Aller au contenu

Photo

Getting stuck on objects/standing in mid-air?


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
LeandraNyx

LeandraNyx
  • Members
  • 108 messages
Having a glitch in my ME2 game on occasion -- sometimes if I walk close to an object I'll suddenly find myself (and sometimes party members) standing in mid-air and unable to get down; the only solution is to exit the game and restart from my old save point.  Anyone else having this issue?  :-/ 

Edit:  PC version.

Modifié par LeandraNyx, 12 mars 2010 - 12:36 .


#2
Guest_KeeLoGee_*

Guest_KeeLoGee_*
  • Guests
I (and some others here I'm sure) have had this issue as well. Unfortunately, who knows whether it'll be fixed or not...

#3
pstlouis10

pstlouis10
  • Members
  • 4 messages
I have the same issue and hopping for a quick fix.

#4
Herder1

Herder1
  • Members
  • 5 messages
..same here!

#5
silencedhawk

silencedhawk
  • Members
  • 18 messages
Same

#6
digby69

digby69
  • Members
  • 588 messages
Same here, and after applying patch 1.01 its even worse!


#7
v00d00w1tchD0c

v00d00w1tchD0c
  • Members
  • 9 messages
yea it happens on xbox version as well..

#8
guanyu210379

guanyu210379
  • Members
  • 5 messages
It happends a lot...so...same here

#9
Loerwyn

Loerwyn
  • Members
  • 5 576 messages
I've had it a few times, but since patching it's not happened to me.



For now, the best thing you can do is walk in the middle of the corridor and don't take corners too tightly.

#10
ME-BlindNero

ME-BlindNero
  • Members
  • 48 messages
^ patch 1.01 does nothing to fix it. You're having it less, because you know the game by now. You learned where to NOT go, to avoid the airlift bug. Maybe you never take cover against crates or walk close to rocks. Trying to avoid bugs is NOT how the unsuspecting player plays their game.

The game already has enough inaccessable places. Narrowing it even more down to avoid this bug is rediculous. Besides, while exploring you run into it, while running for cover / taking cover...

It can happen more often than would be acceptable, and you can't simply walk back to the ground, no you're stuck with no escape except reload savegame. The first in the game while picking up the grenade launcher (and probably taking a step against the glass fence), second right next to that, before entering the elevator (and probably touching the wall with the shoulder), and continues lurking at the most open accessable places throughout the game.
The worst of all while taking cover behind a crate / pillar / rock and being lifted up on top, exposing Shepard to fatal kill -during which the clever tip appears on screen: "Take cover to regain health"...

Modifié par ME-BlindNero, 22 mars 2010 - 02:23 .


#11
MrShemp

MrShemp
  • Members
  • 1 messages
Same here. It's getting rather irritating. Has bioware come out with any kind of statement that this is being looked into? Or is it being ignored, like with most other game companies who just put out their games knowing they are bugged and hope some enterprising youngster comes up with a fix, saving them from digging into their profits to actually try to keep customers. Hmmm. Actually trying to KEEP customers happy! Wouldn't this result in more profit? WHAT A CONCEPT!

#12
MajFauxPas

MajFauxPas
  • Members
  • 80 messages
IMO this is a mapping issue. In Unreal Engine, collision can be done separately from occlusion (what you see is not always what you bump into). Whoever did the geometry in the maps made mistakes, causing your player to walk on invisible surfaces and get stuck mid air. Easily fixable in UnrealEd with some playtesting, whyich means lack of playtesting as well.



Intetrestingly, this is the same model as used in Unreal Engine 2x/2.5, which was what ME1 used IIRC. But, this problem was not evident in ME1, meaning BioWare hired new mappers who didn't know this, and they didn't playtest the maps. Epic fail. Or didn't let them? Which is worse?



I mean, every mapper I know (including myself and I haven't done it in like 5 years) knows how to use blocking volumes, how to avoid invisible BSP collision hull errors (by reverting to a previous version if necessary), and that every map should be rigorously playtested for many things, including this exact problem.



All they had to do was reference [http://udn.epicgames...erence.html]UDN[/url] for help, or just ask Epic. Licencees such as BioWare are allowed full access to Epic's knowledge base and can receive personal help specifically for solving these kinds of problems.



It could be some random bug, but even then, if the mapper tested it and knew about it, he should have immediately reverted to a previous version of the map that didn't have the problem.

#13
themastakillah

themastakillah
  • Members
  • 166 messages
this needs major fix asap. same goes for the bug were Shepard gets stuck aiming sideways.

#14
Elias Shepard

Elias Shepard
  • Members
  • 1 messages
that just happened to me but i just pressed the crouch button and moved at the same time and it seemed to get me out of the spot

#15
Crunchyinmilk

Crunchyinmilk
  • Members
  • 638 messages

MajFauxPas wrote...

IMO this is a mapping issue. In Unreal Engine... 2x/2.5, which was what ME1 used IIRC. But, this problem was not evident in ME1, meaning BioWare hired new mappers who didn't know this, and they didn't playtest the maps. Epic fail. Or didn't let them? Which is worse?


It was 3 and ME2 is 3.5.

The fact that you can run through an area many times and not encounter the issue, and then run the same area one particular time and whoops there you go flying or get stuck, made me think it was a streaming issue.  

I didn't see it once until my 5th Shepard.  

If you're having the problem so often, or even once is too much for you, make a ghost bind and forget about the problem forever after.  I did, before I even ran ME2 once.  I didn't need it till number 5 Shepard but when he did catch his sleeve on something, I just unhooked him.