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Posted

It's not properly a geometry error with a zone, and doesn't actually affect play in any way, but one of the whiteboard objects that are placed as glowies in door missions has the whiteboard proper misaligned relative to the frame and the text on the whiteboard:

 

Whiteboard.png.01bbdc5e428b207787e3c0b25b68980a.png

This is a long-standing problem, having been in the game since fairly early on Live, but was never addressed because it had no affect on gameplay.

Posted

It has absolutely no effect on gameplay, and therefore should be way down on the list of things to fix, but the planes for the War Wall force field graphics don't line up with the pylons at the tops:

Walls.png.eebf442818d7905a631b850632b88a96.png

The reason why I say it has no effect on gameplay is that it's only a visual quirk -- not only are these featureless planes above the tops of the War Walls themselves, they're also above the max height you can reach in a zone (which is below the tops of the War Walls), so you're never going to be able to reach them -- they just show up this way when you're close enough. They do stick out a bit from the pillars of the War Walls, but they're only visible there when you have an 'inside' corner, like on the east side of Skyway City or Talos Island.

Posted

Crey's Folly, coords 6220, 44, -680

 

Found some building bits floating above the base they should be resting on.

 

Spoiler

cf_geo.thumb.jpg.ebb3345594a5db793b43ae17891146b9.jpg

 

Posted

POaks - the fort, NE corner. near  [-3756.9 226.9 -1718.2]  the mobs are spawning partial sunk into the floor here. 

screenshot_250607-22-50-23.jpg

Posted (edited)

Edit 2: I found seven level clipping bugs and I took seven snapshots, these particular instances are in Everlasting, Faultline, High Rise building when you go stop Captain Castillo, specifically at the following location and coords:  Server: Everlasting Zone/Mission: OUTDOOR_FAULTLINE_HIGH_RISE Position: [1087.2 100.5 -4408.3] along with other coords at different areas @Cobalt Arachne

 

 

Highrise_Clipping_error_1.JPG

Highrise_Clipping_error_2_with_Loc_COORD.JPG

Highrise_Clipping_error_3_with_Loc_COORD.JPG

Highrise_Clipping_error_4_with_Loc_COORD.JPG

Highrise_Clipping_error_5_with_Loc_COORD.JPG

Highrise_Clipping_error_6_with_Loc_COORD.JPG

Highrise_Clipping_error_7_with_Loc_COORD.JPG

Edited by Panthonca7034
Found Additional clipping bugs
  • 2 weeks later
Posted

Bit of an Osha Violation in the Office to Rikti Sewer map.  Found during "Recover Melanie from the Sewers"

Server: Everlasting Zone/Mission: OFC_TO_SEWER_TO_RIKTI Position: [325.0 87.2 149.6]

oshaviolation.jpg

  • Haha 1
Posted

there is an object stuck in the crotch of scirocco's patron plaque statue in grandville. some random object... 

 

image.png.3473685ec11fc06f71513ad87c6c7f43.png

 

image.png.a25f61d9046d034454dfa8b1b9d13279.png

 

don't ask me why i find these things... 😁

 

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted (edited)

 Zone/Mission: Warburg

Position: [-1.2 30.5 -444.5]

 

Terrace/stonework between 1st and 2nd floors cuts inward leaving the wall unsupported and the player able to look inside.

 

(Edit: Pretty sure this has been reported previously, but it didn't pop up when I searched for "Warburg".)

 

Edited by Rudra
Posted

If I find a weird geometry thing in Kallisti Wharf should I not report it? Post one of this thread says "we know about Kallisti Wharf" but that was posted in 2019...

Posted
6 hours ago, CraterLabs said:

If I find a weird geometry thing in Kallisti Wharf should I not report it? Post one of this thread says "we know about Kallisti Wharf" but that was posted in 2019...

that was because back then it was an incomplete zone... this KW has been reworked completely. so yes, report any geometry thingies... they love this stuff! 😄

  • Thanks 1

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted

Here's some map weirdness in Kallisti Wharf. If I go to this door here at  [6758.6 52.1 3585.4]...

 

image.thumb.png.5224a8269fc9f7f65a204b2475951a3c.png

 

...it takes me upstairs to a room at the top of the building, which is fine. But then when I turn around and head back out the door I just came in, I show up here at [6936.9 64.1 4695.4] instead.

 

image.thumb.png.ebf01c5131c5c56b6e5f367092a5e5c3.png

 

Basically it's a short cut between a building to the northeast of Flagtown Memorial Park to a building south of Flagtown Memorial Park. Appropriately I discovered this on a character named Short-Cut. I think it's really nifty, but it's probably a glitch.

Posted

There seems to be some strange rendering issue in Eden around [2108.1 210.6 4263.7] (specifically mid-air). When passing through in that spot, looking around can cause many of the nearby rocks to flicker in and out of existence

 

screenshot_250628-05-06-10.thumb.jpg.aefbff3e3916ee5f97fdb4373da5f315.jpgscreenshot_250628-05-06-13.thumb.jpg.1bca0ae0118f08e6665674f6d80ad41d.jpg

 

 

Also, looking in the South direction from [2123.9 216.5 4248.4] which is slightly above ground-level, can cause patches of the ground nearby to de-render.

 

screenshot_250628-04-59-56.thumb.jpg.4080fe741f15d7dab949e4a3dba4e0ac.jpgscreenshot_250628-05-03-48.thumb.jpg.297e4d7ecdc82dd6b475ae995f4c4370.jpg

 

Posted
23 hours ago, CraterLabs said:

...it takes me upstairs to a room at the top of the building, which is fine. But then when I turn around and head back out the door I just came in, I show up here at [6936.9 64.1 4695.4] instead.

Go to the double doors on the west side of the central spire in Kallisti Wharf and enter; you are taken up to the room near the top of the building. Go back down the elevators, and you'll find yourself outside the east doors of the building. This happens wherever there are two doors that take you to the same room inside a building, but only one that takes you back -- the game doesn't 'remember' which door you clicked on to enter, and just exits you through whatever single door is defined for leaving the building.

Posted

Similar as the odd rendering issue in the previous post, this time in Cascade Archipelago (Shadow Shard) at [-171.4 585.8 515.5] where it seems the nearby hill is too tall internally and forces de-rendering of map items behind it (if that's how it works), changing your camera angle from around that spot causes flickering of rocks/plants/enemies in your view.screenshot_250630-00-29-51.thumb.jpg.017cd8ff8288bd5f2fb16c4aa7d3c2d4.jpgscreenshot_250630-00-29-54.thumb.jpg.ab10257b77b65ddc6d298e4f82e016f5.jpg

Posted
On 6/28/2025 at 7:05 PM, srmalloy said:

Go to the double doors on the west side of the central spire in Kallisti Wharf and enter; you are taken up to the room near the top of the building. Go back down the elevators, and you'll find yourself outside the east doors of the building. This happens wherever there are two doors that take you to the same room inside a building, but only one that takes you back -- the game doesn't 'remember' which door you clicked on to enter, and just exits you through whatever single door is defined for leaving the building.

 

Yes but, in theory, shouldn't I be coming out of the same building, rather than a building three blocks away?

Posted
13 hours ago, CraterLabs said:

 

Yes but, in theory, shouldn't I be coming out of the same building, rather than a building three blocks away?

That was simply the first example that popped to mind; there are a number of 'two entrance, one exit' buildings, with some strange stairway-to-roof links that I discovered back on Live but didn't bother remembering.

Posted

partition coming thru in room behind wall

Server: Excelsior<br>
Zone/Mission: N_Warehouse_30_Layout_01_03<br>
Position: [-393.6 -12.8 -123.7]

 

screenshot_250630-16-03-25.jpg

Posted (edited)

there is a square in Kings Row that becomes transparent when far enough away from it. maybe my settings are too low, but you need to be 156+ yards away from it for it to be visible. you can see whatever is underneath the geomety.

 

 Zone/Mission: Kings Row Position: [-1390.6 74.2 429.6] marker is vantage point, facing south

 

image.png.bf56f8fc2d30b716c20277cba8017556.png

image.png.f2fe1d75ad09f852d39d61959800431d.png

Edited by Ridiculous Girl
added something :)

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted
2 hours ago, Ridiculous Girl said:

there is a square in Kings Row that becomes transparent when far enough away from it. maybe my settings are too low, but you need to be 156+ yards away from it for it to be visible. you can see whatever is underneath the geomety.

This has existed since back on Live; apparently, it was too low a priority for the Paragon Studios staff to address. Although the screenshots I used to have of it were taken from the west of the anomaly, while flying over the empty lot there.

  • Haha 1
Posted
14 minutes ago, srmalloy said:

This has existed since back on Live; apparently, it was too low a priority for the Paragon Studios staff to address. Although the screenshots I used to have of it were taken from the west of the anomaly, while flying over the empty lot there.

in all my years of playing, i never noticed. 😅

"I'm not crazy, my reality is just different than yours" the Cheshire Cat

"Ce n'est rien de mourir; c'est affreux de ne pas vivre"

(It's nothing to die, it's terrible not to live) Jean Valjean

"وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب”

(Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz

Posted
2 hours ago, Ridiculous Girl said:

in all my years of playing, i never noticed. 😅

There's another 'too obscure for the devs to take notice of' geometry bug that goes back to Live. This one is in the last room of the mission to defeat Frostfire. If you go into the room to your right, if you move around carefully, you can see phantom building structure -- a beam and pillar, both of which are insubstantial and fade out before reaching the wall/floor. Since it doesn't affect game play at all, and is invisible unless you're at the right angle in the room, they probably decided it wasn't worth the time to fix.

screenshot_210606-07-21-31.thumb.jpg.a4adbf74d7ab784601d40c054825c3b9.jpg

  • Haha 1
Posted
On 6/30/2025 at 11:12 AM, srmalloy said:

That was simply the first example that popped to mind; there are a number of 'two entrance, one exit' buildings, with some strange stairway-to-roof links that I discovered back on Live but didn't bother remembering.

 

Yeah, there's a couple of those, heh. This is just the first time I've encountered "two buildings in different neighborhoods, one exit" issues, so I thought it was worth mentioning. If it was, say, doors on the opposite side of the same building, or maybe even the next building over on the other side of the street I wouldn't mention it since those would be in the same basic "door cluster". Might not be worth fixing, but I can see it throwing off some players if they're running missions in the zone, albeit briefly.

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