send full rgl_log.txt
rgl_log_22.02.2024_15.46.02_crash.txt
drive.google.com
send full rgl_log.txt
judging by the logs the reason is the samergl_log_22.02.2024_15.46.02_crash.txt
drive.google.com
13:56:13 - WARNING: Unable to find texture objects-grape
Thank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.try set bThreadedSkeletalAnimation=false in rgl_config.ini
please send me your Prophesy Of Pendor save before battle with huge freezesThank you for your prompt answer. I must admit that, most sadly, changing that value to false doesn't fix the issue, nor does impact performances much. Maybe you prefer to reproduce the behaviour on your end for more accurate bugcatching. Prophesy Of Pendor is nice for this because it has some parties roaming in the map that have many troops.
if (m_name == "skel_horse")
{
m_lowerBodyBones = MAKEFLAG64(hrsb_tail_2) | MAKEFLAG64(hrsb_tail_1) | MAKEFLAG64(hrsb_r_back_hoof) | MAKEFLAG64(hrsb_r_foot) | MAKEFLAG64(hrsb_r_calf) | MAKEFLAG64(hrsb_r_thigh) | MAKEFLAG64(hrsb_l_back_hoof) | MAKEFLAG64(hrsb_l_foot) | MAKEFLAG64(hrsb_l_calf) | MAKEFLAG64(hrsb_l_thigh) | MAKEFLAG64(hrsb_r_front_hoof) | MAKEFLAG64(hrsb_r_hand) | MAKEFLAG64(hrsb_r_forearm) | MAKEFLAG64(hrsb_r_upper_arm) | MAKEFLAG64(hrsb_r_clavicle) | MAKEFLAG64(hrsb_l_front_hoof) | MAKEFLAG64(hrsb_l_hand) | MAKEFLAG64(hrsb_l_forearm) | MAKEFLAG64(hrsb_l_upper_arm) | MAKEFLAG64(hrsb_l_clavicle) | MAKEFLAG64(hrsb_spine_3) | MAKEFLAG64(hrsb_spine_2) | MAKEFLAG64(hrsb_spine_1) | MAKEFLAG64(hrsb_pelvis);
m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hrsb_head) | MAKEFLAG64(hrsb_neck_3) | MAKEFLAG64(hrsb_neck_2) | MAKEFLAG64(hrsb_neck_1);
m_allBones = m_rightSideBones;
}
else
{
m_lowerBodyBones = MAKEFLAG64(hb_foot_l) | MAKEFLAG64(hb_calf_l) | MAKEFLAG64(hb_thigh_l) | MAKEFLAG64(hb_abdomen) | MAKEFLAG64(hb_foot_r) | MAKEFLAG64(hb_calf_r) | MAKEFLAG64(hb_thigh_r);
m_rightSideBones = m_lowerBodyBones | MAKEFLAG64(hb_item_r) | MAKEFLAG64(hb_hand_r) | MAKEFLAG64(hb_forearm_r) | MAKEFLAG64(hb_upperarm_r) | MAKEFLAG64(hb_shoulder_r) | MAKEFLAG64(hb_head) | MAKEFLAG64(hb_thorax) | MAKEFLAG64(hb_spine);
m_allBones = m_rightSideBones | MAKEFLAG64(hb_hand_l) | MAKEFLAG64(hb_forearm_l) | MAKEFLAG64(hb_upperarm_l) | MAKEFLAG64(hb_shoulder_l);
}
(agent_body_meta_mesh_deform_in_range, ":agent", bmm_head, 70, 60, 100),
so we can have skeletons with more bones now? Im not sure I understand what the new operations do.1.1.1.8
-Increased the maximum number of bones to 64.
-Added skeleton_model_set_bone_body_section and skeleton_model_clean_body_sections operations.
-Extended prop_instance_intersects_with_prop_instance operation - additional check_polygon_to_polygon parameter.
-Fixed and extended try_for_agents operation - additional parameter for mission grid iterator.
Thanks to SHOCKERFACE for sponsoring development.
For modders:
To process more bones you will need to recompile your mod's shaders. Edit this string in mb.fx
#define NUM_WORLD_MATRICES 32
Warning! Due to the limitation of the number of variables in shaders, working number of bones can be below 64! For example, for native shaders it is 51!
#define NUM_WORLD_MATRICES 51
The head works differently since half the mesh is generated in engine, and they blend multiple shape keys instead of just using one linear deformation.
This does not work on the head mesh:
yesso we can have skeletons with more bones now? Im not sure I understand what the new operations do.