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Report Zone Geometry Errors Here!


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5 hours ago, Darmian said:

Right, not so much a geometry issue but I wasn't sure where else to post this.  It's a recent thing though, possibly since an update.

 

The effects of the paths in First Ward and Night Ward in these spots isn't working,

 

Gonna add more information since I noticed it too.  It's specifically the Shadowed Path at [1047.8 43.0 -2051.0], directly southeast of the Survivor Compound/Midnight Mansion.  It occurs in both First Ward and Night Ward that this specific path doesn't have the graphical overlay/effects.  You are still in the path however as Dimensional Shunt is still available.  Other Shadowed Paths are working correctly but this one seems to be an anomaly, er, moreso than the paths already are.  Here's some footage: https://imgur.com/a/YQorsk8

 

There's also a little bit of irony here as the Night Ward path also contains the Follow The Light Badge...

 

Edited by ZorkNemesis

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

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Warburg, spotted at [-301.3 16.0 126.7] however this is persistent in many locations in the zone.

 

The pay phones used for the patrol mission all have their doors misaligned and are off the hinges.  Perhaps if they were corrected maybe they wouldn't be as easy to get stuck in?

screenshot_210521-22-16-53.thumb.jpg.f6fde4277fa4b56604db5e992f69569c.jpg

 

As an additional note, I checked the payphones in Bloody Bay.  Those phones have their doors mounted correctly and additionally have physics enabled allowed you to walk into them and smash them off the hinges which prevents getting caught inside them.  Why can't the Warburg phones be that sophisticated?

 

Edited by ZorkNemesis

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

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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???) managed to fall through the first room (Terraced sides with lava trench at the bottom) into a very deep pit.

 

I did trigger Combat Teleport mid jump/fall so might have found a hole.  No idea where in the room it is or how I actually got through it.  I think I fell through the side towards the rest of the map, not the exit side.

 

 

screenshot_210526-06-42-10.thumb.jpg.1d2debce19eab1f98e1a61ed85f709b4.jpg

 

screenshot_210526-06-42-16.thumb.jpg.a61f1a983035fcb48bf06abacea9ac33.jpg

 

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You see a mousetrap? I see free cheese and a f$%^ing challenge.

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  • 2 weeks later

The Hollows

[2202.7 32.0 -3175.6]

 

These air vents aren't attached to the roof of the building they're on.  Most other air vents in the immediate area I could find were.

screenshot_210604-01-23-42.thumb.jpg.29cb476ff4237f747b8762ff754f2cda.jpg

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

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 Everlasting Zone/Mission: Tech_60_Layout_05_01 Position: [-3300.3 0.8 -476.1]

 

In this spot on this map there's an invisible wall that blocks a corridor in the laboratory.

screendump.png

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  • Various: Project Dragon, Evolve Or Die, The Murders in the RWZ Morgue, The Last Crystal Out Of Cimerora
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There is a fence missing from Atlas Park, with a plyboard leaning against thin air at [2748.1 -31.8 988.7]

image.png.ff487f2d81ed97dd354eaa75cd5070e8.png

 

Here's what it looks like in Echo Atlas Park, the same original area with physics intact at [2748.4 -32.0 988.2]

image.png.57540957672304ef5a9b9781dcce16f6.png

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Found a small break in the geometry in St Martial, in the northern end of the bayou area in the Fortune's Wheel neighborhood. Coordinates are [-883.1 14.5 -1757.3].

 

(And no this isn't an old screenshot, the Everlasting TFs channel just shows a really old MOTD when on Brainstorm)

 

st_martial_geom.thumb.jpg.5458618832f97e3c3792a80bd85e78a8.jpg

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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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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.

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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.

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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.

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  • 4 weeks later

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.

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  • 4 weeks later

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
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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.

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