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Author Topic: Battlehelm moors again  (Read 586 times)

Praylor Falcus

Battlehelm moors again
« on: March 09, 2007, 04:35:09 PM »
this tile set needs to be fixed, i talked with silverhand last night and was givin the impression the tile set had been fixed.

So today i took canius back in to the moors and made it in to the third map with a tower and the swampkin thingy's around some green gaseious eruption and blam i crashed, i have tryed all i can think of, the shieny water is off and sky boxes off, nothing works,the following is what it says when it crashes , maybe you coders can see what is happening.

NWMAIN caused an invalid page fault in
module NWMAIN.EXE at 019f:007b4f7d.
Registers:
EAX=c0d8ef15 CS=019f EIP=007b4f7d EFLGS=00010246
EBX=c03ac9be SS=01a7 ESP=0649f9c4 EBP=000000e4
ECX=00000006 DS=01a7 ESI=00944d60 FS=3d47
EDX=0005c74e ES=01a7 EDI=112dc8d4 GS=0000
Bytes at CS:EIP:
f3 a5 33 db 8b 54 24 14 8b 4c 24 18 8b 44 24 20
Stack dump:
00000099 0649fb14 00000000 0649faf8 c218ea89 0e4e5734 00944d38 000000e4 00000278 1116ab9c 0005c74e 0e3f5d80 c01511c3 c0f5ce20 bf92083e c07e3bdb

In the mean time i need canius moved to a safe location.
 

Dorganath

RE: Battlehelm moors again
« Reply #1 on: March 09, 2007, 05:23:31 PM »
Unfortunately, about the only people that dump would make sense to is Bioware.
  As for whether the tileset is fixed or not, consider two things:
  1) The state of the tileset is in most cases beyond our control. We can adjust areas if certain features are causing problems, but this particular tileset was created by someone else, and we have to wait until the creator fixes any issues.
  2) It is exceedingly difficult to fix problems that we cannot reproduce. For example, I am looking around this area right now without problems.
  There are only two things I can suggest in the meantime. First, have some patience. Some problems can be fixed quickly, others not so much. We do the best we can, but we can't do everything. Second, consider making sure your video drivers are all up-to-date.
  I'll reset your start location this time, but stay away from this area until at least one of these issues is resolved.
 

AeonBlues

Re: Battlehelm moors again
« Reply #2 on: March 09, 2007, 05:37:23 PM »
Silverhand also told me about the rapid spawn issue that I reported as bug earlier.  Creature in this third area have been spawning seconds after they are killed, creating an endless horde effect.

BTW I am waiting for results of Erk's DT reimbursement request before submitting one of my own.  Characters are getting mercilessly slaughtered in this area. Everyone that I talk to in game, says it's bugged.

AeonBlues
 

Dorganath

RE: Battlehelm moors again
« Reply #3 on: March 09, 2007, 06:16:12 PM »
OK, spawn issues and possible tileset issues are completely different things. We will be looking at the spawns in the area, something we can do something about, but as I mentioned in the request regarding Erk's 10th Soul Strand loss, we are not going to promise anything with respect to whether or not the spawns will be determined to be "bugged" or not.
  One thing I do want to make clear...just because spawns may seem rapid or sudden or out-of-place should not imply that they are "bugged". With all respect to player observations, which we do value greatly, a difficult encounter that people think may be "bugged" may actually be done by design, and only those who designed it truly understand the intention. Having said that, balancing is something that often needs to go through a few iterations before finding the correct mix.
  As I said, the spawn issue is being looked at, and further reports on the potential bugginess of these spawns does not help us at all and only serves to clutter the bug reports. If, after the next release you read something to the effect of "Fixed spawns in Battlehelm Moors" and they're still problematic, then feel free to post another report. If not, then it's relatively safe to assume they have not been addressed or were found to not be in error.  
  Please also recognize that it is no quick thing to fix just one or two bugs in these modules. Most people don't understand that it takes a significant amount of time to open, inspect, adjust, test, repeat the prior steps as needed, prepare the final modules and upload them to the servers. Because of the time investment, we will very rarely, if ever, release an update for one or two things unless they are absolute show-stoppers. Further, prior to and just after the V3 release, many who were involved set a pace of contribution and work that simply cannot be maintained indefinitely, as we are all doing this on our own time. As such, we cannot and will not set or promise to any specific timetables for releasing fixes and updates to the modules. They'll happen as soon as we can get to them, and that is the best we can promise.
 

AeonBlues

Re: Battlehelm moors again
« Reply #4 on: March 09, 2007, 06:42:14 PM »
We greatly appreciate the work you guys are doing Dorganath.  Layonara has shifted from enthralling to something that is beyond that.  Layo has the modern look of a NWN2 server, but is much better then any NWN2 server is capable of being.  We are not trying to criticize the great work the building staff is doing.  We are trying to point out issues that we see as bugs, and when you say an area behaves the way it is intended to, we will accept that.  I love you guys, you are awesome!  

AeonBlues
 

Leanthar

Re: Battlehelm moors again
« Reply #5 on: March 28, 2007, 02:39:41 PM »
Alrighty. I have adjusted all of the battlehelm moors areas. No more low lying water, no more vfx or anything like that. I also removed some of the placeables here and there. That means it doesn't look as nice but hopefully it is less "crashy".

If the problem persists we need a new bug report and hopefully only one thread this time. :)
 

 

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