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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.

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