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Problem: Visible Terrain Indoors


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11 réponses à ce sujet

#1
Verilazic

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Ok, I've had this problem in the past, but I thought I had figured out how to fix it. Now I'm having it again.

 

As soon as the player enters an area, she can see the entire zone, or most of it. Basically, it's acting like it's an outdoors area, and revealing all terrain within a certain distance. Walls and doors aren't blocking vision of terrain (though they do sometimes block visibility of npcs).

 

Now the last time I had this problem, it was because I had the Terrain Type in Advanced Area Properties set to "Exterior". That isn't the case this time. I have it set to "Interior, Artificial, Underground". It's in the Drow Interior tileset, and the only Hakpak I'm using is Project Q.

 

Any ideas?



#2
Zwerkules

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I don't think this happens with the drow interior tileset if it isn't changed by a hak. Maybe there's a hak that adds some tiles to it that have wrong set entries. There are several ways of causing this bug. The tile path node can be wrong, like someone got lazy and instead of figuring out which path node is the right one simply used "A" as a path node. The visibility node can be wrong. I've seen this alot in some tilesets, someone just adds a visibility node "A" where there shouldn't be one.



#3
Pstemarie

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The only modification that Q did to the Drow interior was adding the ceiling version by TAD. AFAIK, TAD didn't change the walkmesh or anything else with the tile models, so this issue should not be happening. The SET file is unmodified too. I've checked the tileset in the Q test module and verified that it is NOT a Q issue. As long as the area is set to Interior-Underground-Artificial, the minimap works fine. Change it to Exterior-Above Ground-Natural, and the minimap reveals too much info, but not the entire map. 

 

I also moved around a bit and didn't notice any anomalies - all I could see was what was within the character's normal view range. My guess would be that the issue is script related?



#4
Verilazic

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Thanks for sounding in. I took a break for a bit, so maybe I'll see something new when I poke around again. My scripts are pretty basic in that area though... >.<



#5
Verilazic

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Okay, I'm pretty sure it's a problem with the doors. The holding pen room I had in an area that didn't connect to any other terrain doesn't show up on the map in game, even though I can see into rooms blocked by doors. Is there any special setting on some doors that I should look at? >.<



#6
Verilazic

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Okay, nevermind, it's something wrong with the Groups and the 2x2 room in the Drow Interior set. I haven't tested anything else yet though. As an interesting aside, for some reason, when I place doors for them, I can only place them facing one direction, not the other. And when I connect a group to a 2x2 room, I can't place a door between them at all. Thoughts?

 

NWN_Doors.jpg



#7
Tarot Redhand

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When I've had this problem it turned out that there was a wrong entry in the areag.ini file in the hak.

 

TR



#8
Verilazic

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Turns out this problem is present in the regular no-hakpak Drow interior tileset. The groups, including the 2x2 room under "terrain", do not allow placing a door facing either way, and they allow vision of their terrain. I have zero experience working with tileset files, but I may take a stab at figuring out what entries need fixing... later.



#9
Shadooow

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confirmed, vanilla problem, I will try to fix it, but any fix but... well why you care? because if you are building PW there is information you should know, visibility is computed on client side so players without the fix will still see everywhere...



#10
Verilazic

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I'm probably just being a perfectionist. I noticed the issue while play testing the little module I wrote for the ABC, and it's rather heavily focused on stealth. The idea that you can see the configuration of the next room before entering it is kind of annoying, since in most of the module you're looking for something, and I like to limit what the player knows and sees as much as is reasonably possible.

 

You're probably right though; it's not a big deal. Well, at least it's not a mistake on my part.



#11
Tarot Redhand

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@Shadooow But the fix will be useful for anyone creating a single player module - not everyone creates pw's.

 

TR



#12
Shadooow

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@Shadooow But the fix will be useful for anyone creating a single player module - not everyone creates pw's.

 

TR

even for SP, this is kind of content that builder shouldnt add in his haks

 

in this moment when there are no more official patches its not that problematic but I wouldnt advise to add fixes like this or this into haks for your module. But look what this kind of content did in past - several modules using these kind of fixes are blocking new fixes from newer patches.

 

Reason is that if there is more similar issues, the fix for them that player might acquire from different source won't be then working.

 

This is a client content and its a player who should download it. Of course, many builder dont like nor support my community patch so you will be tempted to add this into your haks anyway, suit yourself.