Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Infrared is a bit broken right now. #78584

Closed
tranhuulong opened this issue Dec 15, 2024 · 10 comments
Closed

Infrared is a bit broken right now. #78584

tranhuulong opened this issue Dec 15, 2024 · 10 comments
Labels
(S1 - Need confirmation) Report waiting on confirmation of reproducibility

Comments

@tranhuulong
Copy link

tranhuulong commented Dec 15, 2024

Describe the bug

The infrared goggles work, but textures are not showing up. On the other hand, the build-in infrared of the modular recon headgear does not work at all.

Attach save file

Palm Beach Shores-trimmed.tar.gz

Steps to reproduce

  1. Load save.
  2. Test out both already equipped headgear.

Expected behavior

Showing them nasty zombies in the dark.

Screenshots

Infrared goggles:
image
image

Modular recon headgear IR mode:
image
image

Versions and configuration

  • OS: Windows
    • OS Version: 10.0.22631.4602 (23H2)
  • Game Version: 651881e [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth],
    Aftershock [aftershock],
    Bionic Professions [package_bionic_professions],
    Magiclysm [magiclysm],
    Mind Over Matter [mindovermatter],
    Xedra Evolved [xedra_evolved],
    Alternative Map Key [alt_map_key],
    Bombastic Perks [bombastic_perks],
    Crazy Cataclysm [crazy_cataclysm],
    Martial Mastery [perk_melee_system],
    Mythical Martial Arts [MMA],
    SpeedyDex [speedydex],
    Stats Through Skills [StatsThroughSkills],
    Tamable Wildlife [Tamable_Wildlife]
    ]

Additional context

No response

@tranhuulong tranhuulong added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Dec 15, 2024
@gettingusedto
Copy link
Contributor

gettingusedto commented Dec 15, 2024

I think that issue is moreso in the tileset side of things, in which they need to modify the previous infrared sprite so it works with the new system.

@tranhuulong
Copy link
Author

There is still the modular recon headgear's IR mode not working too. Probably an oversight, because normal light amp mode still work.

@IdleSol
Copy link
Contributor

IdleSol commented Dec 15, 2024

It's a tileset problem. A temporary solution, using the UltimateCataclysm tileset as an example:

/gfx/UltimateCataclysm/tile_config.json

        { "id": "infrared_creature", "fg": 13041 },
++        { "id": "infrared_creature_tiny", "fg": 13041 },
++        { "id": "infrared_creature_small", "fg": 13041 },
++        { "id": "infrared_creature_medium", "fg": 13041 },
++        { "id": "infrared_creature_large", "fg": 13041 },
++        { "id": "infrared_creature_huge", "fg": 13041 },
        {

But that doesn't apply to the HUB equipment. It just doesn't work. (If I remember correctly, you can't just add the relic_data of an IR variant. It is inherited in the transformation, so the empty relic_data from the main version is used)

The changes were made in: #77770

@GuardianDll
Copy link
Member

GuardianDll commented Dec 17, 2024

see I-am-Erk/CDDA-Tilesets#2588 for a proper way to change it tileset side
Closing it, since it's a tileset issue, not game issue

@IdleSol
Copy link
Contributor

IdleSol commented Dec 17, 2024

@GuardianDll What about the HUB helmet?

@GuardianDll
Copy link
Member

that one is actual game issue, but i'll fix it in a second

@GuardianDll
Copy link
Member

hmm, odd, it already uses THERMAL_VISION_GOOD, not sure why it doesn't work
I'm surprised it was not hit with #78329 issue

@IdleSol
Copy link
Contributor

IdleSol commented Dec 17, 2024

not sure why it doesn't work

(If I remember correctly, you can't just add the relic_data of an IR variant. It is inherited in the transformation, so the empty relic_data from the main version is used)

@GuardianDll
Copy link
Member

oh yeah there is some flickery with relic_data and inheritance, but i am not very familiar with it; one can try to replace THERMAL_VISION_GOOD with THERMAL_VISION_GOOD_PASSIVE, it works all the time, and doesn't require item being on, and it's okay since on revert item would be transformed into one without relic data

@IdleSol
Copy link
Contributor

IdleSol commented Dec 17, 2024

Something tells me it won't work either.
I haven't looked at the code. I can't read it at all. But when I was making my own armor, I experimented a little.

If we take an item and add a transformation to it. Then relic_data is inherited from the object that is created. Even if it's undefined.

For example, consider the HUB 01 equipment.

The relic_data section is not defined for robofac_head_rig. And for robofac_head_rig_ir, it looks like this:

"relic_data": { "passive_effects": [ { "id": "THERMAL_VISION_GOOD" } ] },

What do we get? If we spawn robofac_head_rig and transform it to robofac_head_rig_ir. We get a robofac_head_rig_ir with an empty section. (I.e. the equipment will not work).

And if we spawn robofac_head_rig_ir, we will get robofac_head_rig with a section from IR version... We just need to activate the item (make IR - rig - NV - IR transformation). And here we will see an additional problem. There will be two effects for the NV version.

If you just replace one effect with another, it won't change anything. You need to define relic_data for robofac_head_rig. But the condition for triggering the effect is to make the subject active AND the subject is robofac_head_rig_ir.

UPD. I was a bit mistaken. There won't be two effects for NV.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
(S1 - Need confirmation) Report waiting on confirmation of reproducibility
Projects
None yet
Development

No branches or pull requests

4 participants