Gamebreaking bug for worldspaces bigger than 4 quads in widt

Post » Tue Jun 19, 2012 7:38 am

I did a several month study of 3d worlds and games as part of my degree (and if I dont stop posting here I'll never finish it) and the consensus seemed to be that most games are played by males in their early twenties, tailing off as it rises into the thirties, forties etc. The emphasis being on games that are quick and dirty, load em up, run them and pull the plug when youre done. PC's take a bit more thought and effort for higher rewards in graphics, gameplay, mods etc. The games that provided player interactivity, as in ability to re-design, add to and so forth take a great deal more effort and cost to produce, so the risk is greater. There is also a pendulum swing for most things of fashion, at the moment the pendulum is swinging towards the "all in on the console bandwagon" and as more and more games companies do this mods and mod interest will fade, but there will reach a point where the profit is in standing out from the crowd, so a company will come along and put effort into interactive content, the gaming crowd will see something unique and clamour for it. The pendulum swings until it reaches the point where there are too many games with mod facility and the sales v effort effect kicks in again as the same number of players spread wide across the numerous mod platforms. Then someone will concentrate on quick and easy and fashion repeats itself.

Same with jeans, funnily enough. A swing from skinny to baggy, and back again. Some call it innovation, others call it getting bored with the same old same old and looking for something different.

Well that's a thorough anolysis and explains it well, thank you, and good luck with the degree.
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Hannah Whitlock
 
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Post » Tue Jun 19, 2012 3:51 am

You act like I'm trying to censor personal opinion. I was simply stating that everyone seems to be railing against and bashing Bethesda just because they could not fix one bug. In my opinion, most people are acting like this: "You're going to fix it? Yay! Hooray!" But when it's learned that one bug can't be fixed, then it's like: "You can't fix it? YOU DON'T CARE ABOUT YOUR USERS OR YOUR CK!!!!!" Yeah. Despite the fact that they are taking their time to work on a fix for two other critical bugs that will render most mods broken anyway.

And besides, in my opinion, the NavMesh bug was far more serious than this one. THAT is the one they should be devoting their attention to, because it renders mods with new interiors and landscapes completely broken. If this wasn't fixed, then the big world mods wouldn't happen anyway.

EDIT: Also, I love the way you slandered Alexander J. Velicky's opinion a few pages back. You said "Don't be so arrogant as to think that your view is the only one with merit". You're the arrogant one, because you can't seem to tolerate what other people think.

The problem lies in communication I think, if they'd come on and said ...we can't fix this bug because of blah blah blah reasons, then we'd be disappointed but only the ultra critical would complain; but to come on and just say 'no, we have no plans at the moment' seems a bit like leaving us standing in the rain to me? They must appreciate all the love and effort put in to these projects to at least give us a full explanation of why they can't or won't fix it? To at least give us a clear head in which direction to proceed. For all we know it might involve recoding the whole game or might be something as simple as adding a single digit here or there? Saying that they did tell us it was to do with Havok I suppose, but nothing specific.
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Queen Bitch
 
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Post » Tue Jun 19, 2012 8:44 am

Theres a lot of this about. I can get by with own opinions, but opinions of opinions are a bit pointless. As if we're going to say, "Yes I am completely wrong, thanks for straightening that out"

Anyway going way off the point of the thread here. After chatting with Maegfaer we will open up another thread purely dedicated to breaking through this bug. The discussion of whether it should be fixed by Bethesda or not is entirely right to have I think and I'll happily partake, but the two issues should be kept seperate dont you think? one for fixing it, another for showing our disaproval of the whole thing so far.

Could you please link the new thread in here (when it is up)? Some of us are keen to follow the developments in this area. Thanks.
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M!KkI
 
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Post » Tue Jun 19, 2012 3:38 pm

http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/

sorry if the intro is a bit Peter and Jane, but I wanted to thoroughly define it so that everybody, new to seasoned can understand it and understand it. The idea is to focus on a third party fix. If Bethesda decide to do the decent thing in the meantime then all well and good. I have to bow to others opinions that we (including me) cant go on moaning about it and hoping B will come along like the good fairy and sort it out. I dont think they will.
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marina
 
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Post » Tue Jun 19, 2012 10:05 am

http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/

sorry if the intro is a bit Peter and Jane, but I wanted to thoroughly define it so that everybody, new to seasoned can understand it and understand it. The idea is to focus on a third party fix. If Bethesda decide to do the decent thing in the meantime then all well and good. I have to bow to others opinions that we (including me) cant go on moaning about it and hoping B will come along like the good fairy and sort it out. I dont think they will.

I don't think anyone on here apart from myself will remember Peter and Jane books TheKarithian ? :biggrin:

I still read them now..... no, only joking! :biggrin:
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trisha punch
 
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Post » Tue Jun 19, 2012 12:35 pm

This might be a stupid suggestion but what the heck nothing wrong with a bit of brain storming. Is there any way you could put another layer of collision around the surface of the heightmap to prevent this happening?
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neil slattery
 
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Post » Tue Jun 19, 2012 9:49 am

This might be a stupid suggestion but what the heck nothing wrong with a bit of brain storming. Is there any way you could put another layer of collision around the surface of the heightmap to prevent this happening?

I think Maegfaer was toying with this type of idea a bit earlier in this thread. Not sure if it has been tested yet.
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michael danso
 
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Post » Tue Jun 19, 2012 12:05 am

Such a shame. There go my hopes of Skyrim being a game I play for years to come.
How narrow-minded. Why don't you look at the big picture? Despite this misfortune, there will still be thousands of mods rolling in on both Skyrim Workshop and Skyrim Nexus. This bug will only impede modders who are thinking about making huge new worldspaces and lands. If you're not planning on making/playing any big world mods, then you really have nothing to complain about. You act as though big world mods are the only things modders will ever create. A big world mod isn't the only thing that will make the game continue to be enjoyable.
Woah, opinion police. Apologies officer, I'll get right behind your personal viewpoints and leave mine at the door next time I check into the BGS forums. /sarcasm

http://img8.imageshack.us/img8/9893/scampshot1.jpg

http://www.iguanadons.net/files/gallery/f61101f2a50898b8bdfcb5e63ef384fb.jpg

As much as I love Arth's villages and Open Cities, Duke Patrick's combat overhauls, and the myriad of visual overhauls, they either only add a small amount of replayability that add to the vanilla game (Arth's mods), or improve on the base mechanics and graphics. It's the huge landmass mods that make TES games remain enjoyable for me for years down the line. If I was restricted to Vvardenfell and Cyrodiil, I wouldn't be playing TES 3 and 4 today. As much as I believe in talented modders like ShadeMe and Ethatron (and who knows who else will make a name for themselves in the next few years) being able to fix this issue down the line, it's going to be too late for a unified Tamriel, explorable by land and sea seamlessly, without loading screens. We'll have to make do with closed-border provinces and mis-matching LOD at best.

Of course it's not going to destroy the game. It's just a missed opportunity given how well so many large worldspace mod teams had been collaborating on these projects compared to Oblivion mod teams 5 years ago.
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Bloomer
 
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Post » Tue Jun 19, 2012 4:15 am

Woah, opinion police. Apologies officer, I'll get right behind your personal viewpoints and leave mine at the door next time I check into the BGS forums. /sarcasm

http://img8.imageshack.us/img8/9893/scampshot1.jpg

http://www.iguanadons.net/files/gallery/f61101f2a50898b8bdfcb5e63ef384fb.jpg

As much as I love Arth's villages and Open Cities, Duke Patrick's combat overhauls, and the myriad of visual overhauls, they either only add a small amount of replayability that add to the vanilla game (Arth's mods), or improve on the base mechanics and graphics. It's the huge landmass mods that make TES games remain enjoyable for me for years down the line. If I was restricted to Vvardenfell and Cyrodiil, I wouldn't be playing TES 3 and 4 today. As much as I believe in talented modders like ShadeMe and Ethatron (and who knows who else will make a name for themselves in the next few years) being able to fix this issue down the line, it's going to be too late for a unified Tamriel, explorable by land and sea seamlessly, without loading screens. We'll have to make do with closed-border provinces and mis-matching LOD at best.

Of course it's not going to destroy the game. It's just a missed opportunity given how well so many large worldspace mod teams had been collaborating on these projects compared to Oblivion mod teams 5 years ago.


Obviously someone who thinks that the absence of a living, breathing Middle Earth, and walking in the footsteps of frodo and Aragorn and standing on the walls of Helm's Deep while being attacked by hordes of Orcs, (all probably caused by a silly bug), is not that much of a loss and should just be happy and count our losses? :blink:
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Miragel Ginza
 
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Post » Tue Jun 19, 2012 11:43 am

Ditto the above

I dont understand why people who are not interested in large world mods are bothering to get involved in a thread talking about large world mods? Do these people also visit trainspotting, birdwatching, snail racing and other such sites that they couldnt care less about and get involved? Its starting to sound more like a platform for Bethesda's cheerleaders than dealing with the issues of getting Middle Earth, Tamriel, Mesogea and the like into the game.

Can some of you folks let me know the issues you want fixed then perhaps I could drop in there and tell you I'm not bothered and that maybe you shouldnt be either, because your issues arent a big deal to me, you cant be allowed to be annoyed by them?

Its beyond me, it really is. Honestly, some people...
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Penny Flame
 
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Post » Mon Jun 18, 2012 11:41 pm

Ditto the above

I dont understand why people who are not interested in large world mods are bothering to get involved in a thread talking about large world mods? Do these people also visit trainspotting, birdwatching, snail racing and other such sites that they couldnt care less about and get involved? Its starting to sound more like a platform for Bethesda's cheerleaders than dealing with the issues of getting Middle Earth, Tamriel, Mesogea and the like into the game.

Can some of you folks let me know the issues you want fixed then perhaps I could drop in there and tell you I'm not bothered and that maybe you shouldnt be either, because your issues arent a big deal to me, you cant be allowed to be annoyed by them?

Its beyond me, it really is. Honestly, some people...

Aye, not to mention the lack of empathy for people who have put so much time and effort into it?
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FLYBOYLEAK
 
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Post » Tue Jun 19, 2012 6:21 am

Just a question...

Does the limit imposed by this bug truly prevent the creation of the MERP mod? I mean, how many cells would something like Minas Tirith, even if made to scale, require? Would it not fit within the scope of a 2x2 quad area with plenty of room to spare?

Does the entire land need to be traversable on foot from the shire all the way to Mordor?

Put the center of Hobbiton at the center of a 2x2 quad region. Give that region its own world space. Generate a 4x4 quad height map and LOD for it and center the region with it.

Set up a script that checks which cell you are entering in the world space and have it load the apropriate quad region, placing you in the new worldspace at a travel marker.

It may not be ideal, but based on the current limitation due to this bug, it will at least work.
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Symone Velez
 
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Post » Tue Jun 19, 2012 8:27 am

@ G. B. Jackson

The limitation is not 4x4 quad, only 4 quads in the x-axis.
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Gen Daley
 
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Post » Tue Jun 19, 2012 12:44 am

so let me see if I get this right
x axis is messed up at coordinates that are the absolute value of 64
also, we are certain that the havok physics are to blame
further, we have found it to be only affecting npc's and is likely to be behavior code related

nobody see's the relation yet?

I'm guessing it would be a typo
if you remember 64 written in hexidecimal bacomes 100 when translated back into decimal (see where I'm going yet?)
know any behavior value that's ranged from -100 to +100?

I'd guess reputation, if I had to think of one off-hand
if that's the case the variable for the x axis was mistakenly given the limits for the reputation range
that would explain all of the problems mentioned before
I'm surprised that nobody came to that conclusion before I did

I don't know how to edit the havoc code so, I'll leave that to you guys but, that is the most likely solution

edit: btw, main name was supposed to be merlinthewizard, as you can see I know a bit about typos
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yermom
 
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Post » Tue Jun 19, 2012 2:42 am

The issue has already been "fixed" by shadeMe, so it's not a big deal anymore. And it's not as simple as a typo.
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gary lee
 
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