Final map of the LGTF really bugged.


 

Posted

This has been happening for a long time but I always forget to post about it. The last room of the LGTF's final map has tons of graphical glitches, both in my previous NVIDIA card and in my current Radeon; both in Windows 7 and in Windows XP.

As you enter the final room and look around, huge parts of the geometry disappear and reapper; the mothership bottom, the catwalks, the portal, everything. From several angles you can't see any of the geometry at all, just the Rikti in the room. Here are a few example screenshots:





This has been broken for a very long time. Also, the cutscenes are missing all the emotes; they just say their text while standing there.


www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!

 

Posted

You can see this outside of mishes as well - e.g. in Talos as you head back to the main area from the DA entrance some of the rock outcrops disappear until you get closer. Other objects further away are still visible.
I assume this is to do with the visibility distance settings and is done to reduce load on the GPU


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

Quote:
Originally Posted by FredrikSvanberg View Post
Except here things closer to the camera are disappearing, and things further away remain - depending on what angle you are looking from, and things like that.
Thats exactly what I just said was happening in Talos


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

I've seen that room before. Is it the same one used in that RWZ mission to defeat both the Rikti AV and Nemesis at the same time?

That room is awful. The graphics glitches are awful. Stuff disappears when you are standing right next to it depending on camera angle. I was frequently standing on thin air while fighting rikti on the bridges. The lag could be terrific at times too. I'm glad to see I and my team aren't the only ones that have trouble with that room.


 

Posted

I've had this happen in the same room, and in the Shadow Shard instance, using 3 different machines running ATI, and Nvidia cards, in Win XP, Vista 64 and Win 7 64. Changing drivers did not help, nor did game settings.


--------------
"Chew Electric Death, Snarling Cur!"

 

Posted

Sounds like a possible LOD issue.

I'll look into why the animations for Rikti aren't playing. Pretty sure I know what's going on there. As for the rest, I'll pass it along to the environment team.

Thanks to Leandro for sending me a PM about this thread.


 

Posted

Quote:
Originally Posted by Gaia View Post
You can see this outside of mishes as well - e.g. in Talos as you head back to the main area from the DA entrance some of the rock outcrops disappear until you get closer. Other objects further away are still visible.
I assume this is to do with the visibility distance settings and is done to reduce load on the GPU
No, what's happening on this particular map is much worse, and a different phenomenon. In Talos (and other zones), the "missing" objects slowly fade in as you get closer to them. That's just a case of the "doodads" (not sure what CoH devs call them, but they're stock objects pasted on top of the terrain) having a shorter draw distance than the map geometry itself.

On the LGTF mission, and at least one other arc where that map is used (don't remember offhand), vast chunks of the geometry are disappearing simply from spinning the camera around. Not those a ways off, but sometimes the walkway that you're standing on top of. IIRC partial objects are being displayed as well, where in Talos for instance it's an entire rock at a time that fades into view.

EDIT: And while we're at it, the first cutscene of the rescue Lady Grey mission in Gaussian's arc (Spring the trap on the Renegade Swords) is bugged and shows black space somewhere outside of the map.


 

Posted

Quote:
Originally Posted by MTS__ View Post
On the LGTF mission, and at least one other arc where that map is used (don't remember offhand), vast chunks of the geometry are disappearing simply from spinning the camera around. Not those a ways off, but sometimes the walkway that you're standing on top of. IIRC partial objects are being displayed as well, where in Talos for instance it's an entire rock at a time that fades into view.
It's Dark Watcher's Save the World mission that has the Nemesis Ambush after/as you defeat Hro'Dotz. And yeah, it's bits of the geometry/sometimes most of what you can (or rather, should see) just turning invisable, like someone flicked a switch. I've noticed at times this will even render the Rikti on the walkways (mostly notice this, personally, on the walkway to either side of the center, which have the portal generators for the Dark Watcher mission) invis... or rather, not render them visible X.X

I was/am still able to tab to target, though. If I get run through it again, I'll try to remember to take screen shots.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by Gaia View Post
You can see this outside of mishes as well - e.g. in Talos as you head back to the main area from the DA entrance some of the rock outcrops disappear until you get closer. Other objects further away are still visible.
I assume this is to do with the visibility distance settings and is done to reduce load on the GPU
Different objects have a different draw distance, yes.. but this problem seems to be dependent on camera position, not distance. From the hallway, you can see the objects in the room just fine, but as you move closer and the camera starts to reach the doorway, the objects suddenly disappear (not fade), then reappear when you fully enter the room. Then when the camera seems to be "rubbing" against the ceiling or walls, there is a clipping effect of some sort that makes some of those textures disappear a well.

There are areas of the "new" Hollows that do/did this as well, and you can see this effect by peering through the holes (invisible textures) in the bridge/tower railings of Cimerora also.


 

Posted

Wow, how is it this wasn't known about already? It's been around for ages (shows up on the maps using this room for the Vanguard story arcs, too), and I just assumed that was some bug that the devs were trying to find a workaround for. *sighs* Guess I just have to keep bugging things constantly for them to even be noticed?


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Wow, how is it this wasn't known about already? It's been around for ages (shows up on the maps using this room for the Vanguard story arcs, too), and I just assumed that was some bug that the devs were trying to find a workaround for. *sighs* Guess I just have to keep bugging things constantly for them to even be noticed?
Is this your thing now? Dropping into every thread and taking a dig at the game and developers?


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Is this your thing now? Dropping into every thread and taking a dig at the game and developers?
He's just trying to bump his post count to catch up to you. Now neither of you two reply so I can bump mine!


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
I've noticed at times this will even render the Rikti ... invis... or rather, not render them visible X.X
This bothers me much more than glitched environment.

IIRC, this map was bugged sinse around i12-i13. It worked fairly well before that.


 

Posted

Quote:
Originally Posted by NordBlast View Post
This bothers me much more than glitched environment.

IIRC, this map was bugged sinse around i12-i13. It worked fairly well before that.
We all commented on this on our first raid after i13 hit.


Support the Mentor Project - http://tinyurl.com/citymentorproject
[JFA2010]Mod08: And I will strike down upon thee (enrious) with great vengence and .... oh wait wrong script
@enrious, @sardonicism, @MyLexiConIsHugeSon
If you haven't joined a global channel, you're not really looking for team.

 

Posted

Quote:
Originally Posted by enrious2 View Post
We all commented on this on our first raid after i13 hit.
We've since a continued disconnect between bug reports and the Devs. It's clear that at least some of the information and reports are NOT getting through. These days, it's better to do what Leo did. Post with documentation, then point a dev at it through a PM.

I fear for the GR beta.


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

Quote:
Originally Posted by DumpleBerry View Post
We've since a continued disconnect between bug reports and the Devs. It's clear that at least some of the information and reports are NOT getting through. These days, it's better to do what Leo did. Post with documentation, then point a dev at it through a PM.

I fear for the GR beta.
What could possibly go wrong?





>.>










<.<













*runs off to buy water, ammo, and feminine hygiene products*


 

Posted

Quote:
Originally Posted by DumpleBerry View Post
We've since a continued disconnect between bug reports and the Devs. It's clear that at least some of the information and reports are NOT getting through. These days, it's better to do what Leo did. Post with documentation, then point a dev at it through a PM.

I fear for the GR beta.
Too bad the "Known Issue" list is never anywhere near complete (pet peeve of mine I readily admit). If it were even close to comprehensive we'd have a much better gauge of what bug info is and isn't getting through. But alas...


One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.

 

Posted

I've had a similar issue on a completely seperate map going back to when i first joined the game (around 2 years ago) and that's the map for the mission where you fight saptain castillio for the firts time.

Start off outside and rescue Doc D, then up the lift and in the crooked building. While inside there are several places where the entire building disapears and you can scout out the placement of the mobs, who are are just floating in mid air.

Must try to get a cap of this to show what i mean!


Quote:
Originally Posted by Forbin_Project View Post
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
In one little corner of the universe, there's nothing more irritating than a misfile...

 

Posted

This map is used in the last mission of the "The Strange Case of Benjamin Decker" arc as well. And yes, I have seen all the weird issues with the geometry appearing and disappearing. I had just assumed it was my suystem though.

Z


"I don't have an angel and a devil on my shoulder, I have Rocky and Bullwinkle." - Lore Sj�berg

 

Posted

Quote:
Originally Posted by St_Angelius View Post
I've had a similar issue on a completely seperate map going back to when i first joined the game (around 2 years ago) and that's the map for the mission where you fight saptain castillio for the firts time.

Start off outside and rescue Doc D, then up the lift and in the crooked building. While inside there are several places where the entire building disapears and you can scout out the placement of the mobs, who are are just floating in mid air.

Must try to get a cap of this to show what i mean!
I know exactly what you are talking about, and there are/were actually places like that in some of the Crey lab maps as well. When you clip your camera at the edge of one of those "segments", you can actually see all mobs and blinkies on the map, but no walls except for another false wall right in the middle of the hallway, probably causing the problem. Once you know where it is, you can purposely walk into it and it looks to others like you are running into an invisible wall, which i guess you are.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Is this your thing now? Dropping into every thread and taking a dig at the game and developers?


Ummm, what? Have we met? Hi, Zombie Man, I'm Grey Pilgrim. I like this game a lot and have kept playing it even when money gets tight for me and my wife. I am also a tough but fair teacher, and I take the same attitude to the game, posts, etc. This game holds up well and I love it... or I wouldn't be here. I can't believe you've actually read a lot of my posts if you think I'm constantly making digs at developers. All the devs are great, from what I've seen of them and their work. Doesn't mean I won't point out an issue if there is one.

As for this thread, registering surprise that a longstanding issue with that map isn't known about by a dev (and a player as well) isn't taking a dig... that's true questioning of reporting issues, knowledge of the game, etc. Maps aren't BAB's purview, obviously, but this bug has been around for a long time... maybe a year at least. I can't believe that's not on a list of some sort, actually.

As others have said, I'm thinking a better approach is almost to post in a thread and let the appropriate dev know about it, as this isn't the first reaction I've seen like this. I rather wonder what happened to Arbiter Kim, actually... he might have run for the hills with us pestering him about bugs. Heh.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

OK, then. It's just that your recent postings have seemed to fall in the dev-hater camp (using every opportunity to slam them). While there is some criticism to be made at times (and I have), this bug is a low priority and rather fresh compared to some of the other long-standing bugs (see here).

Basically, bugs that aren't deal breakers and easily worked around can take a *long* time to fix since they go to the bottom of the priority pile. They aren't fixed until bug fixing time is scheduled (and more pressing bugs are taken care of) or, if a Dev finds some free time (finishing up a project ahead of schedule).

Some graphical anomalies I've bugged didn't get fixed for over two years.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Quote:
Originally Posted by Zaran View Post
This map is used in the last mission of the "The Strange Case of Benjamin Decker" arc as well. And yes, I have seen all the weird issues with the geometry appearing and disappearing. I had just assumed it was my suystem though.

Z
I've seen it there too, but I wrote it off as simply a graphical glitch from running CoH under Linux.


 

Posted

I haven't played properly in a few months, but this has been happening to me on that LGTF map since I13-ish as well - I also noticed the vanishing rocks in Talos on a couple of occasions when moving characters to DA (for the Mortician day job).

I sent bug reports about it, but whenever I was teamed on the LGTF only about half the team ever experienced the same glitches, so I started to write it off as just time for me to upgrade/replace my PC (as I have an old Nvidia 7800 GTX 256Mb card inside it) - which I'll probably do before GR anyway (if my arm injury lets me play again by then).