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RP 9.0 - More Bugs to Squash (Bug Reports)
09-04-2006, 08:15 PM,
#1
RP 9.0 - More Bugs to Squash (Bug Reports)
--Note: This list is no longer up to date, please search for a more recent version on the Dungeon forum--


Okay, Reich Parkeep 9.0 added. I'll look through the new ESM for bug fixes when I get home.

7.0

(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.

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
Fixed by RW, It turns out it was a problem with the colour map itself.



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

EDIT by Razorwing: Fixed it. :check: A couple wayward faces messed with the normals, I think.


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".

*JONJONAUG will be helping with dialogue.


(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.

[/COLOR=silver]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
[/COLOR]

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*

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

9.0


silver[/hr]

42. (TheImperialDragon)

Collision needs to be fixed fo the Veothi tileset pieces, mostly the pit pieces.

43. (JONJONAUG)

OK...

There are many, many grammer errors in a lot of the dialouge for Reich Parkeep. Also, a lot of it sounds...strange.

Examples below.

--

"The wife of Nirtunus is missing. I think she ran away and saw her last in the Screaming Helm."

"I like this store. Because I like to trade."

"I go there, to have dinner, every night."

"I go there every night. It's very nice. I like the people."

--

A lot of it sounds like stuff that people...wouldn't say.

Not trying to pick on sandor or anything...but yeah. Most of the problems are from him.

(TheImperialDragon):

--

"Nirtunus' wife is missing, I think she ran away. She was last seen over at the Screaming Helm."

"I like this store because I like to trade."

"I go there every night to have dinner."

"I go there every night. It's very nice. I like the people." *This one looks alright as it is, but sounds awkward.[/quote]

--


*NOTE: JONJONAUG has graciously offered to help us correct the dialogue. Smile

44. (TheImperialDragon)

Dialogue for the Fighters Guild is cut off (over 150 characters). I'll try and fix it.

(Green-@nt1 n00b)

45.Needs a LOD or whatever the thing that adds to the area so the player can see beyond the cell their in before you start loading the next few cells.

*Note this is most notice able with oblivion at Ultra High Graphics setings*

46.Some of the giant wall/bariers are now missing or have become missing.

47.New mesh error
It is part of a large home or temple im not sure what it is call but it has issues its a large structure that is near i belive the west side of RP and is masive it cannot be entered and you have to jump over its fence to get to it.

Screenshot

48.

Originally posted by sandor
There are quite a few floating exterior buildings (screenshot).
I saw these in: -3,5 / -3,2 / -1,1 / 2,8 and 3,7. I'll correct it.

If you see problems in other cells, please let me know.

Screenshot



49.

Originally posted by sandor
While walking on the small bridge the PC falls through the surface (screenshot).

Screenshot

50.
Originally posted by TheImperialDragon

Take the Deciever's Fury "DBUpperShirt10" or "DBUpperShirt20" or whatever out of Reich Parkeep claims 16, 18, and 26, as it is meant to be a levelled unique item rewarded to the player during the Dark Brotherhood questline.


51.
Originally posted by noremorse

Collision mesh bleeding through:
SCREENSHOT

52.
Originally posted by sandor

Depending on the viewing angle, the StFloraSaltrice flower can be seen.

Screenshot 1
Screenshot 2

53.
Originally posted by noremorse

StInRedBuilding06: Holes.

Screenshot

54.
Originally posted by sacarrow

See this thread

Clean ESM contaminations.

55.
Originally posted by WhiteWizard

All custom doors + containers need openning and closing sounds.

56.
Originally posted by DoomsKnight

i got into a house in the centre, got out onto the balcony and jumped across every single house roof to get onto the walll on the other side, but because the house roofs are tall and high up and the mushroom plant is too, i MADE IT. :banana: yay lol :bananarock:.
09-07-2006, 06:24 PM,
#2
 
Needs a LOD or whatever the thing that adds to the area so the player can see beyond the cell their in before you start loading the next few cells.
*Note this is most notice able with oblivion at Ultra High Graphics setings*

9.0 still has major lag at the begining of the bridge form the player spawn point

some of the giant wall/bariers are now missing or have become missing.
Sincerly
Green Cutlass
09-07-2006, 06:42 PM,
#3
 
I'm very disappointed that none of my broadsheets came into this topic! Or should I be proud? :lmao:
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

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09-07-2006, 06:51 PM,
#4
 
well do you want someone to say that there is something wrong with them? if there is and you know then maybe you should say something.
Sincerly
Green Cutlass
09-07-2006, 07:05 PM,
#5
 
I think the bridge is having material type issues. As I walked on it there was a framerate loss and every possible sound that could be made depending on what kind of surface you could walk on played.
Lol what?
09-07-2006, 08:03 PM,
#6
RE: RP 9.0 - More Bugs to Squash (Bug Reports)
Thanks for keeping track of these, TID. I'll do what I can to solve them once I get my Oblivion comp back from the shop. Meanwhile here is my feedback Smile

#15: The problem felt gone when I playtested. I got a minor lag for a few seconds when I first entered the worldspace but I think it's manageable. I guess it has to do with the game having to create the information on the fly which should ideally be in lod maps.

#18 and #20: Did I forget to enable multilayered transparancy on any model? Because I think I got them all. I could of course have missed something, but I don't think I did.

#23: The multilayered transparancy should be fixed in v9. Regretfully I didn't doublecheck, but if it works like I imagined it would, it should be fixed. I realize you may not be very fond of the model, and I respect that, but that in itself isn't a bug. Tongue

#24: Regretfully I didn't doublecheck before I released, but this bug should be fixed if it worked out like I think it would. There was a problem with the alpha channel map on the color texture.

#29: This particular case should be fixed in v9, as I simply deleted the whole shop (for other reasons than rain glitches). As far as I know it's not possible to stop rain in that manner. It collides with everything, but you won't see that if it rains into a solid building. It probably rains through the emperor parasols too. I guess it's a limitation of the engine we have to live with. Confusedhrug:


#30e: Yes and no, there is an open job for the book art in the 'open jobs for texturers' thread.

#37: How do you mean bleeding?

#43: I think this entry can be cut since I believe JONJONAUG recently agreed to go over the written dialogue in the mod and improve 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]
09-07-2006, 08:12 PM,
#7
 
#29 had the problem worng it was that the wall sections would disapear at certain angles. i was not complaining about the rain as i knew it could not be changed

New mesh error
it is part of a large home or temple im not sure what it is call but it has issues its a large structure that is near i belive the west side of RP and is masive it cannot be entered and you have to jump over its fence to get to it.
Sincerly
Green Cutlass
09-08-2006, 01:38 AM,
#8
 
also to be noted i once experenced radom wether such as snowing and also it has been daytime at night hours i belive it was in 8.0 when that hapened
Sincerly
Green Cutlass
09-08-2006, 01:49 AM,
#9
 
Quote:Originally posted by Green @nt1-n00b
also to be noted I once experenced radom wether such as snowing and also it has been daytime at night hours I belive it was in 8.0 when that hapened

I think that was before I switched from my defunct custom climate to the general Tamriel climate. The weather behaves normally after I did that. I rather liked the idea of a custom climate, and I liked some of the changes like different sunrise and sunset settings, but it just had too many problems for me to have the time to fix them, so it was best to just remove it. Smile


black[/HR]

Pity the city walls are causing so much trouble in this release. Theoretically they should have acted better than before, because I both set them to be visible from distant and modelled _far counterparts. I'm stumped for an answer on how to make them behave normally. The Imperial city walls don't have those problems, so it must be model-related right?

Perhaps the only solution is to cut the models into smaller chunks. I'll experiment with that when I get my Oblivion comp back.
¤ 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]
09-08-2006, 05:44 AM,
#10
RE: RP 9.0 - More Bugs to Squash (Bug Reports)
Quote:Originally posted by Razorwing
#15: The problem felt gone when I playtested. I got a minor lag for a few seconds when I first entered the worldspace but I think it's manageable. I guess it has to do with the game having to create the information on the fly which should ideally be in lod maps.

I think someone mentionned how every time an NPC walks near a mesh, its havok collision gets tested. After that, the game keeps checking every collision point of the mesh until the NPC or moving havok objects either go away or stop moving (items). That person also suggested breaking the model into smaller pieces so that only parts of the bridge get tested at a time, that is what Beth did for a lot of their models.

Quote:Originally posted by Razorwing
#18 and #20: Did I forget to enable multilayered transparancy on any model? Because I think I got them all. I could of course have missed something, but I don't think I did.

You probably didn't, but I didn't notice anything, so I'll grey/gray (whatever) that one out.

Quote:Originally posted by Razorwing
#23: The multilayered transparancy should be fixed in v9. Regretfully I didn't doublecheck, but if it works like I imagined it would, it should be fixed. I realize you may not be very fond of the model, and I respect that, but that in itself isn't a bug. Tongue

It is somewhat fixed, the white textures can only be seen from one side of each of the spores... I'm sure it'll get fixed at some point or another (maybe it needs a proper texture? Confusedhrug: So I'll grey that out.

Quote:Originally posted by Razorwing
#24: Regretfully I didn't doublecheck before I released, but this bug should be fixed if it worked out like I think it would. There was a problem with the alpha channel map on the color texture.

Okay.

Quote:Originally posted by Razorwing
#29: This particular case should be fixed in v9, as I simply deleted the whole shop (for other reasons than rain glitches). As far as I know it's not possible to stop rain in that manner. It collides with everything, but you won't see that if it rains into a solid building. It probably rains through the emperor parasols too. I guess it's a limitation of the engine we have to live with. Confusedhrug:

Meh, it works either way, just better if there's a reason for the water to drop through the mesh (like a cave or a really rocky entrance).

Quote:Originally posted by Razorwing
#30e: Yes and no, there is an open job for the book art in the 'open jobs for texturers' thread.

Quote:Originally posted by Razorwing
#37: How do you mean bleeding?

Well, it is really noticeable looking at the screenshot. I realize I may have wanted the texture for the brick changed to something more suiting... Maybe some rocks will do just as well?

Quote:Originally posted by Razorwing
#43: I think this entry can be cut since I believe JONJONAUG recently agreed to go over the written dialogue in the mod and improve it. Smile

I'll grey that one out.


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