Career Officer
Join Date: Jun 2012
Posts: 844
# 31
12-13-2012, 02:44 PM
Quote:
Originally Posted by drudgy View Post
Also I guess on a side note when using the TOS Ship Interior map and the TOS Bridge map the away team doesn't seem to stay with you. I attempted to even to spawn in the Engineering room and they hit a wall and away they would go. Ultimately I would have liked them to spawn in the Turbolift but they either never show up or are stuck behind the walls. Looking at the spawn point radius on the map they should all fit in there, but it's really hard to say with that issue.
In general your away team should be able to spawn with you in the turbolift. The radius is small enough for it to work. Just make sure the point is centered. It does suck that you probably can't test this before publishing with the current bug.

Another unrelated thing that I've always wondered about is why don't our missions have pathing data when they've already been published and we preview them? It seems like defaulting to the published version's pathing would be better than having none. Sure you could change the geometry and cause problems, but with no pathing data you have problems all the time.


Click here for my Foundry tutorial on Creating A Custom Interior Map.
Captain
Join Date: Aug 2012
Posts: 683
# 32
12-15-2012, 04:49 AM
Quote:
Originally Posted by markhawkman View Post
Try a publish and see if that fixes it. AFAIK the issue with preview is the lack of pathing data. For some reason NPCs are having their coordinates get reset to 0/0/0. This causes them to disappear at random, sometimes for identifiable reasons, sometimes not....
Well, I published my "Long Lost Friend 2", and played it in the game itself, (played the published version), and I'm pleased to say You Are CORRECT!!!!

The only thing that doesn't happen is sound effects when the main character bashes a generator with his fists in the mission, but that's ok.

The main greatness is that, You are Right!!

The area, in the borg cube, where the enemies usually dissappear in the foundry test, work as it should normally!!!! in the Published version!

Yaay!
Lieutenant
Join Date: Jul 2012
Posts: 83
# 33
12-16-2012, 06:28 PM
I've been having a problem like this is space where my mobs (usually re-skinned ones) randomly transfer to the bottom of the middle of the map
I support Handsome Phaser Guy
And Tovan Khev
No, I am neither a woman nor gay.
Ensign
Join Date: Jun 2012
Posts: 1
# 34
12-18-2012, 07:47 PM
Quote:
Originally Posted by kirksplat View Post
I've been testing this on maps, and nearly every interior that I've tested is bugged. Your boffs quickly disappear, sometimes forever, and other times they relocate to a spot in the black of the map.

They just vanish, which means that we cannot test combat. If I knew more about the tech, I'd say for certain that there is some kind of bug that is spreading and getting worse. The exteriors, so far, seem better than the interiors, but most of the interior.s.. the boffs are just ghosts. They vanish, seemingly at random.

Sometimes they respawn briefly somewhere else but most of the time they seem to die, leaving you friendless.
Just to add my $0.02, I have experienced this as well with several maps, in particular Borg Interior 1 and Borg Interior 2. If BOFFs run into any object--mostly walls, but really any immovable object, they keep running until they despawn to another part of the map. Even inserting invisible walls in the way of gaps in the walls doesn't prevent this.

Thanks.
Ensign
Join Date: Jan 2013
Posts: 1
# 35
01-25-2013, 01:36 PM
Quote:
Originally Posted by d3cubed View Post
I've been having a problem like this is space where my mobs (usually re-skinned ones) randomly transfer to the bottom of the middle of the map
I've been having the same problem where mobs and security guys just disappear or transfer. The strange thing is that for me it's the ones that aren't re-skinned that usually have problems.

Occasionally one of the people will stay behind when the rest of the mob transfers/disappears.
Cryptic Studios Team
Join Date: Aug 2012
Posts: 877
# 36
01-25-2013, 02:37 PM
The general NPC and critter wonkiness is known, documented in the database and on the list to be fixed. The initial feeling was that it was just the lack of pathing info, but getting some good repro cases resulted in a re-assesment.
Career Officer
Join Date: Jun 2012
Posts: 778
# 37
01-25-2013, 02:50 PM
Reman elite also vanish
Rihannsu
Join Date: Jun 2012
Posts: 11,856
# 38
01-25-2013, 09:11 PM
Quote:
Originally Posted by crypticfrost View Post
The general NPC and critter wonkiness is known, documented in the database and on the list to be fixed. The initial feeling was that it was just the lack of pathing info, but getting some good repro cases resulted in a re-assesment.
One interesting tidbit I noticed recently is that it does NOT happen in the Argelius II interior map.

But some other maps they'll disappear almost immediately.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Captain
Join Date: Jun 2012
Posts: 3,156
# 39
01-27-2013, 09:31 AM
Tholian and Borg Ensigns despawn as well. And pretty much all NPC ships unexpectedly warp to around 20 km away upon entering combat.
Say NO to mandatory Arc!
Commander
Join Date: Dec 2012
Posts: 307
# 40
01-27-2013, 11:12 AM
Quote:
Originally Posted by crypticfrost View Post
The general NPC and critter wonkiness is known, documented in the database and on the list to be fixed. The initial feeling was that it was just the lack of pathing info, but getting some good repro cases resulted in a re-assesment.
Heheh, yes, it is known.
From my experience they sort of "fall through the floor" - sometimes on beam-in.

He's dead, Jim.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 11:27 AM.