Bug or Feature

Huh, which terrain texture has been missing until recently?
Nope. I was saying that it appears to me plains have more detailed texture now as if it was mispackaged before like rivers was as you said. But it could just be because I'm connecting my computer through remote desktop and the video compression of the connection makes the details look different from time to time.

@TaylorItaly have you tried switching on and off citizen automation to get back that plot worker?

Thank you for trying the 1 City Tile start.

Was your 1st Tech researched Nomadic Lifestyle Or did you Try Language 1st?
Nomadic Lifestyle first recently, for the wanderers are great to pop those goody huts. Used to play Language first and risk my split stone throwers#1 running into hostile villagers, sometimes up to 5 barbarian clubmen :lol:
Edit: Language first only if I manage to settle within two tiles from a Natural Wonder.
 
Last edited:
Nope. I was saying that it appears to me plains have more detailed texture now as if it was mispackaged before like rivers was as you said. But it could just be because I'm connecting my computer through remote desktop and the video compression of the connection makes the details look different from time to time.
That could actually have been the case.... I added a last revision to the plains texture that was only slightly different form what was (a little more detail but overall very similar), I might not have noticed it reverting to a worse version after FPK packing.
I did the same with marsh and rocky terrain, I should really have a proper look to see if all the terrains are how I made them to be.

I've personally been using my terrain texture modmod, so I might not have noticed any issues in core C2C due to that.
 
Btw where does it show this? I have never seen it, probably have not gotten that far in game.
On top of city screen, when you go inside city.
Those buildings are Industrial and later era ones.
 
Yes,but he is gone , gone with the wind....
The trials and tribulations of playing with new Mod features. :P And using them on a Scenario to boot! Double :P :P
 
I have had the same thing happen on and off using vanilla C2C for at least two years. I have never captured it unfortunately. It does seem to be a "real" bug in base C2C though.
 
Nope. I was saying that it appears to me plains have more detailed texture now as if it was mispackaged before like rivers was as you said. But it could just be because I'm connecting my computer through remote desktop and the video compression of the connection makes the details look different from time to time.
No, something is wrong with plains after the FPK repackaging...
It is now blurry and colored very similar to scrub...
 

Attachments

  • Wrong.png
    Wrong.png
    2.5 MB · Views: 123
  • Correct.png
    Correct.png
    2.9 MB · Views: 2,365
No, something is wrong with plains after the FPK repackaging...
It is now blurry and colored very similar to scrub...
That's because there are duplicate files in separate FPKs for example:
XYZ.FPK - art/qwerty/art1.dds
ABC.FPK - art/qwerty/art1.dds

Before XYZ.FPK was read after ABC.FPK and now ABC.FPK is read after XYZ.FPK

Just like your rivers were packaged into other FPK compared to original rivers.
 
That's because there are duplicate files in separate FPKs for example:
XYZ.FPK - art/qwerty/art1.dds
ABC.FPK - art/qwerty/art1.dds

Before XYZ.FPK was read after ABC.FPK and now ABC.FPK is read after XYZ.FPK

Just like your rivers were packaged into other FPK compared to original rivers.
Yeah, well the one packed in terrain.fpk is the correct one.

It is now using the plainsdetail.dds within C2C1.FPK. That file should be removed.

It is now using plainsdetailWrong.jpg

Instead of plainsdetailCorrect.jpg
 
Last edited:
Yeah, well the one packed in terrain.fpk is the correct one.

It is now using the plainsdetail.dds within C2C1.FPK. That file should be removed.

It is now using View attachment 529839

Instead of View attachment 529840
We could as well delete all conflicting files (same path and name) in FPKs and leave only one version of those files.

I'll try to find them - there were 25 such files from what I remember.
 
Last edited:
Before choosing "Glorius" ?
I am afraid i just have a save a couple of turns before.
Or after , that is not a problem ?
After should be sufficient in this case. I can follow the math with this. I'm not saying it's necessarily a bad effect for design but I want to see how it's happening and be sure that Glorious is in-fact the culprit.
 
We could as well delete all conflicting files (same path and name) in FPKs and leave only one version of those files.

I'll try to find them - there were 25 such files from what I remember.
How are we to know for sure which is the 'right' one though? Is there any way to check on that?
 
How are we to know for sure which is the 'right' one though? Is there any way to check on that?
Yeah.
1. Extract each FPK to different folder.
2. Copy each art folder to one place.
3. When windows ask to overwrite file let it rename.
4. Search for file names and take notes in which FPK they are.
5. Make Art folder, recreate folder structure where those folder and copy here each file, that is conflicting, add FPK before their name.
6. Copy file and remove FPK name from its name and see what changes ingame (check XML what uses that file and check result in worldbuilder).

I'll try to recreate Art folder with same files named after their FPKs - Windows found 28 such files.
 
Yeah.
1. Extract each FPK to different folder.
2. Copy each art folder to one place.
3. When windows ask to overwrite file let it rename.
4. Search for file names and take notes in which FPK they are.
5. Make Art folder, recreate folder structure where those folder and copy here each file, that is conflicting, add FPK before their name.
6. Copy file and remove FPK name from its name and see what changes ingame (check XML what uses that file and check result in worldbuilder).

I'll try to recreate Art folder with same files named after their FPKs - Windows found 28 such files.
Doesn't that method require that we know which look is the one the designer was going for?
 
Is it possible to add Hide&Seek in an ongoing game ?
Probable that it would cause issues but you could try it and see. If you get crashes a lot afterwards, it may well be that's why and switching back may not resolve it any better once done so SAVE where you are and lock that away in case it makes things too instable.

I'll take a look at this when I can.
 
Back
Top Bottom