View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006023 | Valley 1 | Bug - Room Issues | Feb 19, 2012 5:26 pm | Mar 10, 2012 6:57 pm | |
Reporter | jerith | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.579 | ||||
Fixed in Version | 0.905 | ||||
Summary | 0006023: Vent spawning underwater | ||||
Description | A vent to a stash room seems to have spawned in the sealed-off underwater region of a hallway, as demonstrated in the screenshot. World file available on request. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
has duplicate | 0006103 | closed | Some entities are spawning outside the playable room area. |
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I just ran into this again. Another liutenant spawned outside of the play area. |
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On Toll's server, all three liutenants have spawned in the walls. They all spawned in the upper-left corner. I can tell this because the tab-targeting points beyond the wall in that direction. |
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The upper left corner thing is a seperate issue, and is something that happens when there is not room elsewhere for them to seed. I would need a world file to be able to fix that, and at the moment I am not able to reproduce that one. |
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Just seen this again (same room design, but the vent's in the top area instead of the bottom), with a vent that I was able to reach from the other side. As a consequence, I'm able to wander around in the sealed-off aquarium and practice my swimming away from the man-eating carp. |
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Actually, if we can get the game to add another way into the important part of the room, i'd favor keeping this as a feature. Like in earlier versions (maybe still?) you'd have two different ways into a building and they wouldn't always meet; it would add to the feeling of exploring a ruined building if you sometimes found vents leading you into flooded crawl spaces or whatever. |
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martyn_van_buren: That's still around, and it's great. However, as I understand it, that's all handled above the chunk level. The building layout specifies certain properties individual rooms need to have (such as doors linking to other rooms), but the room chunks are only generated when you enter them. To make the disconnected areas within a room work, you'd need to either add more complexity to the per-chunk properties ("this exit is allowed to be disconnected from that exit" and the like) or generate the chunks before finalising the building layout. On top of this, I think it would be frustrating to have to traverse several other rooms to get to something I can see but not reach. Returning to the original topic, I think this is more a room design issue than anything else. The particular room this manifests in contains sealed-off areas that are apparently legal locations for vents (and possibly enemies, although I don't recall seeing that) to spawn. Changing the room layout would fix this particular case, but maybe there's an easy change to spawning logic that could fix it in general. Perhaps some kind of "room validity checker" tool could automate checking for this and other possible issues related to room design. (Assuming there isn't already one -- I haven't used the room building tool.) |
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Thanks! * Fixed the issue with vents and underground side passages seeding inside lava and acid water. |
Date Modified | Username | Field | Change |
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Feb 19, 2012 5:26 pm | jerith | New Issue | |
Feb 19, 2012 5:26 pm | jerith | File Added: Unreachable vent.png | |
Feb 20, 2012 10:39 am | tigersfan | Internal Weight | => Major Problem |
Feb 20, 2012 10:39 am | tigersfan | Assigned To | => Chris_McElligottPark |
Feb 20, 2012 10:39 am | tigersfan | Status | new => assigned |
Feb 24, 2012 8:11 am | tigersfan | Relationship added | has duplicate 0006103 |
Feb 29, 2012 10:03 am | Oralordos | Note Added: 0020013 | |
Feb 29, 2012 1:41 pm | Oralordos | Note Added: 0020031 | |
Feb 29, 2012 1:42 pm | Oralordos | Severity | minor => major |
Feb 29, 2012 1:46 pm | Chris_McElligottPark | Note Added: 0020032 | |
Mar 8, 2012 8:36 am | jerith | Note Added: 0020564 | |
Mar 9, 2012 12:01 am | martyn_van_buren | Note Added: 0020629 | |
Mar 9, 2012 3:51 am | jerith | Note Added: 0020634 | |
Mar 10, 2012 6:57 pm | Chris_McElligottPark | Note Added: 0020715 | |
Mar 10, 2012 6:57 pm | Chris_McElligottPark | Status | assigned => resolved |
Mar 10, 2012 6:57 pm | Chris_McElligottPark | Fixed in Version | => 0.905 |
Mar 10, 2012 6:57 pm | Chris_McElligottPark | Resolution | open => fixed |