is around (2569.8, -281.5, 1487.6
).
zeuxcg is out for a while. Is there any chance you can add Khanovich to people allowed in that place? (I’m assuming the public game doesn’t have teleport commands).
Alright, added you.
Can you give me the placeID for the place that contains Hellfire? It’s weird because it looks like the low-quality visuals are not going away despite the new higher-quality geometry is already there.
I can definitely repro it in studio with the level you provided me. It seems like when you teleport away from that point and then back to it, the LOD superimposes different quality levels of rendering on top of each other at the same time. I’m not familiar with Zeuxcg’s rendering code here so I’m gonna need a little time to understand it. I’ll see what I can do for Monday and if the fix is safe enough I could get it in for next release.
I’ll keep you posted.
I found the problem. Unfortunately can’t get the fix in for Tomorrow’s release. Getting Code Reviewed right now. It should be out next week.
In the mean time, can you guys post any other games that have experienced this?
Seeing this sort of stuff a lot:
Random pieces of water do not load, it is only 1 voxel thick, but I’m still pretty much on it and it’s also fairly close to the origin. Kind of difficult to share an easy repro of this, but I’m not sure if you’re aware of it. If not, I’ll create a static repro file…
Note that swimming and the fog etc. still works in the “invisible” water, it’s only the visual water layer.
This should have been fixed now. (Requires you to close ROBLOX and re-open).
Is this feature live on mobile/Xbox yet?
Can you post the place link?
Not seeing it currently at the position in that screenshot (nor have I observed this issue again yet). Could be that it is related to the terrain changing while far away though…
Either way for completeness: Theme Park Tycoon 2 - Roblox – chat !forceload 1852246 2 36 4