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Posted
On 5/26/2021 at 9:40 AM, InvaderStych said:

Blueside "Who Will Die" Theoden's first mission:

 

Triggered the "Cavern Collapsing" timer, ran back to the front door to trigger the "another way out" message, and on my way back (where the @#>$>! is that exit anyway???)

Both Blue and Red: Run back to the mission entrance. In the walls of rock to the left of the mission entrance is a hidden cave door.

 

Once thru the cave door... at the first intersection turn right, go thru the lava/islands room, then at the next intersection turn left.

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  • 4 weeks later
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Posted

Atlas Park - Arachnos Invasion in Argosy Industrial

[2679.3 0.2 -1336.4]

 

This Arachnos Pylon is placed inside of the cab of a large trailer.  It is still targetable and can be destroyed by any attack.

screenshot_210723-23-04-36.thumb.jpg.7ac190968fda94fc4b3fe4c331fae8c8.jpg

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted

The Chantry

[-1.0 2677.2 -2.4] - The Chantry itself

 

It's pretty clear the top of the Chantry is a massive mess of geometry and textures.  Things aren't connected, the surfaces don't come close to what you're actually walking on, there's plenty of spots you can maneuver the camera to see untextured surfaces or clip the camera into the sphere itself.  I don't see a pressing need to fix any of it but damn this palace looks sloppy from above when you're walking across it.  Here's just a few examples of what i'm talking about.

 

https://imgur.com/a/zpKqCWe

 

I can assume the Storm Palace shares many of these quirks as well.

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted

The Castaway badge marker in Cascade Archipelago is floating over the surface. 
image.png.9949f47dd136bcb10d48f3093bd0759a.png
 

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Posted

There are a number of badge markers that stand significantly proud of the surface they're embedded into in the various zones. I think 'geometry errors' is more for gaps in the terrain that can be used to get under the map.

Posted

Mission Map: SmoothCaves-Rikti_45_Layout_02

[623.9 9.9 128.1], though this persists on the map tile pictured in other similar mission maps.

 

This particular room in Rikti base maps seems to have a random invisible object that maintains collision.  You can walk into it and jump on it, but there is nothing there.

I put down a Poison Trap to demonstrate that, yes it is a solid invisible object.

https://imgur.com/a/TK5KWeJ

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

  • 4 weeks later
Posted (edited)

Mission Map:  SmoothCaves-Rikti_60_Layout_01

Position: [-512.5 -64.0 848.2]

This is a common map tile, and I think i've seen it in many different instances.

 

Misaligned textures lining up with the tile connection in this mid-sized square glowing room.  This results in a visible seam that you can see through, though you cannot target through them this time.  Visible from both entrances into the room.

screenshot_210909-00-53-43.thumb.jpg.b42fdc7865b7b1a6fd972b530dbf349a.jpg

 

Edited by ZorkNemesis
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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

  • 4 weeks later
Posted (edited)

Ok, got an odd one for you.

 

 [211.2 72.3 2855.8]
Server: Everlasting Zone/Mission: St. Martial Position: [250.8 72.3 2835.0]

 

General area:  Next to the choper to the Free Fire zones, near the Ferry.  The mission door to my left is the final mission for Black Scorpion's Patron arc.
 

screenshot_211006-11-42-16.thumb.jpg.c2f397c6ff6045abbc09c7c2a9c4cc89.jpg

 

The issue here is that doing a powexelocation self for Def/'Troller FFG while standing in this general area fails with an "Out of Range" message.  If I move past the line of tiles at the bottom of the screen it works.  If I hover/fly in this area the macro or command works.  You can use powexeclocation 0:5 and it will work just fine.  I haven't tested it with anything but FFG, however I assume that any drop powers using the self argument will behave the same way

 

 

Everything past the line the thumbtack is on is good.  Everything this side of that line is bad.

 

Edit:

 

Meanwhile, on the far side of the Free Fire Zone Chopper...

 

 [11:56] [338.4 74.8 2955.1]
Server: Everlasting

Zone/Mission: St. Martial

Position: [338.4 74.8 2955.1]

 

screenshot_211006-11-54-48.thumb.jpg.f1643fa1fd57d630d6ccb886450ab14a.jpg

 

Using the same command, my FFG is now inside the map.

Edited by Col. Kernel
Posted

Atlas Park

[1122.0 -10.8 -1001.8]

 

Part of the bank is positioned in such a way that you can see under it if you angle the camera.  It also clips through a nearby rock in a much more noticeable fashion than usual.

 

screenshot_211011-01-13-32.thumb.jpg.1a500ea4074a2d7b2401d7798051c65b.jpg

 

screenshot_211011-01-13-35.thumb.jpg.5e87659ce52d95ab409d25bd5376a92f.jpg

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

  • 2 weeks later
  • 3 weeks later
Posted

Think this has been mentioned before, Fort Hades in Port Oaks

 

clipp.jpg.fa4f717306d0ada5b89ccf6b600a2e15.jpg

 

There is a "gap" between outer wall and floor, you can walk along it to corner till you get stuck and have to back up. 

I run into this gap every time I am working on Spider Smasher Badge.

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Posted

Wall bar top of blue side in Pocket D. These two spots flicker/clip.
image.thumb.png.ed20e94e6d06cb23d67fcc4172c4e1dc.png

Ramp to redside bar. The light is trying to escape.
image.thumb.png.0d82350f920610efb0eb0d6383001861.png

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Posted

Zone/Mission: Atlas Park

Position: [-1499.1 -0.5 -179.9]

Description: Floating dirt decal 3' above sidewalk (hard to see with a screenshot so I have omitted it)

Posted (edited)

Striga Island

[-2193.6 -32.0 -2527.4]

 

Found a shoreline that abruptly ends.  Difficult to see under the water, navigating the camera lets you look under it from the southwest.  It's sealed however so you can't teleport into it.  It is however solid and you get caught on it if you try to run at it.

 

screenshot_211121-03-39-44.thumb.jpg.712f5fa0fa95d2d21748ae5db8f47326.jpg

 

Edited by ZorkNemesis

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

  • 4 weeks later
Posted (edited)

Zone: Nova Praetoria

Location: River Rat volume #6 (as denoted on the Nova Praetoria vidiotmap), denoted internally as volume 'PraetoriaBridge2', with center coordinates [-2934.5 -80.5 -512.0]

Brief description: This volume is elevated 1.5 feet too high. Players cannot enter this volume along the north-south axis solely by swimming, and those that try end up swimming beneath the volume.

 

Detailed description: In the course of gathering data about all River Rat volumes, I noticed that I could not trigger this volume by swimming into it from either the north or the south. I compared the center point coordinates (which I computed from the leaked source geometry data) of this volume to every other River Rat volume and noticed that every other River Rat volume had an elevation coordinate of -82.0, whereas this volume had an elevation coordinate of -80.5. I further noted that while swimming, my character's elevation coordinate was -82.0, and I concluded that I was swimming under the volume, rather than into it. Jumping or otherwise raising my elevation to -80.5 successfully triggered this volume.

 

The volume boundaries are not visible in the game client, but here are a couple of screenshots showing the data from the leaked geometry files, specifically the 'P_City_00_01_layer_Badge_Tourism.txt' from the Nova Praetoria geometry data.

 

rr_vol_a.png.6975bd236549f6e685d9d3414f8374bc.png

 

rr_vol_b.png.325ad643cf6cc69d9264f2a06f010983.png

Edited by AboveTheChemist
typo
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Posted (edited)

Steel Canyon

[-4703.9 32.0 56.2]

 

This set of power lines passes directly through the monorail tracks.  While closer inspection would show that the lines aren't actually touching the tracks in any way, having live electrical wires so close to a presumably steel structure can't be safe.  Should the wind pick up who knows what sort of things would happen if the wires touched the tracks and what effect it would have on the city's poorly designed public transit.  And given the number of supers running or flying at super sonic speeds, one simply passing through could cause untold damage from the windshear alone!

 

screenshot_211219-01-51-40.thumb.jpg.000b055c7fc5ad6a7c0a3e587cf67c73.jpg

 

Edited by ZorkNemesis

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted

In (new) Boomtown, at location [-1980.1 -16.0 5148.5] (near Phalanxer badge) it is possible to end up in a part of the map that doesn't have the geometry boundaries properly established. This is 'between' the trusses on the ground. This appears to only be an issue with the textures (not) applied to the geometry, as I have not been able to find any holes in the bounding box.

 

screenshot_211220-08-26-58.thumb.jpg.1a94fdd3e48f0061b80ae6ad56cd6ffa.jpg

 

 

Posted

In the Crossing the Line Morality mission, this barrel near the entrance cannot be shot unless you are behind it (approaching it from the entrance) or on the side (where you may sometimes be in trigger distance even if trying to stay away). It is clearly out in the open from the front of the rack, but attempts to shoot it give the "Target Blocked" message. Entering the 1st room after the initial hallway with its 6 pop-up turrets, it is the barrel at the front of the rack on your immediate left.

Target Blocked.JPG

Posted (edited)

Gotta wonder what the electrician was thinking when (s)he installed these signs. Crossing the Line Morality mission entrance has the two exit signs half buried in the doorway. And the doors themselves look like they may be high in their frames.

 

Edit: Or too small for their frames? Too... I don't know. They don't look like they belong in that door frame.

No Exit.JPG

Edited by Rudra
Door placement confusion.

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