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RP 8.0 - Return of the Dragon (Bug Report)
08-08-2006, 11:01 AM,
#1
RP 8.0 - Return of the Dragon (Bug Report)
--Note: This list is no longer up to date, please search for a more recent version on the Dungeon forum--

7.0

(Forgive some of my terrible late night sense of humour please)

(TheImperialDragon)

Okay, I decided to become a beta tester (hehe) and I've got a few bugs to report:

1. Stacking troubles

This is why you shouldn't stack objects in Oblivion... because of Havok...

Forget what house this was, but it's in the South Imperial District.



2. Bad textures

I'm not sure if this is a custom model or not, but I think it needs to be redone...



3. Grassy sidewalk near unearthed equipment store...

Just need to make sure that the grass doesn't stick OUT of the sidewalk. Smile

http://static.filefront.com/images/perso...qntnbd.jpg


4. Unearthed Equipment store, reposition the axe.

5. Just a minor typo.


6. One of the basements of a claim doesn't have a name... Not sure which, sorry.

EDIT: It is the church leader/priest's home.

http://static.filefront.com/images/perso...wuuegn.jpg


7. Never use havok objects underneath a candle, use candlepuddles or static plates.

http://static.filefront.com/images/perso...bijbuy.jpg

EDIT: It is the church leader/priest's home.


8. The Legion house door needs to be rotated properly (I think it's the legion house anyway, the name of the guy's house is in the screenie)

9. Always leave a small amount of room between surfaces and small havok objects, such as this fork (or parchment, kitchen utencils, quills...) or they may fall through the table. At least that seems to always be what happens to me. Always test it in the CS with the Havok button, then reposition it afterwards.

http://static.filefront.com/images/perso...wbjuil.jpg

Again, I do not know which house, sorry again, probably the same house as #8.



10. Not sure if this is a bug, but the mug shouldn't be a quest icon, use the settlement/misc icon instead.

11: Fixed

12: Fixed

13: Fixed


14. Not really a bug, or minor one, but these clothes really look out of place.

http://static.filefront.com/images/perso...sehrfq.jpg


15. noremorse is right about a major framerate loss on the bridge. I think it only started happening this Alpha, but it doesn't have anything to do with render, because looking at nothing at all (ie the sky) doesn't really help increase the framerate. Maybe a collision and havok conflict is causing this?


16. Not a bug, but my own question, what's with the boar?


Edit NR: There are many pictures in this thread, it may take a little time to load.

Edit TID: I fixed that for... myself. That's better. Smile

-----------------------

(TheImperialDragon)

17. ( screens 1 & 2 )

Strange, when I loaded this with the LOD, I had a problem with the textures, but more importantly, a lot of land just vanished.


18. Texture conflict, probably something to do with the model, but I think this is the kind of thing we need for the banners (however you did these, Razorwing). (Hack-lo I believe)

RE: # 15.

It would seem that this loss of framerate only happens when you exit the Imperial Districts. When I go to the wall and come back, the framerate is well within reason.

19. Collision on small bridge needs a little adjustment.

----------------------
(noremorse)

I just confirmed TID's experience regaining the framerate by moving far away and coming back. Mine normalized as well, so I did a little checking around as well.

20. A similar texture problem. It seems when one of the alphas overlaps, it takes out another texture.
http://gallery.silgrad.com/albums/userpi...ot30~0.jpg

21. I hate seeing this every time I walk by. =)

22. Another model flaw. It's not that way on the right side.
http://gallery.silgrad.com/albums/userpi...Shot37.jpg

23. First is a screen of blocky and bad looking underbelly of a parasol. Second is the good one. Wink
Also, in the second picture, notice that it only shows up on the left side of the parasol and not the right. The texture isn't on the backside of that face.
Screenshot 1
Screenshot 2

-------------------------------------

8.0


(I don't know why, I just like giving my reports unique names. Confusedhrug:

This list will undoubtedly grow longer... heheh... Anyway...

If you have a bug to report, please post it in this thread, and I will add it to this list when I can. Smile


24. Dunmer rugs all need Alpha channels for textures at the ends. I'll try to fix this.

http://static.filefront.com/images/perso...scafjv.jpg


25. Model still in progress, I know, just bringing these to your attention.

http://static.filefront.com/images/perso...vgeyif.jpg

[MOD=Razorwing]Fixed it. :check: A couple wayward faces messed with the normals, I think.[/MOD]

26. AI problem, an NPC in can't get inside her home, the home is one of the first ones (if not very first) in front of you as you enter through the east entrance to the South District. I can provide a screenshot if you need it.

27. Typo, RPC26 NPC, rather use "Oh", instead of "O" I believe for topic "Collector".

(Green @nti-N00b)

28. Model bug for Temple building, see screen.

http://www.silgrad.com/wbb2/attachment.p...entid=4182

29, Outdoor guard post. Rain through roof.

http://www.silgrad.com/wbb2/attachment.p...entid=4183
http://www.silgrad.com/wbb2/attachment.p...entid=4184



gray
[/hr]


(TheImperialDragon)


30. Parkeep Courier/Press/ Weekly Cuttle, whatever.

a) This issue is only supposed to appear if the player has defeated a certain quest, otherwise, it should not be there. (Cyra Bookstore)

http://static.filefront.com/images/perso...bhdkya.jpg


b) Minor Spelling error:

(capitalization)
"mages guild" -> "Mages Guild"

http://static.filefront.com/images/perso...xfhhtt.jpg


c)

i) Never use first person in a newpaper article.
ii)Fix quotation mark begin + end.

http://static.filefront.com/images/perso...vqoluf.jpg


d) Have we got a name for the paper yet?

http://static.filefront.com/images/perso...ydwkfr.jpg


e) <BR> after the image, and get an image for our broadsheet.

http://static.filefront.com/images/perso...wfvukl.jpg


31. Bleeding chest in Cyra Bookstore/home

http://static.filefront.com/images/perso...ovlcur.jpg


32. NVM, WIP

33. That collector guy, can't remember his name, has a lot of floating objects, and some bleeders. This cutlass for example.

http://static.filefront.com/images/perso...dcmrep.jpg

Also, never use those counters with the glass windows except for cheap stuff or barter stuff. Otherwise, it leads to a little bit of disappointment. Sad


34. That collector guy also locked me in his house (this is one reason why you should rarely use "Requires Key" except for quests) which brings me to my next important one...

http://static.filefront.com/images/perso...gfvhbk.jpg


35. IMPORTANT

USE "REQUIRES KEY" VERY SPARINGLY!

The whole purpose of "Requires Key" is to prevent the player from accessing quest-related areas or items before even getting that far in the quest.

Using "Requires Key" is in fact very similar to making an NPC essential, it is mainly for quest purposes, and to prevent the possibility of the player from spoiling a quest.

If you need to lock an area, and want to have it difficult, make the lock level "Very Hard", but DO NOT use "Requires Key" unless it is a quest related area. Otherwise, it just ends up being a nuissance to have to wait for an NPC to open the door, or have to find an NPC before accessing almost any area or container, and they'd have to have pickpocketing skills as well. The player should have the choice to either pickpocket, or to pick the lock depending on the player's skills.


36. Deciever's Finery is a unique item, delete this reference.

http://static.filefront.com/images/perso...qylwzp.jpg


37. Bleeding bricks near north exit of South District.

http://static.filefront.com/images/perso...siediv.jpg


38. Guards need arrest dialogue if not Imperial male.


39. Why does the boar container have ownership? How does he get loose? Why do the villagers attack him when I attack him?

http://static.filefront.com/images/perso...hwfzju.jpg



40. NVM, Work in Progress



41. After resting for 13 hours (unlucky number :O ), this guy started following me around everywhere in the South District... I think the AI may need to be reviewed for this character.

http://static.filefront.com/images/perso...ucnerr.jpg

*Also made edits to bugs 3, 6, and 7*
08-08-2006, 10:54 PM,
#2
 
sandor/HeIsTheDarkness: Yes, I was a newbie back then when I set them up. Big Grin I brought in a lot of old notions from my days of modding for Morrowind, like the faulty idea that I still had to create new entries in the CS to use a model in a new way. Morrowind couldn't really tell apart a reference from an item entry the way Oblivion can, but I didn't figure that out until later on.

Of course I don't deny that I in large part still am a newbie when it comes to hardcore modding. Heck, I didn't even playtest my guards properly to make sure they behaved according to their AI. So, you can understand why I'm totally okay with ripping out my guards and starting over, and setting them up properly from the base and up. I had a sketchy plan of doing that once the remaining interiors were added and it was clear which locations the guards had available to them for eating and sleeping. And of course the reason I see myself as a go-lucky amateur when it comes to hardcore modding is because I've spent most of my time modelling instead, and I hope to get more into modding once the modelling situation eases up. Until then, well, I think I'm a decent modeller and it's a necessity to have those models in our team's future, so I think I've prioritized correctly (despite it stunting me in the CS).

sandor, when you say X-markers, do you mean proper X-markers or do you mean the flawed static one I added? Just so I don't mix things up.

I thoroughly appreciate you guys' offer to set up the patrols, and if you really want to do it - for instance to get practice, as HITD mentioned - then that would be great. If you don't really want to though I'd be happy to study up on AI and set up the patrols after the remaining interiors have come in. I don't think I personally would want to do it before those interiors are there though, because I'd have a hard time planning with many unknown factors. Smile
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
08-08-2006, 11:19 PM,
#3
 
I think I've got the basics of AI covered as well. Quite simple I think, and easy to test as long as you don't have to follow NPC's for five weeks in-game to test everything, lol.
08-08-2006, 11:44 PM,
#4
 
TheImperialDragon: I hope you don't mind that I merged your post regarding bugs in 8.0 to this thread. I think it's easier to get an overview of the bug process if there's collected bug thread.

#1. I checked it out and it's true that none of the rugs have opacity. Only one of the frizzy textures are meant to have opacity though. I'll fix it in time for the next release. Thanks for tipping me about it.

#2. Strange. I'll look into it Smile
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
08-09-2006, 12:24 AM,
#5
 
Maybe if I simply copied all the bugs into each new thread, there. That way, we know how long the problems have been there, and also we get everything on a single page (aside from which, my bug reports each need a unique name after all. Big Grin )
08-09-2006, 02:39 AM,
#6
 
TID: Don't get to work on those alphas just yet. I'm in the process of creating all the missing normal maps at the moment. So far, I have all the maps beginning from A-I done (except plants, which I will do as soon as I'm finished with all of them.

Once I get home, I'll upload what I have to FileFront. =)
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08-09-2006, 03:41 AM,
#7
 
Quote:Originally posted by noremorse
TID: Don't get to work on those alphas just yet. I'm in the process of creating all the missing normal maps at the moment. So far, I have all the maps beginning from A-I done (except plants, which I will do as soon as I'm finished with all of them.

Once I get home, I'll upload what I have to FileFront. =)

Great! Looking forward to seeing objects in proper light, lol.
08-09-2006, 04:47 AM,
#8
 
Great to hear that nr, I can't wait to check them out! :goodjob:

Quick question, did you empty the Meshes folder before extracting v8? Because I think I dropped one or two textures since v7. The stem texture for the toadstool comes to mind, since it now uses tibmaker's proria stem texture instead. I think there was one other that's not used anymore but I can't recall which at the moment. Just so you don't spend a long time on those few particular textures that aren't in use anymore. =)


black[/hr]

I thought for sure the rug frizz texture that should have opacity - RugBD01.dds - does have it, and that the error was because of a faulty setting in the max scene. I got the texture straight from a retexture pack, so I'm pretty sure the texture file itself is working. Textures like that don't work if they're not set up properly in Max though.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
08-09-2006, 04:57 AM,
#9
 
Quote:Originally posted by Razorwing
I thought for sure the rug frizz texture that should have opacity - RugBD01.dds - does have it, and that the error was because of a faulty setting in the max scene. I got the texture straight from a retexture pack, so I'm pretty sure the texture file itself is working. Textures like that don't work if they're not set up properly in Max though.

Is it fixed?
08-09-2006, 08:37 AM,
#10
 
Quote:Originally posted by Razorwing
sandor, when you say X-markers, do you mean proper X-markers

Yes the proper ones (I added these).


For the patrolling.
I'll discuss it with HeIsTheDarkness and send a PM with a proposal. Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD


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