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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
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CCP LogicLoop
C C P C C P Alliance
779
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Posted - 2013.09.06 00:24:00 -
[1] - Quote
I want to get a list of the known issues consolidated here. Please feel free to have me add to the list if it is relevant. This includes all the supporting sockets and the large outpost. We want actual bugs.
Research Facility (Large Socket) -Top of both sets of stairs under the main research building is just a dead end. (Funny thing this. Artists forgot to put fake doors up there, we also intended to block those stairs off with infamous crates)
Reactor Core (Medium Socket) -Turret is falling underground. (Unknown why this is happening. I believe it is a code issue, but we are looking into it)
Landing Pad (Medium Socket) -None yet.
Power Core (Small Socket) -None yet.
Security Scan (Small Socket) -None Yet
Satellite Launch Pad (Small Socket) -None yet.
Relay Station (Small Socket) -None yet. |
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Soraya Xel
New Eden's Most Wanted Top Men.
529
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Posted - 2013.09.06 02:22:00 -
[2] - Quote
CCP LogicLoop wrote:Research Facility (Large Socket)-Top of both sets of stairs under the main research building is just a dead end. (Funny thing this. Artists forgot to put fake doors up there, we also intended to block those stairs off with infamous crates)
I was drastically fond of this being a sniper point. Please don't block it off. |
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CCP LogicLoop
C C P C C P Alliance
779
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Posted - 2013.09.06 02:25:00 -
[3] - Quote
Soraya Xel wrote:CCP LogicLoop wrote:Research Facility (Large Socket)-Top of both sets of stairs under the main research building is just a dead end. (Funny thing this. Artists forgot to put fake doors up there, we also intended to block those stairs off with infamous crates) I was drastically fond of this being a sniper point. Please don't block it off.
Most likely, the biggest change would be addition of some doors at the top so it doesn't look silly. This wouldn't be published until we push a content update again either. |
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Soraya Xel
New Eden's Most Wanted Top Men.
531
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Posted - 2013.09.06 02:35:00 -
[4] - Quote
Long as I still have that B-E-A-utiful overlook over that whole road. =) |
Soraya Xel
New Eden's Most Wanted Top Men.
537
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Posted - 2013.09.06 05:19:00 -
[5] - Quote
LOD road bumpers just murdered my LAV before they rendered. :( |
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CCP LogicLoop
C C P C C P Alliance
780
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Posted - 2013.09.06 05:23:00 -
[6] - Quote
Soraya Xel wrote:LOD road bumpers just murdered my LAV before they rendered. :(
According to the environment team it's because LAV's are moving so fast the LOD does not have enough time to swap the LOD in quick enough. It will get sorted out one way or the other in the future. It is a known issue. |
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Gren Fox
Brutor Vanguard Minmatar Republic
0
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Posted - 2013.09.07 21:35:00 -
[7] - Quote
Not that its specific to this map, but characters are still rendering on the wrong side of cover from far away. Or if you are high up enough, the fall through the texture and can be shot but disappear. |
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CCP LogicLoop
C C P C C P Alliance
880
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Posted - 2013.09.12 07:30:00 -
[8] - Quote
Gren Fox wrote:Not that its specific to this map, but characters are still rendering on the wrong side of cover from far away. Or if you are high up enough, the fall through the texture and can be shot but disappear.
What you are probably experiencing is the low LOD. The cover they are using is probably just not rendering. |
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Valeryy Igunen
Nexus Marines
67
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Posted - 2013.09.13 20:52:00 -
[9] - Quote
Something is wrong with the Supply Depot in the Security Scan socket...
http://www.youtube.com/watch?v=dDj2K5dg78s
But it couldn't save the heavy ;) Oh, and i love this socket. It's great for scouts, good job! |
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CCP LogicLoop
C C P C C P Alliance
889
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Posted - 2013.09.15 05:05:00 -
[10] - Quote
Thanks,
Another known issue we resolved internally. Don't know if it will be in hotfix or 1.6 (as 1.5 is already locked down) |
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Oceltot Mortalis
Ill Omens
0
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Posted - 2013.09.15 06:32:00 -
[11] - Quote
CCP LogicLoop wrote:Gren Fox wrote:Not that its specific to this map, but characters are still rendering on the wrong side of cover from far away. Or if you are high up enough, the fall through the texture and can be shot but disappear. What you are probably experiencing is the low LOD. The cover they are using is probably just not rendering.
It's not that it's not rendering, it's rendering in the wrong place. Ever since 1.2, where things render at is different from where they physically are from far distances, which makes soft spotting a hill way off in the distance possible, and counter sniping him impossible. |
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CCP LogicLoop
C C P C C P Alliance
898
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Posted - 2013.09.16 00:28:00 -
[12] - Quote
Oceltot Mortalis wrote:CCP LogicLoop wrote:Gren Fox wrote:Not that its specific to this map, but characters are still rendering on the wrong side of cover from far away. Or if you are high up enough, the fall through the texture and can be shot but disappear. What you are probably experiencing is the low LOD. The cover they are using is probably just not rendering. It's not that it's not rendering, it's rendering in the wrong place. Ever since 1.2, where things render at is different from where they physically are from far distances, which makes soft spotting a hill way off in the distance possible, and counter sniping him impossible.
That isn't anything Level Design can do something about. That is a rendering issue none the less. I advise you put it in the general feedback / bug reports forum. |
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Oceltot Mortalis
Edimmu Warfighters Gallente Federation
1
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Posted - 2013.09.16 02:22:00 -
[13] - Quote
CCP LogicLoop wrote:Oceltot Mortalis wrote:CCP LogicLoop wrote:Gren Fox wrote:Not that its specific to this map, but characters are still rendering on the wrong side of cover from far away. Or if you are high up enough, the fall through the texture and can be shot but disappear. What you are probably experiencing is the low LOD. The cover they are using is probably just not rendering. It's not that it's not rendering, it's rendering in the wrong place. Ever since 1.2, where things render at is different from where they physically are from far distances, which makes soft spotting a hill way off in the distance possible, and counter sniping him impossible. That isn't anything Level Design can do something about. That is a rendering issue none the less. I advise you put it in the general feedback / bug reports forum.
Alright, thanks for the info. |
Gorra Snell
The Unholy Legion Of DarkStar DARKSTAR ARMY
169
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Posted - 2013.10.10 12:49:00 -
[14] - Quote
If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'... |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1956
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Posted - 2013.10.10 14:20:00 -
[15] - Quote
Reactor Core has glitched rails on the bridge that cause your merc to run faster than normal if moving against them. |
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CCP LogicLoop
C C P C C P Alliance
1106
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Posted - 2013.10.11 00:03:00 -
[16] - Quote
Iskandar Zul Karnain wrote:Reactor Core has glitched rails on the bridge that cause your merc to run faster than normal if moving against them.
We are aware of this issue and have been investigating it. Thanks.
Gorra Snell wrote:If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'...
We are aware of this issue as well. I have in the meantime placed an entity that should force vehicles to land to the road now. However, this has not been delivered to the players yet. |
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Stefan Stahl
Seituoda Taskforce Command Caldari State
311
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Posted - 2013.10.11 15:36:00 -
[17] - Quote
CCP LogicLoop wrote:Gorra Snell wrote:If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'...
We are aware of this issue as well. I have in the meantime placed an entity that should force vehicles to land to the road now. However, this has not been delivered to the players yet. Does this also force dropships to be delivered away from the landing pads? |
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CCP LogicLoop
C C P C C P Alliance
1112
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Posted - 2013.10.15 00:28:00 -
[18] - Quote
Stefan Stahl wrote:CCP LogicLoop wrote:Gorra Snell wrote:If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'...
We are aware of this issue as well. I have in the meantime placed an entity that should force vehicles to land to the road now. However, this has not been delivered to the players yet. Does this also force dropships to be delivered away from the landing pads?
Unfortunately yes. It tells where the RDV to drop all vehicles. I will start putting in a request for a solution to this. It would be nice to be able to have both DS land on a pad and ground vehicles land on ground. |
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ugg reset
Molon Labe. RISE of LEGION
395
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Posted - 2013.10.15 06:32:00 -
[19] - Quote
Not sure how realistic the is from a Dev stand point but I would like to place a rally point down where I want the RDV to drop in and then the RDV AI could work it out from that location. Where I am isn't alway where I want my ride. |
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CCP LogicLoop
C C P C C P Alliance
1114
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Posted - 2013.10.15 08:29:00 -
[20] - Quote
ugg reset wrote:Not sure how realistic the is from a Dev stand point but I would like to place a rally point down where I want the RDV to drop in and then the RDV AI could work it out from that location. Where I am isn't alway where I want my ride.
Ill mention it to the game design team tomorrow in our meeting. I will let you know if anything comes from it. Though I will say the chances of something like that happening (if it does at all) would be a ways down the road. |
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CCP LogicLoop
C C P C C P Alliance
1118
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Posted - 2013.10.16 02:21:00 -
[21] - Quote
ugg reset wrote:Not sure how realistic the is from a Dev stand point but I would like to place a rally point down where I want the RDV to drop in and then the RDV AI could work it out from that location. Where I am isn't alway where I want my ride.
So I brought this up with Game Design. Their are discussions happening but no decisions made. Primarily it has to do with not just RDV's, but what the RDV's use. A navmesh, and what its future is. So the idea does exist, but no idea if / when it will happen. Just wanted to update you on that.
I wouldn't expect any results quickly. You can expect some kind of change in the future though. |
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ugg reset
Molon Labe. RISE of LEGION
395
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Posted - 2013.10.16 07:00:00 -
[22] - Quote
CCP LogicLoop wrote:ugg reset wrote:Not sure how realistic the is from a Dev stand point but I would like to place a rally point down where I want the RDV to drop in and then the RDV AI could work it out from that location. Where I am isn't alway where I want my ride. So I brought this up with Game Design. Their are discussions happening but no decisions made. Primarily it has to do with not just RDV's, but what the RDV's use. A navmesh, and what its future is. So the idea does exist, but no idea if / when it will happen. Just wanted to update you on that. I wouldn't expect any results quickly. You can expect some kind of change in the future though.
Thanks
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steadyhand amarr
TeamPlayers EoN.
1559
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Posted - 2013.10.16 08:57:00 -
[23] - Quote
A nav mesh. On maps that size it must be one hell of a spider's web u got their, explains why we can't drop inside sockets though. Here was me thinking u used dynamic waypoints :-D |
Valto Nyntus
SVER True Blood Public Disorder.
42
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Posted - 2013.10.16 20:16:00 -
[24] - Quote
CCP LogicLoop wrote:Stefan Stahl wrote:CCP LogicLoop wrote:Gorra Snell wrote:If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'...
We are aware of this issue as well. I have in the meantime placed an entity that should force vehicles to land to the road now. However, this has not been delivered to the players yet. Does this also force dropships to be delivered away from the landing pads? Unfortunately yes. It tells where the RDV to drop all vehicles. I will start putting in a request for a solution to this. It would be nice to be able to have both DS land on a pad and ground vehicles land on ground. Why don't you make the landing pad an installation? |
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CCP LogicLoop
C C P C C P Alliance
1123
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Posted - 2013.10.17 01:46:00 -
[25] - Quote
steadyhand amarr wrote:A nav mesh. On maps that size it must be one hell of a spider's web u got their, explains why we can't drop inside sockets though. Here was me thinking u used dynamic waypoints :-D
Well and just think of this, the sockets changing as well. Compiling a navmesh is time consuming because for each terrain it needs to load every possible socket combination and rotation and build the navmeshs for them then stitch them with the ones in terrain. This is a reason why the RDV some times freaks out (my technical term) on some sockets.
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CCP LogicLoop
C C P C C P Alliance
1123
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Posted - 2013.10.17 01:47:00 -
[26] - Quote
Valto Nyntus wrote:CCP LogicLoop wrote:Stefan Stahl wrote:CCP LogicLoop wrote:Gorra Snell wrote:If you call in a vehicle (well, I've only tried this with LAVs) from the ground on the Landing Pad, it gets delivered to the top floor...which is both inconvenient to reach, and as far as I can tell, impossible for the LAV to drive off of. I'd rather just get an 'inaccessible location'...
We are aware of this issue as well. I have in the meantime placed an entity that should force vehicles to land to the road now. However, this has not been delivered to the players yet. Does this also force dropships to be delivered away from the landing pads? Unfortunately yes. It tells where the RDV to drop all vehicles. I will start putting in a request for a solution to this. It would be nice to be able to have both DS land on a pad and ground vehicles land on ground. Why don't you make the landing pad an installation?
I am not sure what you mean, or what you think this would do to fix the solution. Care to explain more? |
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steadyhand amarr
TeamPlayers EoN.
1562
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Posted - 2013.10.17 07:33:00 -
[27] - Quote
CCP LogicLoop wrote:steadyhand amarr wrote:A nav mesh. On maps that size it must be one hell of a spider's web u got their, explains why we can't drop inside sockets though. Here was me thinking u used dynamic waypoints :-D Well and just think of this, the sockets changing as well. Compiling a navmesh is time consuming because for each terrain it needs to load every possible socket combination and rotation and build the navmeshs for them then stitch them with the ones in terrain. This is a reason why the RDV some times freaks out (my technical term) on some sockets.
I'm don't no the tech terms so I'm going armchair dev words lol.
But would not collision boxes be better the rdv simply goes from a to b and if it hits one of the walls it paths around it. I understand I'm vastly over simplifying the problem but nav meshes only really work when u know what ur dealing with and due to sockets and diffrent map types it complicates the problem. Giving the A.I very basic navigation tricks rules instead seems like a better option for dust.
But I'm not a dev sssooo.... :-P |
Valto Nyntus
SVER True Blood Public Disorder.
42
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Posted - 2013.10.17 13:02:00 -
[28] - Quote
The idea about the launch pad becoming an installation is simple, you just call a vehicle with the console nearby and it sends it there.is this do able in dust now or at least the near future?(I'm not sure if it solves your problem, but I thought I'd say it) |
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CCP LogicLoop
C C P C C P Alliance
1123
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Posted - 2013.10.18 03:01:00 -
[29] - Quote
steadyhand amarr wrote:CCP LogicLoop wrote:steadyhand amarr wrote:A nav mesh. On maps that size it must be one hell of a spider's web u got their, explains why we can't drop inside sockets though. Here was me thinking u used dynamic waypoints :-D Well and just think of this, the sockets changing as well. Compiling a navmesh is time consuming because for each terrain it needs to load every possible socket combination and rotation and build the navmeshs for them then stitch them with the ones in terrain. This is a reason why the RDV some times freaks out (my technical term) on some sockets. I'm don't no the tech terms so I'm going armchair dev words lol. But would not collision boxes be better the rdv simply goes from a to b and if it hits one of the walls it paths around it. I understand I'm vastly over simplifying the problem but nav meshes only really work when u know what ur dealing with and due to sockets and diffrent map types it complicates the problem. Giving the A.I very basic navigation tricks rules instead seems like a better option for dust. But I'm not a dev sssooo.... :-P
So navigation points / navmeshes typically take collision and solid walls into account. What is causing problems with our is when the compile has to "stitch" together the navmesh between a socket / component and the main terrain. It in the least technical terms freaks out at times. So this is why I mentioned its a topic being discussed.
Valto Nyntus wrote:The idea about the launch pad becoming an installation is simple, you just call a vehicle with the console nearby and it sends it there.is this do able in dust now or at least the near future?(I'm not sure if it solves your problem, but I thought I'd say it)
I don't know. |
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crazy space 1
Unkn0wn Killers
1846
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Posted - 2013.10.18 07:01:00 -
[30] - Quote
oh oh if you build a mechanic to let us spawn vhecials on the map please build it into the MCC
Let us prep squads and take off from a bay on the MCC.
Also while your at it please remove the random 2nd spawn point from before the MCC had a spawn point inside it. make both spawn points on the MCC, one of which can be used to call in dropships directly. |
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