Gamebreaking bug for worldspaces bigger than 4 quads in widt

Post » Tue Jun 19, 2012 1:06 am

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.

It would be really nice if we could get positive confirmation that Gstaff has indeed been made aware of this. At least, that would be a start.
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Jade Barnes-Mackey
 
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Post » Mon Jun 18, 2012 9:51 pm

It would be really nice if we could get positive confirmation that Gstaff has indeed been made aware of this. At least, that would be a start.
Very true. Forgive my cynicism, but "We shared this information with the team. Thanks for the note," sounds like a bit of a standard response - at best.

I always assumed GStaff was a "they" not a "he" - BGS staff account on the forum.
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Vivien
 
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Post » Mon Jun 18, 2012 12:37 pm

Very true. Forgive my cynicism, but "We shared this information with the team. Thanks for the note," sounds like a bit of a standard response - at best.

I always assumed GStaff was a "they" not a "he" - BGS staff account on the forum.

So long as they actually GET the info, I could care less how he responds :P . But seriously, I don't expect a personal response to every critical and major bug. A response of some kind acknowledging it is good enough for me. My main thing is that they pay attention to them so that they find them and that they work on fixing them.
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SWagg KId
 
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Post » Tue Jun 19, 2012 1:00 am

I'm sure that it's right that you have been given a respondance, but in the internet there is a saying: Pic or it didn't happened ^^

If we have at least an evidence, there is at least a glimpse of hope that it will be fixed in the future. But even then we need at least that someone post in the forum that the devs at least have knowledge about the bug. And even then it could take long to fix it. So if somebody have an solution about this problem or an bugfix. please let us all know XD
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Avril Churchill
 
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Post » Mon Jun 18, 2012 11:37 am

Agreed. I am going to post up on the front page of Mesogea.org, The project went on hold when Skyrim was announced (silly to progress in Oblivion) but the site shows regular visits from members and guests. Also Youtube. I dont want to become a pest with Bethesda with this, bombarding them, but the issue is to make them aware. Once they are aware thats half the battle, from then we just need to keep the issue topical so that they understand how many people and projects this affects. I think its pretty obvious from this forum that we are desperate for their help.
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Sarah Evason
 
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Post » Mon Jun 18, 2012 4:24 pm

Bump for importance...
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Laura Hicks
 
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Post » Mon Jun 18, 2012 7:40 pm

Bump for importance...
Might be a better idea to save the bumping for monday :)
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Chloe :)
 
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Post » Mon Jun 18, 2012 9:14 pm

Continuously. :wink:
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jenny goodwin
 
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Post » Tue Jun 19, 2012 2:07 am

Beth surely must address these issues? Can you imagine what mods like these will have on the purchasing power of Skyrim in 3 to 4 years time??
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SWagg KId
 
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Post » Mon Jun 18, 2012 8:28 pm

Unfortunately, 3-4 years is way beyond the payback horizon of a big game devlopment. This goes more to the company's credibility - if they really pull out all the stops and fix the bugs the community regard as critical then it will improve their prospects for selling the next big game.

It's good to see that the Devs genuinely are paying attention and are fixing bugs: the Navmesh bug fix has been confirmed to be in preparation. We really need to know that the devs are aware of the x64 large worldspace bug as well.
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WYatt REed
 
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Post » Mon Jun 18, 2012 10:27 pm

Unfortunately, 3-4 years is way beyond the payback horizon of a big game devlopment. This goes more to the company's credibility - if they really pull out all the stops and fix the bugs the community regard as critical then it will improve their prospects for selling the next big game.

It's good to see that the Devs genuinely are paying attention and are fixing bugs: the Navmesh bug fix has been confirmed to be in preparation. We really need to know that the devs are aware of the x64 large worldspace bug as well.

I'm hopeful because overall I think beth have been far more attentative to our needs than they were with Oblivion?
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Andrew Perry
 
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Post » Mon Jun 18, 2012 3:37 pm

We can only hope so, and that they are aware of this.
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Amie Mccubbing
 
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Post » Mon Jun 18, 2012 2:10 pm

We can only hope so, and that they are aware of this.


It would be nice if a Dev would post in this thread, just to aknowledge the existence of this (god awful) bug.
Do they ever post in threads on this forum?

I play another large MMO and we often have Devs come in and post in threads that are topical and deemed important by players.
It's always good to communicate...
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Darian Ennels
 
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Post » Mon Jun 18, 2012 5:08 pm

The devs do appear to comment, although it seems like they only do so after they've done the anolysis and decided to go ahead with a fix - eg the Navmesh bug. It'd be nice to get an acknowledgement that they're looking into an issue, but that doesn't seem to happpen.
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Ryan Lutz
 
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Post » Mon Jun 18, 2012 10:55 pm

Not sure if this has been posted or not, but this might be 'unfixable', with quotes, because it is possible, but might require the engine to be proper 64bit.
It seems like this bug occurs because of the size of the world, in combination with the accuracy of 32-bit floating points. Basically, I recognize this as being: Go to far from origin = less accuracy for floating points = glitchiness. The only that makes me think otherwise is that it's purely X-axis related.. seems weird.

I don't mean to make you feel bad, just thought I'd throw that out there!
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Kat Ives
 
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Post » Mon Jun 18, 2012 10:53 pm

Very unlikely to be fundamental as the system works absolutely fine in the y-axis.
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Nicholas C
 
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Post » Mon Jun 18, 2012 11:01 pm

Very true, that's why this has me very confused :P
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matt
 
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Post » Tue Jun 19, 2012 3:07 am

As a programmer (of sorts) myself I'm not at all confusedby this oddity. To be honest, I'm sure it's a schoolboy error: someone declared a variable or an array, or implemented a range check that used a hardcoded value of 64 without thinking about the impact. It's easily done - I've made far worse errors myself - and it wasn't caught in testing because the game world isn't big enough for it to show up. All I hope is that it's not so deeply embedded that it can't be fixed at this late stage.
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Elea Rossi
 
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Post » Tue Jun 19, 2012 1:40 am

Fair enough, that does seem like something that could have happened :)
But then I still wonder why it's still only on the X-axis, I would at least have made sure that both X and Y had the same max values, if they had any at all!
Unless they somehow have different people working on different axes haha
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Emma Pennington
 
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Post » Mon Jun 18, 2012 8:33 pm

As a programmer (of sorts) myself I'm not at all confusedby this oddity. To be honest, I'm sure it's a schoolboy error: someone declared a variable or an array, or implemented a range check that used a hardcoded value of 64 without thinking about the impact. It's easily done - I've made far worse errors myself - and it wasn't caught in testing because the game world isn't big enough for it to show up. All I hope is that it's not so deeply embedded that it can't be fixed at this late stage.

There are actually quite a bit more possibilities, and some of them involve floating point precision issues too. One which would be hard to catch would be a conversion chain of double -> float -> double for the X-coordinate somewhere in the game engine/physics chain; with the same code not being utilised for the Y-axis for some reason or another. Stuff like this is annoying as hell to debug, especially if it involves some undocumented features of third-party libreries.
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Solène We
 
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Post » Mon Jun 18, 2012 4:01 pm

Not sure if this has been posted or not, but this might be 'unfixable', with quotes, because it is possible, but might require the engine to be proper 64bit.
It seems like this bug occurs because of the size of the world, in combination with the accuracy of 32-bit floating points. Basically, I recognize this as being: Go to far from origin = less accuracy for floating points = glitchiness. The only that makes me think otherwise is that it's purely X-axis related.. seems weird.

I don't mean to make you feel bad, just thought I'd throw that out there!

The bug didn't happen in Oblivion, and it doesn't happen for the player actor nor for non-actor dynamic objects. This is definitely not a 32-bit limitation.
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ijohnnny
 
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Post » Mon Jun 18, 2012 7:51 pm

Can confirm this for Oblivion, ran everything on a 64 bit vista rig, never a problem. I was even putting creatures and the like as far as -250,240 and they worked fine.
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Josh Trembly
 
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Post » Mon Jun 18, 2012 4:38 pm

Since it works on the Y axis, we can only dream on that it's just a silly typo or a simple fix on one line of code... :D
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Stay-C
 
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Post » Mon Jun 18, 2012 1:49 pm

They must have noticed this thread, let's just hope they do something about it. Could it be possible that they wont fix it because of lack of manpower? I mean, not so very many of the developers can still be working on Skyrim..
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Haley Merkley
 
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Post » Mon Jun 18, 2012 1:43 pm

Yes they could easily not bother, but there are a couple of reasons to think they will take it seriously enough to fix it.

1. Leaving it as is will affect the longevity of interest in the game. New worlds attract new players = continuous income.
2. Not bother would for at least some people make this the last game in the series.

Thats not griping or moaning, just plain honesty. I wouldnt buy another, would you? Who here would if they suspected from the word "go" that their pet project such as Merp, Skyrim extended, other realms, other provinces, getting Morrowind into Skyrim, Mesogea etc etc was unlikely to happen.

Personally I prefer to think from past experience. We had a LOD bug in Oblivion, where you could make lands as big as you wanted (up to 16x16 quads) but beyond 8x8 quads the LOD would not show up so you needed permanent fog or floating land. When S.I came out and the CS was upgraded, the problem was fixed. The large world mods picked up speed and drew in the punters. Punters make profit.
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Eileen Müller
 
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