Blacksmith60 wrote: ↑Tue Jun 22, 2021 12:47 pm
Thanks DJ-RK, I'm sorry I have to bother you again, this is seen on the planet with Liara's digsite (Wip 3.1)
I think that must be the reason why the sand monster has killed me far to many times already
MassEffect1016_085.jpg
John01_11.7z
Ahhh, looks like you've finally pulled ahead of me in your game. I was heading to pick up Liara after leaving the Citadel, but I decided to make a stop at the Artemis Tau Cluster first, and have since been fixing ME2 and ME3 stuff these past couple days, allowing you to take the lead.
No worries about piling more work on, though. On the contrary: if you keep finding issues then keep 'em coming please, and thanks for providing the gamesave.
Z31Turbo wrote: ↑Tue Jun 22, 2021 1:07 pm... the only issues I still see are some of the hud elements are being forced to 75% depth, but only some elements, like the frame around the skills bar in the top left is offset, but the buttons themselves are fine. I noticed the same thing on the load screen menu. If I push all my elements to 75% everything looks good. I noticed this both in ME2 and 3. I did find one weird area on the Normandy though where the mod pretty much breaks altogether. I think it's because the room is filled with a smoke that is interfering with the shaders, I'm not sure if anything can be done about it, but I've attached the save for it.
Yeah, the HUD stuff is known, and is the consequence of adding autodepth to HUD elements sometimes being a bit of a balancing act. Those elements you are noticing are using shared textures with other various HUD objects that get autodepth treatment, so because they both use the same texture, when I want to add autodepth to one, it affects all of them that share the same texture (at least without using other conditional checks to isolate them). A great example is that you might also notice when using the sniper that only the actual crosshair gets autodepth, that's because EVERYTHING else, other than the text that shows the distance to target, is all one single texture. Now, I considered adding autodepth to all that, but then that made the outline around the distance to target text get pushed into autodepth, but that text will remain static, which looks a bit distracting... now I COULD autodepth that text too, but guess what? Nearly all text use the same texture, so doing that would cause most text in the game to start getting autodepth and jittering around... so, since I can't autodepth the text, I don't autodepth the borders around it and the other sniper HUD stuff that's attached to it either, because that would be more distracting than only having the crosshair having separate depth from the remainder of the scope... like I said, it's a balancing act.
Hopefully that makes things a little clearer. It's a little hard to explain further to anyone without the knowledge on exactly how this stuff works, but as demonstrated, sometimes I have to make certain compromises or concessions. Like the loading screen stuff, although it is a bit uncomfortable when the text is pushed into depth while the background image is at screen depth, fixing that would require me adding in some additional textureoverride checks, which each one ever so slightly reduces performance, and considering loading screens aren't vital it's obviously a low priority fixing point, and a loss of ingame performance for such a minor thing isn't a great tradeoff. I'm anal enough about striving for perfection that I DO always make an effort on these things, I'd wager probably moreso than anyone else (I consider myself as the HUD and UI expert around here, tbh), but sometimes I do have to choose to leave a HUD element or two looking bit offset from the others because the alternative is to not have any autodepth at all on HUD elements, or to have even wonkier stuff happening. Anyways, quick solution to this, if ever needed, is to use the key to turn autodepth off via the CTRL + ] hotkey, but then everything is set to the static HUD depth value.
I know you're only reporting the issue, not complaining about said things, so I hope me explaining these things doesn't come across as me being defensive about it. I'm not explaining the above because I feel like I need to eliminate criticism or doubt of my ability, or anything of the sort. I just always try to provide a proper, technical explanation for those that are interested in the details and can potentially learn from them.
Z31Turbo wrote: ↑Tue Jun 22, 2021 2:29 pm
Bah, I hate to be piling it on too, but I found another issue. Apparently there is a flashlight in ME3 that is introduced and doesn't render any depth at all. Compared to everything else these issues are minor so definitely take your time with them.
Excellent. Thanks again. As usual, expect another update soon!