Posted May 29, 2019 5 hours ago, Retrograde said: Thanks, with the console logs we've been able to identify and correct both issues. Will be in the next update, but no ETA Thanks Retro. Appreciate the quick turnaround. Hoping for the best on an update time table.. The modern renderer is amazing. Would love to use it and not be eaten by invisible mobs. ❤️ Share this post Link to post Share on other sites
Posted October 20, 2019 Just a note: Out of the two options we have to work around this (FBO or VBO) I'm finding that changing VBO to extension is the better result and leaving FBO on core. This is because with framebuffer objects you still get the nice shader effects like water, whereas if I remember correctly vertex buffer objects are more to do with performance and efficiency. Share this post Link to post Share on other sites
Posted February 9, 2020 Can confirm this is NOT fixed in the much awaited update (1.9.2.7). White and black shafts still don't appear, and eagle+drake spirits are invisible. The red rift shaft does work though. Share this post Link to post Share on other sites
Posted February 10, 2020 On 5/29/2019 at 5:33 AM, Retrograde said: Thanks, with the console logs we've been able to identify and correct both issues. Will be in the next update, but no ETA Is this still being fixed or is this part of the graphical updates side that is not going to continue with WU? Conflicting messages since May. Share this post Link to post Share on other sites
Posted February 10, 2020 We were told that it already would be in the next update, which says to me that it had already been actioned internally. It would however appear that this isn't going to be delivered. Share this post Link to post Share on other sites
Posted April 26, 2020 (edited) The spirit eagle and drakes get a alpha value sent from the server for some reason, which the client renders as 100% transparency. A fix can easily be modded for all ghost creatures by replacing the sendAttachEffect in the VirtualZone.addCreature method. Spirit guards don't have the same alpha setting, so they are visible. Still working on a fix for the beams, the rift and xmas beams are visible but the altar beams are not - possibly they have different transparency settings considering they are not pulsating like the altar beams, or something like that? Edited April 26, 2020 by Tenniel 1 Share this post Link to post Share on other sites
Posted April 27, 2020 18 hours ago, Tenniel said: Still working on a fix for the beams This would be a wonderful mod, as it actually affects a LOT of people who do not follow the forums. it's not too hard to tell them how to adjust their graphic settings. I don't know if such a thing would be possible as a server mod (so that "newbies" don;t have to stress about messing with "compatibility" settings) or if it is only possible as a client mod? Share this post Link to post Share on other sites
Posted July 12, 2020 (edited) Here's a client mod that kinda-fixes some of the issues related to this https://github.com/bdew-wurm/fixvbo/releases/download/v0.2/fixvbo-0.2.zip It's meant to use with modern renderer and FBO/VBO set to core. WL/BL beams are working spirit/drake eagles are working (but not necessarily looking right, as i modified their transparency values when received from the server) tile overlays (e.g. show protected tiles) are... kinda working, but look wrong color On 5/29/2019 at 1:33 PM, Retrograde said: Thanks, with the console logs we've been able to identify and correct both issues. Will be in the next update, but no ETA And this is just a reminder that codeclub had a fix for this for over a year and are not willing to release it. Edited July 12, 2020 by bdew 3 Share this post Link to post Share on other sites
Posted July 12, 2020 (edited) As you mentioned some of the colours are off, but it's still totally recognisable what is happening. this is a very acceptable fix. What a star! Definitely worth using your fix to get the frame rate benefit of VBO. Edited July 12, 2020 by Adambean Share this post Link to post Share on other sites
Posted July 13, 2020 To my knowledge with bdew's fix the only thing not showing at all is the directional arrows when you "View Links" on a highway eye/waystone. Not speaking for everyone, though to me that's super low priority. I only use this function if I somehow mess up placement of eyes/waystones and cause a conflicting/unintended path, typically at a junction. The 3 more important aspects: shafts, spirits, and highway tile protection; are in a very acceptable state. Thank you again bdew, you're undoubtedly a top character in WU's QOL. 1 Share this post Link to post Share on other sites