Gamebreaking bug for worldspaces bigger than 4 quads in widt

Post » Tue Jun 19, 2012 12:47 am

Shouldn't -64x>64? I'm not great at math, but x is bugged cell here and it only happens when x is smaller than -64 or greater than 64. Right?
Nope! I spent ages trying to phrase that right, so read it again: it says cells BEYOND -6464. -64safe range.

Everyone who cares about this and has a twitter account needs to tweet - and if you don't have one then make one just for this! Send tweets to @BGS_devs, @Bethblog and @DCDeacon quoting the hashtag #SkyrimWorldspaceBug

Twitter is a mass-communication tool: that's its point so if Bethesda use Twitter (and they do) they can hardly complain if it's used for what it's designed for. If they've got a decent twitter client I think they should be able to filter out the #SkyrimWorldspaceBug hashtag to see everything else separately.

Seriously: the squeaky wheel gets the grease. Make a noise and it may be fixed. Be quietly polite and it won't.
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brandon frier
 
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Post » Tue Jun 19, 2012 3:38 am

If I understand this correctly, the problem is the game engine itself which seems to contain the bug.

I am no programmer, so forgive my ignorance, but is it completely and utterly out of the question for someone to 'look under the hood' of the game engine, identify the problem and come up with a fix/patch?
In other words - will this only be solved if Bethesda decides to live up to it's claims of wanting to support modders and actually release a fix themselves?
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stevie trent
 
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Post » Mon Jun 18, 2012 4:09 pm

It would be extremely difficult for someone else to do so, though surely not impossible. The problem is there would be limitations, third parties cant patch the game and doing so might be illegal, cause other problems and so forth. Its a good idea to try to narrow down the problem though.

Echoing the clarion cry of Morcroft Darkes, might even be worth adding to a sig

"Everyone who cares about this and has a twitter account needs to tweet - and if you don't have one then make one just for this! Send tweets to @BGS_devs, @Bethblog and @DCDeacon quoting the hashtag #SkyrimWorldspaceBug"
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Danii Brown
 
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Post » Mon Jun 18, 2012 1:58 pm

I think that is beyond what third parties can do. The clever peeps can work around almost any CK issue, and can poke values in for particular uses - such as SKSE, but the actual code of the game is, I think, difficult and dangerous to modify. Besides which, you're asking every gamer to patch their executable to allow them to play our mods. Come to that, if Steam workshop ever reaches its full potential, there's no way we can patch the executable on consoles.
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Harry Leon
 
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Post » Mon Jun 18, 2012 12:37 pm

Nope! I spent ages trying to phrase that right, so read it again: it says cells BEYOND -6464. -64safe range.

Everyone who cares about this and has a twitter account needs to tweet - and if you don't have one then make one just for this! Send tweets to @BGS_devs, @Bethblog and @DCDeacon quoting the hashtag #SkyrimWorldspaceBug

Twitter is a mass-communication tool: that's its point so if Bethesda use Twitter (and they do) they can hardly complain if it's used for what it's designed for. If they've got a decent twitter client I think they should be able to filter out the #SkyrimWorldspaceBug hashtag to see everything else separately.

Seriously: the squeaky wheel gets the grease. Make a noise and it may be fixed. Be quietly polite and it won't.

I plan on adding a call on our ModDB page soon, hopefully today and else tomorrow. I'll first have to go through it with one or two other MERP team leaders though.

I am no programmer, so forgive my ignorance, but is it completely and utterly out of the question for someone to 'look under the hood' of the game engine, identify the problem and come up with a fix/patch?

It's theoretically possible I suppose, but a great amount of work to reverse engineer the code where the bug might be found. It would require the best programmers the mod community has to invest major time in fixing it, while success isn't even guaranteed. @others, it could perhaps be in the form of a DLL injection using the SKSE rather than a real patch.
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Amelia Pritchard
 
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Post » Mon Jun 18, 2012 11:22 am

I plan on adding a call on our ModDB page soon, hopefully today and else tomorrow. I'll first have to go through it with one or two other MERP team leaders though.



It's theoretically possible I suppose, but a great amount of work to reverse engineer the code where the bug might be found. It would require the best programmers the mod community has to invest major time in fixing it, while success isn't even guaranteed. @others, it could perhaps be in the form of a DLL injection using the SKSE rather than a real patch.

Oh God, I really hope this will get fixed somehow.

Many thanks to Maegfaer for raising awareness of this terrible bug, and for not giving up on MERP in Skyrim.
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Michelle Chau
 
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Post » Tue Jun 19, 2012 1:19 am

I really hope that beth accnowledge this error soon; beside the NavMesh-Bug this is one of the worst: it affects a lot of modders because the engine set an limitation of the size of the world space and set so an limit to the moddability of the game itself. this would affect many big projects if there is no solution.

@Dagoroth
Maybe there is a way to fix it, and as i know some great modder from the skse-team or someone else will find a way; even more since the error seems to affect only the x-axis (or was it the y-axis; i don't know); but we can't be sure and the best way would be if this bug is fixed in the engine itself.

I really hope that someone or beth itself will fix this bug; because since the NavMesh-Bug seems to be fixed in the future, this is by far the worst bug now.
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Nicole Mark
 
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Post » Tue Jun 19, 2012 2:50 am

even more since the error seems to affect only the x-axis (or was it the y-axis; i don't know)
It's the X axis. It does seem arbitrary that the northernmost tip of Atmora wouldn't be a problem but the game starts glitching out if you go too far west or east.

Come to think of it, we haven't tested the Z axis. This could affect the "travel to Australia" blackreach expansion mod I'm planning.
(joke)
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Christie Mitchell
 
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Post » Tue Jun 19, 2012 2:14 am

It's the X axis. It does seem arbitrary that the northernmost tip of Atmora wouldn't be a problem but the game starts glitching out if you go too far west or east.

Come to think of it, we haven't tested the Z axis. This could affect the "travel to Australia" blackreach expansion mod I'm planning.
(joke)
I'm pretty sure the Z axis limit is close to the top of the Throat of the World. The base sea level in Skyrim is much further down (in the negative zone) than it was in further games to accommodate the height of the mountains.
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WYatt REed
 
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Post » Mon Jun 18, 2012 7:10 pm

Come to think of it, we haven't tested the Z axis. This could affect the "travel to Australia" blackreach expansion mod I'm planning.
(joke)

I tested the Z-axis, my Middle Earth map has some pretty extreme height differences. Z-axis doesn't matter, it's just the X-axis.
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casey macmillan
 
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Post » Mon Jun 18, 2012 5:07 pm

I could understand if it was both the x-axis and the y-axis, but when even the z-axis doesn't have problems, and the y-axis have no problems, why only the x-axis? :confused:
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Kayla Oatney
 
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Post » Mon Jun 18, 2012 2:56 pm

Ive been very high up in Mesogea. In L3dt its in the 1400 metre range at the highest point.
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Andrew Tarango
 
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Post » Mon Jun 18, 2012 6:19 pm

Oh please Bethesda. Fix this bug!
It has the potential to single handedly kill off some of the best player modding ever made. :shakehead:
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Carlos Vazquez
 
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Post » Mon Jun 18, 2012 1:01 pm

Maybe we should convert MERP and put it on its side so it will extend into the Y and Z axes...

Of course, the moutaintops might suddenly become a problem.
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Gavin Roberts
 
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Post » Mon Jun 18, 2012 3:23 pm

I sent a message to Gstaff a while back (just before Morcroft said not to spam PMs) and I got a reply:

We shared this information with the team.

Thanks for the note.

Not quite an acknowledgement from a game dev, but it does seem like it will be put on the radar. Should I reply again to thank him for replying?

I should probably post my original message:

Hello,

I am sending this message to stress the importance of adressing the http://www.gamesas.com/topic/1348275-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width/that will cripple long-standing mod projects such as MERP and Mesogea. If the developers are serious about supporting modders, then it would do well for them to be aware of what this entails. This bug, along with the navmesh bug, is one of the biggest hurdles that are dampening the enthusiasm of modders at the moment.

With kind regards

I hope I didn't come off as too snooty :V
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Racheal Robertson
 
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Post » Mon Jun 18, 2012 6:56 pm

I think that's fine - and a very good start! Always worth replying to a reply, I'd say: just say thanks and we hope for an update as soon as possible.

Tiny bit snooty, but I wouldn't be offended by it! And a few PMs isn't spamming: asking everyone on the MERP forum to PM would be spamming.
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Samantha Mitchell
 
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Post » Mon Jun 18, 2012 12:24 pm

heh I wanted to pm a dev as well for reporting bugs, but I fear that would be understood as harassment and could lead to no bugfixing at all on their part. but maybe a famous modder can do that without coming off as a spammer.
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HARDHEAD
 
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Post » Mon Jun 18, 2012 6:35 pm

I think it was a perfect PM. Glad we got a reply. What do you guys think, should MERP still put that twitter call on the ModDB page?
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Harinder Ghag
 
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Post » Mon Jun 18, 2012 1:28 pm

I think it should be done, yes. If the Devs see how many people are affected then they are more likely to put this higher up the "to do" list.
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Hella Beast
 
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Post » Mon Jun 18, 2012 9:37 pm

I agree - lets see what Twitter can do. In a way this is potentially useful information for gamesas as to what sort of interest there is in big mods like MERP.
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Lisha Boo
 
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Post » Mon Jun 18, 2012 12:31 pm

I think the MERP team should definitely arrange a call to arms via Twitter.
Perhaps put up a standardised tweet on the ModDb for all people to use. Something polite, but still making it clear how important this is.

Hoping any new news or any correspondence with Bethesda will get posted here for people to see.
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Katie Samuel
 
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Post » Mon Jun 18, 2012 11:37 am

twitter yes. it's MERP team, they can't be ignored, they're too good!
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kirsty joanne hines
 
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Post » Tue Jun 19, 2012 1:10 am

I sent a message to Gstaff a while back (just before Morcroft said not to spam PMs) and I got a reply:



Not quite an acknowledgement from a game dev, but it does seem like it will be put on the radar. Should I reply again to thank him for replying?

I should probably post my original message:



I hope I didn't come off as too snooty :V

Could I just ask - when you say "a while back", when exactly was that?
And also, precisely who is Gstaff?
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remi lasisi
 
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Post » Mon Jun 18, 2012 7:44 pm

Could I just ask - when you say "a while back", when exactly was that?
And also, precisely who is Gstaff?
The time stamp is 16 February 2012 - 11:19 PM, in GMT+1. Two days ago basically.

And from what I know, Gstaff is like the ambassador of Bethesda to the modding community. Forum administrator without being a part of the development team, although he is in communication with them.
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Flash
 
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Post » Mon Jun 18, 2012 7:19 pm

Bethesda I usually love you but when I come across this bug. I get mad. Real mad.
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Patrick Gordon
 
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