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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 (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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