Immersive Vehicles (Formerly Transport Simulator)

Immersive Vehicles (Formerly Transport Simulator)

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[BUG?] Something involving 2048x2048 instrument image sheets and visibility got fucked.

boot2big opened this issue ยท 15 comments

commented

image
Normally that white line is supposed to be a temperature thing with snowflakes and stuff... its janked! It seems to show other textures, like sometimes it shows textures from parts, or just white.

Occurs in latest build from here, V20.1-ish Beta 4 iirc

commented

Beta build of IVV, will be released soon.
Is an electric "gauge" screen, or alternatively an aftermarket OBD2 reader. I dunno, but it's IVV V1.5 and it was originally a debug thing I made for CVTs!

commented

Yeah, there's some issues with animations still on the instruments. I need to get em fixed. But spent the day fighting lights instead.

commented

my brain am no work (but this json did work prior to this beta)

commented

translations also seem to be borked because no clamps

commented

Just fixed the translations, but where does one get a snazzy HUD instrument like that? That current IVV or beta build?

commented

Fixed in V20.2.0.

commented

Does this still happen as of latest beta? If so, could I get a beta from you for testing it?

commented

Yup. Main CF release, github builds here... I'll post a beta with certain features for a certain waterfowl removed.

commented

https://www.dropbox.com/s/gj74btm9d515ary/beta_1.5_public.jar?dl=1

This link contains a beta build with a couple (currently problem-plagued) additions! Simply look for the purple/lime/orange car called the IVLabs Roadster, which automatically spawns with the bugged screen which used to work before certain versions of V20ish IIRC

Alternatively, just put one into a vehicle.

Either way, the first thing you see should be nothing because... the screen should be black! But it isn't, and neither do the FANCY ICONS appear!!

one more thing, if you want the true beta feel just change all the textures to overlay text over a tachometer gauge, that's what it originally was because i needed something to test with more gears than i could previously fit onto a texture sheet

commented

Ideally they can't be on the bottom as then they'd appear over the black screen regardless of power. But thanks for fixing this! (no way in hell am i putting several visibility variables on text when i can have just one thing block it out)

commented

Well, I see something, and it's not black nothingness. I see that fancy text, but no icons. I'm assuming that's the issue?
2021-09-04_19 16 48

commented

Affirmative. That white thing is supposed to be a blue snowflakes thermometer thing, and... unless you have magnetos on, you shouldn't even be seeing anything. If you drain the battery on the vehicle too, it's supposed to stay off, but... it don't

commented

For reference, here's some mockups on what should be happening.

If magnetos/ignition/power is off (or battery is kill), you should see this.
image

If the ignition is on and the battery isn't kill, you should be seeing this.
image

If the engine is overheating, a red steam icon will appear.
image

If the engine has more than 60 (will increase soon) hours, this icon appears.
image

commented

Ah, figured out what was happening. I was not re-binding the instrument texture after rendering text. If that text was on the bottom of the component list, then it woulda all been good. Should be fixed now.
2021-09-04_19 39 47

commented

Yeah, I kinda figured that for layered sake they'd need to be in their order, hence why I didn't enforce the fruit text on the bottom requirement. Thankfully I'll have text rendering a bit better once I overhaul the text rendering system, but that'll take a bit.