Gamebreaking bug for worldspaces bigger than 4 quads in widt

Post » Tue Jun 19, 2012 2:27 pm

The previous thread for this is about at its limit.

There is a major bug with the handling of ground collision for non-player actors in cells with x values outside the range -64 to +64.

The bug has been confirmed by several people and will prevent work on the major Beyond Skyrim single heightmap world expansion mods and the new worldspace mods MERP and Mesogea.

Previous thread is
http://www.gamesas.com/topic/1348275-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width

Maegfaer's http://www.youtube.com/watch?v=qndePb5jEO4&feature=youtu.be of the bug is worth a look if you haven't seen it.
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Facebook me
 
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Post » Tue Jun 19, 2012 6:01 am

MD, good call moving to another thread.

Can anyone else whose project will be affected by this bug please shout out and say so. We want to list all the new worlds as Merp and Mesogea are only two of the many.
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 2:18 pm

I'm giving this a bump.

I may have some time later today to look into this a bit. I haven't even had time to dive into the new CK...
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Erika Ellsworth
 
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Post » Tue Jun 19, 2012 9:36 am

I am working on a new worldspace and I have definitely experienced strange nav-mesh issues. I haven't built the navmesh for the majority of the world yet though.
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Lucie H
 
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Post » Tue Jun 19, 2012 12:51 pm

I did not plan on annoucning this untill I was further along but seeing as there is no point in continuing if this bug is not fixed.....here it is..

Ultima total conversion is an un announced project I had been working on for Oblivion , I am in the process of moving it over to Skyrim , but if this bug is not fixed , this project will die
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phillip crookes
 
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Post » Tue Jun 19, 2012 4:35 am

@PaladinRider - you may be OK: the NavMesh bug seems definitely to be on the devs' radar and a fix planned. I would hold off on any more navmesh work until that patch is out, though.

This thread is for mods which need to extend more than 64 cells into the positive or negative x direction. Collision for non-player acrtors is broken outside that range, and we have yet to get confirmation that the devs even know about it.

Followup: Thank you to our moderator http://www.gamesas.com/user/82515-povuholo/ for your http://www.gamesas.com/topic/1348275-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width/page__view__findpost__p__20363496in our previous thread: please do pass this thread on to gstaff.
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Laurenn Doylee
 
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Post » Tue Jun 19, 2012 10:24 am

As I was reading about this bug, I came across this acticle (which indicates that all of Tamriel is already in Skyrim - just off-limits to players):
http://ppsh-41.tumblr.com/post/13145143504/entire-tamriel-landmass-built-into-skyrim

Has anyone been able to confirm if any part of this Tamriel map in Skyrim exceeds the -64/+64 limits, and if so, if the collision bug persist in those locations as well, and not just in the player created maps like the one for MERP?

Just thought I would flag this, in case it might assist someone in figuring out the origin of the bug.
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Britney Lopez
 
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Post » Tue Jun 19, 2012 6:17 am

Those locations exist in LOD only, and are rather heavily distorted from lore-correct Tamriel. The http://www.gamesas.com/topic/1343021-wip-all-tamriel-heightmap/page__view__findpost__p__20245216uses an extract of that LOD to help with blending to the Skyrim world, but doesn't follow it slavishly.

This bug doesn't affect them because they have no collision.
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Anthony Diaz
 
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Post » Tue Jun 19, 2012 4:21 am

Thank you povuholo for a glimpse of hope that this ugly bug may be looked at in the future. Maybe it's a good sign that this is already thread #2 of this topic; the navmesh-bug also needed as far as i know at least 2 threads on this topic. And i'm sure if not we see in a month thread #20 XD

So let's hope we get at least a yellow in the http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/ about this issue, because if not, projects like above and maybe even project 5 are maybe dying before the work even began.
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Rozlyn Robinson
 
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Post » Tue Jun 19, 2012 9:06 am

Yes, we're still blue in the critical bugs section of the http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/ for this one, and it is draining enthusiasm for projects.

I'm practically ready to hand over the High Rock and Hammerfell heightmap for the High Rock team to start beta testing - but there's exactly zero point at the moment even doing the import into Tamriel because it's unusable.
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Ash
 
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Post » Tue Jun 19, 2012 1:09 pm

As I was reading about this bug, I came across this acticle (which indicates that all of Tamriel is already in Skyrim - just off-limits to players):
http://ppsh-41.tumblr.com/post/13145143504/entire-tamriel-landmass-built-into-skyrim
Yeah, as Morcroft said, that's not really true. For trivia purposes, Todd Howard http://www.g4tv.com/thefeed/blog/post/720764/skyrim-director-explains-extended-map/ why it's there.
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steve brewin
 
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Post » Tue Jun 19, 2012 11:18 am

Did anyone tested this behavior on the new beta-patch already: there are already rumors that large statics may be fixed there already, so a test would really be helpful (not that i'm very optimistic)

And sadly the landscape outside of skyrim is only for graphical purpose, because if not at least someone would have found out that there is such a bug...
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Ellie English
 
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Post » Tue Jun 19, 2012 9:51 am

Not to sound negative, but I will certainly be pleasantly surprised if this gets fixed at all. Think about it, firstly this is an engine bug not a ck bug, so any change they make could potentially cause other issues and this issue doesn't affect Skyrim itself. Seems unlikely they would bother making an un-needed (for Skyrim) change and bug testing it etc when it doesn't even affect the game and risks introducing new bugs (maybe). Especially considering the affected users of this bug isn't that significant, the number of users who successfully release mods bigger than Skyrim, and the number of users who play it is insignificant compared to dungeon/cosmetic mods.

Having said that, keeping my fingers crossed that they do decide to fix this...
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Brιonα Renae
 
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Post » Tue Jun 19, 2012 9:59 am

Isnt significant yet. People will get bored with the current landspace. Once they try to expand, they will discover the limitations. Better to have the furore now whilst Bethesda are working on the CK than in a year when its all done with,

Tweaking the CK and Game is easily possible with auto update on Steam. They could patch it overnight, seamlessly.

The number of users of cosmetic mods needs to be checked against views on MERP, downloads of MERP, Mesogea, Dune, Anequina and so forth. Not insignificant at all.
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Brandi Norton
 
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Post » Tue Jun 19, 2012 5:09 am

This is why we're making such an annoying pest of ourselves right now, calling for PMs and tweets and so on! By the time the community in general realises what a royal pain in the anatomy this bug is, all the Beth devs will be fully engaged in the next game development and will, quite reasonably, not be able to go back and fix Skyrim issues.

The overhead of testing a fix to this bug is far less if the game is being tested for other fixes at the same time. There do seem to be other engine bugs - it's not just the CK - so while regression testing is actually happening it's important that this bug is included in the programme.
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Symone Velez
 
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Post » Tue Jun 19, 2012 11:29 am

Made a post in http://www.gamesas.com/topic/1351643-taking-your-skyrim-workshopcreation-kit-questions-for-the-bethesda-podcast/page__view__findpost__p__20369031 about our issues.

I recommend everyone a question about this bug in that thread. It's a Q and A session for the CK, so the more times this question is asked, the harder it will be for them to ignore.
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Ana Torrecilla Cabeza
 
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Post » Tue Jun 19, 2012 2:57 am

Ive also added a question. We can only keep our fingers crossed. Interesting conversation with a colleague at work today. Hasnt bought Skyrim, will buy it for MERP when the mod is playable. Shamelessly plugged Mesogea too. He has no interest in modding or using the CK but still knew there were bugs. Had no idea that worldspace mods couldnt progress.
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sophie
 
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Post » Mon Jun 18, 2012 11:26 pm

I hope as many people as possible will also http://www.gamesas.com/topic/1351643-taking-your-skyrim-workshopcreation-kit-questions-for-the-bethesda-podcast/page__view__findpost__p__20369352, because if more people ask the same question it might be answered in the podcast, this would be great. This bug is awful, not because so many modders would be afflicted by this mod, but really great projects like Project 5, Tamriel united mods and other mods that adds a big landscape would be impossible.

Except the community find a fix for it, but this will be hard and will require that all big mods needs the fix be included in their mods; if it is even possible to fix it from the outside.
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Ellie English
 
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Post » Tue Jun 19, 2012 12:12 am

I'm not totally sure if this problem will effect me, depending on how huge I want my world to be, but I will certainly +1 the request to have this fixed just in case.

I'm working on a world project called Praxis. The lore branches out into non-canton history about the Khajit and how, during a world-shattering event pre-Alduin,
a Goddess named Ix opened a portal to another world (Praxis) to save the species. Obviously the world didn't end and the portals were not closed, Praxis was
populated by the Khajit--eventually all the other races--and closed after the Oblivion crisis for reasons unknown. Those reasons are now coming to light.
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He got the
 
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Post » Tue Jun 19, 2012 12:20 am

I'm making a new large 16x16 quad world called Hoddminir, and have seen this issue. I can only hope it's an easy fix for Bethesda to do, without a fix I will have to consider going back to modding for Oblivion.
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Bryanna Vacchiano
 
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Post » Tue Jun 19, 2012 11:58 am

I'm making a new large 16x16 quad world called Hoddminir, and have seen this issue. I can only hope it's an easy fix for Bethesda to do, without a fix I will have to consider going back to modding for Oblivion.

Sounds ambitious. Keep in touch throughout, its one big learning curve but excellent when you get the map in world and are able to explore it for the first time. Skyrim should make it quite breathtaking (got to get the bugs sorted)
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Elizabeth Falvey
 
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Post » Tue Jun 19, 2012 1:52 pm

The previous thread for this is about at its limit.

There is a major bug with the handling of ground collision for non-player actors in cells with x values outside the range -64 to +64.

The bug has been confirmed by several people and will prevent work on the major Beyond Skyrim single heightmap world expansion mods and the new worldspace mods MERP and Mesogea.

Previous thread is
http://www.gamesas.com/topic/1348275-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width

Maegfaer's http://www.youtube.com/watch?v=qndePb5jEO4&feature=youtu.be of the bug is worth a look if you haven't seen it.

its about a map of 4096 size? 4 quads?
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Emma louise Wendelk
 
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Post » Tue Jun 19, 2012 1:04 pm

Yes. Doesn't seem to matter what size it is in the y direction but 4 quads wide in x.
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Nina Mccormick
 
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Post » Tue Jun 19, 2012 4:33 am

how big is the landscape you are making? I was thinking to make after I been able to make a decent working worldspace a Atmora continent mostly flat icescape of 8192x8192 size wich I guess shoudl be like 8x8 quads and should be like 14 x 14 kms more or less? if 1 pixel = 1.8 m?
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Nikki Lawrence
 
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Post » Tue Jun 19, 2012 8:28 am

Bump for importance.
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Solène We
 
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