bikerdude on 13/7/2012 at 22:43
Quote Posted by hammadnadeemx
Edit : never mind i found all 6 of them
Can you post the locations please, as the searching and crashing in M4 is quite frankly becoming tedious.
bikerdude on 13/7/2012 at 22:45
Quote Posted by Adsk1
Here's a list of all the bugs that I plan to try and fix,
I would also add there is a bunch of Z-fighting through out the city in all the mission that needs fixing.
bikerdude on 13/7/2012 at 23:36
Quote Posted by bikerdude
Can you post the locations please, as the searching and crashing in M4 is quite frankly becoming tedious.
Never mind I found them after yet more searching..
1. on the table in the house you climbed through at start.
2. on a table out side the tavern.
3. under the floors boards down a small ally.
4. in a guard tower just across the river.
5. on a crate behind one of the located gate across the river.
6. on a table behind a locked gate, near a city gate with guard that can't be knocked out.
Has two crates to the left of city gate, has a guard that cant be knocked out and normal guard walking in front of it - you need a gasbomb to complete this, look behind one of the locked gates in this part of the city.
bikerdude on 14/7/2012 at 02:46
Im assuming thats what I need as I cant get into the room next to the bed room.
snobel on 14/7/2012 at 11:04
I wonder if someone who's had the crash-on-save issue in mission 4 could provide a working savegame and some instructions on how to proceed to make it crash?
I'm working on a fix for a similar issue in another mission, it would be interesting to see if it's the same cause in this case.
Adsk1 on 14/7/2012 at 12:46
Quote Posted by bikerdude
I would also add there is a bunch of Z-fighting through out the city in all the mission that needs fixing.
If you can explain what you mean by Z-fighting, I shall add it to my To Do list.
You also mentioned "Mapping Errors", can I ask for more specifics?
Thanks for the feedback.
Adsk1 on 14/7/2012 at 12:57
Quote Posted by snobel
I wonder if someone who's had the crash-on-save issue in mission 4 could provide a working savegame and some instructions on how to proceed to make it crash?
I'm working on a fix for a similar issue in another mission, it would be interesting to see if it's the same cause in this case.
For me, the crash-on-save seemed to be linked to the spawning of the last group of guards, as when I removed them completely from the map and re-played, the save worked fine. However, I know that others have experienced the crash long before triggering the final guards, so I wonder if there is an issue with varying system memory sizes that limits the amount of active AI or patrol paths in a mission? Obviously I am no expert and this is just a guess.
Anyway, my remedy to this problem is going to have to be a partial re-build of this mission, possibly reducing the size of the final city area. And re-thinking the zone portals for the middle section.
bikerdude on 14/7/2012 at 13:12
Quote Posted by Adsk1
* If you can explain what you mean by Z-fighting, I shall add it to my To Do list.
* You also mentioned "Mapping Errors", can I ask for more specifics?
Z-fighting:* Its when two faces occupy the same space, you get a shimmering visual effect, see the wiki article - (
http://en.wikipedia.org/wiki/Z-fighting)
Mapping errors:* monsterclip (or what ever its called in T3Ed) missing, Ai getting stuck when trying to pathfind/navigate,
* patch and brushwork with gaps in,
* textures misaligned,
* torches half stuck in walls,
* playerclip (or what ever its called in T3Ed) missing from various locations (I've gotten stuck on walls, between crates etc)
* lghts shining through brush/patch work
* lights partly shining through patch/brushwork depending on where the player is looking.
* the skyportal issue your already aware off.
Quote Posted by Adsk1
Anyway, my remedy to this problem is going to have to be a partial re-build of this mission, possibly reducing the size of the final city area. And re-thinking the zone portals for the middle section.
The section across the river could be reduced in size substantially and you could reduce the amount of guards by having overlapping patrol routes.
Quote Posted by bikerdude
Im assuming thats what I need as I cant get into the room next to the bed room.
Can you help with the above key/room question in M5..?
bikerdude on 14/7/2012 at 15:36
Quote Posted by bikerdude
Can you help with the above key/room question in M5..?
Nevermind, I found it.
The key to the lab is on the bottom of the railing of the right balcony.
Adsk1 on 14/7/2012 at 15:55
Ah, yes, I understand now, I guess you're refering to the likes of doors, windows and some buildings?
Some of the doors and windows had a single pixel thick part, that if placed too close to a brush or object, would completely disapear at distance. To fix that I had to separate the items to the point that the gap was wide enough to fire an arrow through. So the final result is a trade off between the two extremes.
All part of the learning curve that I will make efforts to avoid the next time around.