Programmable Block, issue where its LCD/text-displays will swap, depending on LOD range
Reported
Seems like the level-of-display models for the Programmable Block, have swapped which LCD 'text-surface' is which.
Notice in these two images, how the 'blue screen' gets swapped depending on player's distance to the blocks.
Hello Engineer,
Thank you for your feedback! Your topic has been added between considered issues. Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
Hello Engineer,
Thank you for your feedback! Your topic has been added between considered issues. Please keep voting for the issue as it will help us to identify the most serious bugs.
We really appreciate your patience.
Kind Regards
Keen Software House: QA Department
This is now happening for me on dedicated server. Specifically, custom text (entered into the block itself) disappears when the player is close.
This is now happening for me on dedicated server. Specifically, custom text (entered into the block itself) disappears when the player is close.
Same, single-player.
Same, single-player.
UPD: Not mods fault, created another world without - works fine. Added same mods - same, fine. Deleted mods from "problem" - nothing.
UPD: Not mods fault, created another world without - works fine. Added same mods - same, fine. Deleted mods from "problem" - nothing.
This is because the ScreenCustomOverlay mesh occupies the exact same space as the Screen_section_001 mesh but the overlay should actually sit slightly in front of the other mesh by a few mm. This results in this problem showing up about 50% of the time on load. Sometimes the game allows the overlay mesh to be visible and sometimes it doesn't because the two meshes are fighting for priority on load.
The LOD models appear to have the two mesh parts correctly separated by a few mm so they don't have the problem.
This is because the ScreenCustomOverlay mesh occupies the exact same space as the Screen_section_001 mesh but the overlay should actually sit slightly in front of the other mesh by a few mm. This results in this problem showing up about 50% of the time on load. Sometimes the game allows the overlay mesh to be visible and sometimes it doesn't because the two meshes are fighting for priority on load.
The LOD models appear to have the two mesh parts correctly separated by a few mm so they don't have the problem.
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