Just did some cursory testing and the openGL build works without fuss on my machine ! Thanks :3
CyberFoxar
Recent community posts
Same as other posters, I’ve had to run the game with --rendering-driver opengl3
to make it run.
Seems to be linked with Vulkan renderer ?
I’ve had to massage powershell a bit, but running & '.\Churn Churn Revolution.exe' --verbose *>&1 | Out-File log.txt
(which redirect ALL console output in a log) give me the attached file.
https://gist.github.com/CyberFoxar/81c27d4ad0b93efdc09ddac329468900
This seems tto be linked to Vulkan indeed. Maybe a shader or an option not set up right ?
Edit: A quick search seems to point to game overlays not rendering properly ? Maybe an issue with godot itself, it seems. See this issue: https://github.com/godotengine/godot/issues/91373
Your option, right now, seems to maybe distribute a version that forces the usage of opengl instead of vulkan.
Hello,
I love this tool, it has made my map-making a lot easier, but there's a feature that would be awesome, and that would be the ability to have, alongside the map PNJ on export also a JSON file describing the wall setup, in a format compatible with Roll20 or FoundryVTT such that, when the map is imported in either of those there is already walls, doors (and lightsources) in place for Dynamic Fog of War (on Roll20) or Token Vision (on FVTT).
This would make the tool even more useful as a map and scene making thing.
If anyone need examples of the JSON format requiered for FoundryVTT, I can provide JSONs. I'm also looking into implementing this feature myself (as the map-format of RPGMapEditor is quite easy to understand) but lack the expertise to do it right.
Thanks o/