Bug Thread

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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

Bank AT is not working on the C.C. North Map. It might be a line of sight/access issue for the door or the link is just incorrect.

I would note that Fumir's Imports outside of the Sunite temple is working perfectly and the walkmesh issues are all solved. :)
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Re: Bug Thread

Post by Muse »

jmecha wrote:Callidyrr North is missing the AT's needed to return to Callidyrr South.


what he said
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Castano
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Re: Bug Thread

Post by Castano »

CC North ATs fixed by Zelk/Foam, uploaded by Castano, tested by cd & Zelk. It works yay!
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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

There is a darksteel greatsword spawning somewhere in the Alaron Is.: Aithelar Caverns. I assume it is part of the saved area. As a second note, there does not seem to be a way inside these caverns.
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Re: Bug Thread

Post by Ithildur »

Not sure if we're supposed to use this thread or the tickets from the front page of alfa's website, but...

hostile deer spawn inside Rillfane's Run temple area.

Also the AT leading out of the above area is nearly impossible to find... some bad walkmeshes too.

On the topic of ATs, there seem to be some invisible or missing ones leading out of Callydir North; 2 PCs were trapped there for quite a while until I somehow accidentally triggered an apparently invisible AT (no idea where it was/how it happened) to get us out.

[edit] It's actually the AT's that lead from Callidyrr West and East to 'North' (which is actually South according to the map; it's the area where the dance hall is... somehow all the directions are reversed relative to the NWN2 map, and coming from 'South'/docks to East/West, the AT's are labeled backwards as well relative to the map), and from 'North' back out to East/West.
Last edited by Ithildur on Mon Mar 17, 2014 8:58 am, edited 4 times in total.
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Re: Bug Thread

Post by Zelknolf »

The two in Callidyrr north sound like the same issue we saw back in January?

Whoever's got the mod, could you look at those triggers and see what type they're set to? The thing we found back then were two triggers set to "Generic" instead of "Area Transition"
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Re: Bug Thread

Post by Castano »

no they are not. The ATs work fine, these are yet more doors, looks like they got converted to static during the epically failed update. I am going to fix it, after this there will be no more updates to add features to the capital
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shad0wfax
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Re: Bug Thread

Post by shad0wfax »

Walkmesh gets you stuck inside of doors when walking from the ship to the east or west gates.

Image
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Re: Bug Thread

Post by shad0wfax »

Same map as above:

Area Transitions to Caer Callidyrr East and West are reverse-named. The one that goes west (and is on the west) is named east, and the one that goes east (and is on the east) is named west.
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Re: Bug Thread

Post by shad0wfax »

Lighting inside of Alaraon Is.: Q22 Callidyrr Interiors has far too deep of shadows; despite the lighting, it's nearly impossible to see anything.

This also happens in any of the tailors in the area, making tailoring clothing tedious as one has to leave the shop to see the colors.
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Re: Bug Thread

Post by oldgrayrogue »

shad0wfax wrote:Lighting inside of Alaraon Is.: Q22 Callidyrr Interiors has far too deep of shadows; despite the lighting, it's nearly impossible to see anything.

This also happens in any of the tailors in the area, making tailoring clothing tedious as one has to leave the shop to see the colors.
BG Tailor and smith has same issue -- just sayin :D
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shad0wfax
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Re: Bug Thread

Post by shad0wfax »

oldgrayrogue wrote:
shad0wfax wrote:Lighting inside of Alaraon Is.: Q22 Callidyrr Interiors has far too deep of shadows; despite the lighting, it's nearly impossible to see anything.

This also happens in any of the tailors in the area, making tailoring clothing tedious as one has to leave the shop to see the colors.
BG Tailor and smith has same issue -- just sayin :D

MS Tailor: Red Light, Incredibly intense point shadows, no light source other than torch light, which is red, and grossly distorts color fidelity. Note that the countertop prevents talking to the tailor anywhere but behind the counter, and you have to face the tailor to be able to alter clothing. Note that doing this, leaves your character with a BLACK face from the shadows and grossly distorts the saturation value of colors due to shadows, where the red light grossly distorts color hue.

With both hue and saturation being altered, color fidelity is impossible to achieve.

Image




Now the BG Tailor, on the other hand, has some very minor point light shadows, but note that the light is largely brighter, closer to white, and also closer to a place in front of your character where you can actually see the character's clothing and face. Although it is not pure white light and although point shadows are not eliminated, the color of the light as well as the minimal amount of shadows does not inhibit color fidelity on the tailor, and does not prevent the accurate tailoring of clothing.


Image



The two aren't even remotely similar and thus do not have "the same issue" at all.


Here's Helga the Herbalist in MS showing an even more severe lighting issue. The NPC is effectively in total darkness. Note that since the tailor in Caer Callidyrr and the Herbalist in CC all share the same area, Caer Callidyrr interiors, the MS issue for all of the CC interiors can be fixed with one area edit.


Image


















I'm trying to point out the issues I see on Moonshaes so that they can be resolved. Whether or not Castano feels that they are important is up to him, but if you'd be so kind as to not try to derail the MS bug thread with irrelevant and unrelated comparisons to BG, that would be great. Post BG bugs on the BG forum, or post support tickets on the Drupal website for BG please. Keep this thread about MS on topic for MS.
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Re: Bug Thread

Post by shad0wfax »

Caer Callidyrr map pin says "To Caer Callidyrr South" (and this is correct, it actually does go to the southern district)
Spoiler:
Image

Caer Callidyrr area transition says "To Caer Callidyrr West" (But it does not actually go there, it goes to where the map pin says it goes)
Spoiler:
Image

This is not the same map pin issue as was discussed above. I think that almost all of the internal Caer Callidyrr map pins are mis-matched in some way.
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shad0wfax
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Re: Bug Thread

Post by shad0wfax »

The below screenshot is related to the Caer Callidyrr South map issue, as well as the above issue with walkmesh and getting stuck behind doors.

1) In the screenshot, the house is either a walkable placeable or it is an environmental. In either case, it needs to be a non-walkable placeable (preferred for Line of Sight issues, if combat ever does happen in the town) or else it should be painted as non-walkable terrain, so that you can't walk through walls.

2) We are in Caer Callidyrr south but we have to head south on the map to get to Caer Callidyrr west and east. Once we head to the south and we reach Caer Callidyrr West (or East, as they are two districts on the Caer Callidyrr Upper map). In Caer Callidyrr Upper (west/east) we find ourselves needing to head north in order to get to Caer Callidyrr South. Lastly, in Caer Callidyrr Upper (west/east) we head South to go south toward the Dernal Wood and the Swanmay Rivers.

The map pin confusion, area transition confusion, and the above north-south reversals lead me to believe that entire Caer Callidyrr South map was meant to be Caer Callidyrr North, or perhaps both Caer Callidyrr Upper (west and east) as well as Caer Callidyrr South need to all have their North-South orientation reversed.

If the direction of North was changed to 180 degrees in all of those maps, then the naming of the areas as well as the geographical layout of the areas would make sense. It's likely that this is the cause of half of the east/west gates being reversed and partially correct.

Here is the walk-through wall as well as the reversed map direction in Caer Callidyrr South:
Spoiler:
Image

And here is Caer Callidyrr Upper (east/west) with south of town, heading south on the island toward the Dernal Wood and points beyond.
Spoiler:
Image
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Re: Bug Thread

Post by oldgrayrogue »

shad0wfax wrote:
oldgrayrogue wrote:
shad0wfax wrote:Lighting inside of Alaraon Is.: Q22 Callidyrr Interiors has far too deep of shadows; despite the lighting, it's nearly impossible to see anything.

This also happens in any of the tailors in the area, making tailoring clothing tedious as one has to leave the shop to see the colors.
BG Tailor and smith has same issue -- just sayin :D

MS Tailor: Red Light, Incredibly intense point shadows, no light source other than torch light, which is red, and grossly distorts color fidelity. Note that the countertop prevents talking to the tailor anywhere but behind the counter, and you have to face the tailor to be able to alter clothing. Note that doing this, leaves your character with a BLACK face from the shadows and grossly distorts the saturation value of colors due to shadows, where the red light grossly distorts color hue.

With both hue and saturation being altered, color fidelity is impossible to achieve.

Image




Now the BG Tailor, on the other hand, has some very minor point light shadows, but note that the light is largely brighter, closer to white, and also closer to a place in front of your character where you can actually see the character's clothing and face. Although it is not pure white light and although point shadows are not eliminated, the color of the light as well as the minimal amount of shadows does not inhibit color fidelity on the tailor, and does not prevent the accurate tailoring of clothing.


Image



The two aren't even remotely similar and thus do not have "the same issue" at all.


Here's Helga the Herbalist in MS showing an even more severe lighting issue. The NPC is effectively in total darkness. Note that since the tailor in Caer Callidyrr and the Herbalist in CC all share the same area, Caer Callidyrr interiors, the MS issue for all of the CC interiors can be fixed with one area edit.


Image



















I'm trying to point out the issues I see on Moonshaes so that they can be resolved. Whether or not Castano feels that they are important is up to him, but if you'd be so kind as to not try to derail the MS bug thread with irrelevant and unrelated comparisons to BG, that would be great. Post BG bugs on the BG forum, or post support tickets on the Drupal website for BG please. Keep this thread about MS on topic for MS.

Holy crap, someone is a bit defensive. This :D means happy as in just having fun. And the Smith in BG has exactly the same issue BTW. Did not mean to get you so upset.
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