Travel Map Bug-- Port from Silvy Pass -> West Travel Map

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Zelknolf
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Posts: 6139
Joined: Tue Jul 05, 2005 7:04 pm

Travel Map Bug-- Port from Silvy Pass -> West Travel Map

Post by Zelknolf »

So, this bug has been around. I'm not sure for how long, but if my guess on the guilty trigger is correct there's a 2-4% chance of it coming up every time someone walks through the pass that connects Hawk's Nest to Sundabar. One ends up getting into a random encounter there and, inexplicably, ends up fighting it on the lowlands.

But here's the trouble: the Travel Map doesn't use a normal system of pointers, and while there are reliable naming conventions for the pointers within each set of them, the sets themselves are just kinda named-- and that thus means that searching for the responsible bits isn't a very pleasant thing to do.

So, with that said--
What You, Common ALFAn Can Do to Help
If you see this one again, before you move when you arrive in the new (wrong) area, open your map and take a screenshot. Give this screenshot to your friendly neighborhood Zelknolf. And make note of where you were on the travel map-- as precisely as possible. "Outside Auvandell," for instance, does narrow it down, and I do appreciate whatever you can tell me, but there are three likely candidates for trouble right there. How far away from the AT into the village and where you are relative to nearby landmarks would make it much more likely that this thing gets fixed.
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CloudDancing
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Re: Travel Map Bug-- Port from Silvy Pass -> West Travel Map

Post by CloudDancing »

It's Wynna's doing in the scripts and has been going on at least since right before she left. I lhink if you open up the travel map in toolset and look at the encounter trigger/cutters (?) you might be able to pull up WHY it's happening. Might be an overlap or a weird walkmesh.
Zelknolf
Chosen of Forumamus, God of Forums
Posts: 6139
Joined: Tue Jul 05, 2005 7:04 pm

Re: Travel Map Bug-- Port from Silvy Pass -> West Travel Map

Post by Zelknolf »

Yes, I did do that. This is how I know that it is a tangled mess of pointers, that the sets do not have naming conventions, and that the work it would take to comb through the module looking for misnamed waypoints would be crushing. This is why I would like someone to reproduce the bug.
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