Closed Advent-Seph closed 6 years ago
Thank you for the extensive information! I'll test the assets as soon as I can.
That said, could you repost the log with verbosity enabled? That is, set Verbosity
to Assets|Textures
and go to the Load Game UI (or any UI that looks broken).
In addition, are you using any locale emulators? If you do, which one?
I've updated to YAT 1.4 now but aside from that everything else in the scenario was the same. I went to all the same parts of the game as I did for the other two debug logs.
I did use NTLEA back when I first started using CM3D2 but that was with ReiPatcher. When I switched to Sybaris I did a clean install and just set my system locale to Japanese now. (via the control panel)
Your AtlasCommon
asset is outdated, which causes the issue. You do have two updated versions named as 1367BD762E26A742
and 4209AC888C3D23D8
, so renaming either one to AtlasCommon
should work.
That said, there is an issue with loading of translated textures. Going to make a separate issue for that.
EDIT: Moved to issue #9 .
I'm not so sure about AtlasCommon
being outdated. YAT dumps it when dumping assets, and I double checked by scribbling it with red lines to see if anything messed up in-game and I could only find it had affected the Gallery Night Service section.
But to be thorough I double-checked with every possible scenario:
Deleting AtlasCommon
only
Deleting AtlasCommon
and replacing it with the renamed 1367BD762E26A742
Deleting AtlasCommon
and replacing it with the renamed 4209AC888C3D23D8
Renaming AtlasCommon
into 10C5BF1DD3744404@14
Deleting AtlasCommon
didn't change anything, assets were still broken in vr. Trying to replace it with a renamed 1367BD762E26A742
fixed most of the asset issues but broke the background of the Gallery Night Service. Renaming 4209AC888C3D23D8
also broke the Gallery Night Service but it also mislabeled certain buttons (like changing Edit Player
into Night Service
)
Renaming the original AtlasCommon I have into 10C5BF1DD3744404@14
completely fixed the issue. I tested it in VR and regularly, with and without GripMovePlugin and the assets load fine now. (though, when i'm in the Gallery Night Service this one error comes up now but doesn't affect the game in any noticeable way: NullReferenceException: Object reference not set to an instance of an object
)
I logged every change and went straight into the gallery night service only, in order to confirm this. debug for 1367BD762E26A742.log debug for 4209AC888C3D23D8.log debug for 10C5BF1DD3744404@14 (Regular).log debug for 10C5BF1DD3744404@14 (VR).log No GMP debug for 10C5BF1DD3744404@14 (Regular).log No GMP debug for 10C5BF1DD3744404@14 (VR).log
And I also took screenshots here and there in case they might be useful: https://mega.nz/#!idlSVBZA!WYk6DDWX6TPRBeTV8ZBZRVOt21aO_L5B7Y1elzQUwvc
I'm not quite sure why this happens. But that's everything I could find when running YAT with GMP in Oculus VR. Sorry if it's a lot of excessive info, figured it'd be better to be overprepared than not.
Ah, I see now! The AtlasCommon
is different from scene to scene, which can cause some issues.
You should create two copies of 1367BD762E26A742
and rename them to 32CDB08E1B9E7490@8
and 4209AC888C3D23D8
.
In addition, remove AtlasCommon
and 10C5BF1DD3744404@14
, since the former is outdated and the latter is a texture for a font, not an atlas. If you have any other excess versions of AtlasCommon
, remove them too (sans the three aforementioned ones).
That way you should only have the following versions of AtlasCommon
:
1367BD762E26A742.png
32CDB08E1B9E7490@8.png
4209AC888C3D23D8.png
Moreover, I suggest getting Assets folder from a pre-made translation pack. For instance the AIOUE should contain a working Assets
folder. You can just replace the one you had.
If I recall correctly, you will also need the new AtlasCommon2.png
if you get the assets from AIOUE.
Still going to keep this closed, since the solution for the issue has been posted: you need to remove and rename the assets. Using plain names like AtlasCommon
may mess with texture loading, since the game can use different textures with the same name depending on the level. Either name the textures by their hash value or by tagging them by level with @
postfix, like AtlasCommon@14
.
The solution is temporary: the main problem is reported as #9 and will be fixed in future versions of YAT.
Yup, just confirmed making a copy of 1367BD762E26A742
and renaming it 32CDB08E1B9E7490@8
completely fixes all asset issues in Rift VR with GripMovePlugin installed.
I deleted AtlasCommon
and 10C5BF1DD3744404@14
then downloaded the AIOUE pack to compare with my assets to make sure everything was proper.
Two things I wanna mention tho: AIOUE now has the updated AtlasCommon2.png
, no worries there. Also, copying 1367BD762E26A742
and renaming it 4209AC888C3D23D8
would probably be ill-advised as even the AIOUE version of 4209AC888C3D23D8
has buttons with different labels from 1367BD762E26A742
and making them duplicates would result in mismatched buttons in-game.
But yo, thanks a million for this, mate. I'm still not quite sure why UTP & Translation+ didn't act up from a missing 32CDB08E1B9E7490@8
and outdated AtlasCommon
. But hey, this is definitely fixed now so i'm not complaining.
You're quite welcome! As I mentioned, the core problem is a bug in YAT's asset translation; this is now reported as #9 . It will be fixed soon, but until that you will have to make do with this weird renaming. Sorry about that.
Edit: Fixed links
Sorry about that, meant to respond a lot sooner but got really busy recently. I took screenshots of most of the immediately visible issues, got the debug log, and also copied over my assets in case that helps: https://mega.nz/#!bZ0BzSgD!XS3s0FBbalAEWYyX6VoieF0DwN5B9NLrK0tqv7c4dlA
I'm using the default .bat file (CM3D2x64_VR.bat) included in CM3D2 to run VR.
Other Info: YAT version I tested with: 1.3.2.1 CM3D2 Version: 1.53 x64 VR Headset: Oculus Rift CV1 firmware 708/34a904e8da OS: Windows 10 Home x64 Sybaris build: 160930
debug for 1.3.2.1.log
debug for 1.4.log