Killface1980 / RW_FacialStuff

MIT License
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1.0 Graphics issues (Loaded pawns from Prepare Carefully not retaining facial features, etc.) #58

Open TenshiAkari12 opened 6 years ago

TenshiAkari12 commented 6 years ago

Hello again, glad to see all is well & 1.0 version has finally made its way to the light. Thanks again for all your hard work!

In my initial use, however, I seem to be running across a few issues:

  1. When using Prepare Carefully's saving/loading of pawns & scenarios, it seems like the original facial features do not stick to loaded pawns. Sometimes I get randomized eyes & brows from the original face combo I had saved for a saved pawn. Also noting I can't seem to get any of the beards to come back visible after selecting "shaved" options to disable them.

  2. In loading saved gameplay, I run a random chance of not having hair under hats show up at all for some reason (in fact, to be honest, I've only had hairs show up only a handful of times after loading a save for some reason). I've tried this with and without mods and under new & old saves, and can't seem to find any errors happening in the process, so I'm at a loss. (However, when the hairs DO show up, they're working as originally intended with the hat masking system you made... it's just my game doesn't like showing hair at the moment).

  3. It also seems like bionic arms are still having a problem showing up. I can see the eyes & mouth implants work just fine now, but it seems like Bionic/Archotech arms are visibly missing during gameplay. There's also the case I do use the Archotech Expanded mod by teok25, but the Advanced Archotech legs show up just fine when used with this mod. I'm just not getting any "added part" hand graphics is all.

Last thing: Taking prisoners still spawns red errors like crazy. Remember the issue of rescuing downed pawns where pawn animations of the rescuer would freeze & all "thing" graphics within their visible radius would "disappear" until the carried pawn was dropped? That same thing, only it happens when pawns are carrying prisoners capable of walking to their beds/releasing them.

Exception drawing Hugo: System.NullReferenceException: Object reference not set to an instance of an object
at FacialStuff.HumanBipedDrawer.DrawTweenedHand (UnityEngine.Vector3,UnityEngine.Mesh,UnityEngine.Material,UnityEngine.Quaternion,FacialStuff.TweenThing,bool,bool) <0x00145>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x00da6>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x000bf>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3&,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x01f20>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch4 (object,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x0015a>
at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,single,bool,Verse.RotDrawMode,bool) <0x000a9>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00196>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x0023e>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Quaternion,UnityEngine.Vector3,bool,Verse.Thing,bool) <0x000bf>
at FacialStuff.Harmony.HarmonyPatchesFS.CheckAndDrawHands (Verse.Thing,UnityEngine.Vector3,bool,Verse.Pawn,bool) <0x0030d>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x0055e>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x00468>

Other than these 4 things, everything else seems to be running quite smoothly.


EDIT: Okay, so the "disappearing" hair thing... this might sound a little outlandish in how I'm coming across how it's happening...

It seems that if I allow my game to load up in the background & come back to it, THAT'S when the "no hair" bug seems to happen.

1.0, loads so much slower compared to the jet speeds of B19's 64 bit version, even with all the mods I had loaded then. Regardless of this, I've developed the habit of loading my game in the background & doing other things on my PC in the meantime. But as of 1.0, doing this now results in it hanging on "Initializing" after loading the defs, and "Library Startup" seems to have that strange "buggy" serif font, regardless of how I load the game up. If I just allow the game to start up in the foreground, I don't encounter the bug at all. But heaven forbid I want to not waste my time staring at a loading screen for 3-4 minutes I could be working on something else, clicking back to the screen doesn't take me to the menu screen like it used to in the alpha/beta era, but puts me back in the hung "initialization" state. And that in turn results in the issues listed above I've had in pawns not retaining their saved features & not having hair show up under hats.

Crazy, I know... but so far with how I've tested it out, it's literally been 100% the case this is actually happening this way. Considering things have definitely changed w/ how RW boots up in the background now, that's a minor & strange inconvenience that probably shouldn't exist... and I might have to ask some questions on the forum about it.

The bionic/archotech hands & carrying prisoner animation glitch, though, still definitely stuff that's happening with the mod itself unfortunately.

EDIT #2: There's this crazy graphical glitch with some of spoonshortage's hairs when hats with UpperHead tags are used... I know you took out support for the "3 original hair mods" now that there are more out there and updated, but thought I should let you know for some odd reason some of them, especially the bigger hairs for spoon's mod, look like this for some reason: https://imgur.com/a/zpY8c7g

JulyMorning commented 5 years ago

Loading pawns' preset in «prepare carefully» indeed changes how these guys look, especially beards, eyebrows and their colours. Don't know if pawns change after quitting/loading.