Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
RA Drahcir
Inner.Hell
351
|
Posted - 2014.04.15 00:14:00 -
[1] - Quote
Happens so often, using small uneven ridges in the terrain for cover only to get jumbled and stuck, throwing aiming down sights off and getting killed. I see people wanting new maps, I do too, but please CCP, for the love of Dust, fix the terrain bugs. |
KalOfTheRathi
Nec Tributis
1190
|
Posted - 2014.04.15 00:29:00 -
[2] - Quote
Please Merc, report the problem locations on the map feedback sections of the forums. A complaint that has no data might as well not have been made. Except to vent. If needed then vent away.
Start here for skirmish mode.
https://forums.dust514.com/default.aspx?g=topics&f=1350
Others are in similar locations.
And so it goes.
|
RA Drahcir
Inner.Hell
362
|
Posted - 2014.04.23 03:54:00 -
[3] - Quote
CCP...can you let me know why this **** happens? Is it because you failed to make a tripping animation and just have mercs get stuck randomly? |
KalOfTheRathi
Nec Tributis
1248
|
Posted - 2014.04.24 03:35:00 -
[4] - Quote
RA Drahcir wrote:CCP...can you let me know why this **** happens? Is it because you failed to make a tripping animation and just have mercs get stuck randomly? Anybody with mesh/map experience can tell you why this happens.
The actual problems can stem from many sources. A particular animation or 3d model of a particular suit (heavies are the worst as they cannot step up 1/2 of a meter) might indicate a collision preventing the suit from going forward. Unreal Engine will vibrate the character model because the collision will prevent going forward while the input from the player will continue trying to go forward. Try this in your quarters, just walk up to the battle finder for instance and push forward. A jerky animation will be the result, courtesy of Unreal Engine 3.5 (although all Unreal Engines exhibit the same behavior).
The maps are designed, created and generated in some form of map editor or 3d editor. Most likely one provided by Unreal Engine 3.5 as that is the system they are using. They might well be using another FOSS or purchased editor (Ogre or Maya). Once the map designer is finished placing the contents they run a program that stitches all the various pieces together. Then they try to optimize the map so it will take the least amount of memory possible in the PS3.
After that the map is sent to QA along with whatever else is being readied for release. During that process, which frankly is mostly playing the game with other QA people, they search out known issues and they iterate with the map designers to fix the map/mesh issues.
This leaves some around. Which Mercs will find. The Mercs that understand how the bug reporting works will access the appropriate map and report the problem. Using the UTC date/time, the server and which map/socket with grid locations provided in the forum for that map.
Next the map designer gets a ping from those that watch the map feedback forums and they will fix the particular problem. Many games, my beloved Borderlands 1 & 2 for instance, the glitches remain. There is no way to provide the feedback and Gearbox is working on producing new content versus fixing existing content.
TL;DR How do I know this? Well, I understand how the software works. How do I know that CCP/Shanghai will fix the problem? Because they have fixed dozens of problems I actually took the effort and reported on the map feedback forums.
They have never fixed the ones I didn't report. Just sayin.
Welcome to Dust.
And so it goes.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |