"Forests" in the Briar
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- Achae Eanstray
- Posts: 4300
- Joined: Tue Sep 19, 2006 7:03 am
- Location: A field of dandelions
- Contact:
"Forests" in the Briar
I think I may have read at sometime there was a "bug" to having trees in the Briar? If so, can something else be built in that area? Mountains, caves, anything? Right now there is forest floor without any trees in the southern end of Briar.
- Achae Eanstray
- Posts: 4300
- Joined: Tue Sep 19, 2006 7:03 am
- Location: A field of dandelions
- Contact:
Just a collection of ideas, no time consuming answers needed.
((I`m no real techie, so i show up my ways of approaching such "faults" from the user - side. . .
nonetheless i grant you the right to call me a wiseacre.))
I assume you`ve already thought about the possibility that bug has something to do with that. . . "staircase" we had some time ago in GB on the mainroad?
If there was a possibility to "examine" the stats of that stair it would be maybe possible to track the failure back...
Or something with the deeper structures of the Hells?
Hm. Is the momentary border (of trees), the border where trees will cause a crashing, or is it the border to a "suspected area of malfunction?"
((You could maybe try a little kind of ARR! . .Treasurehunt!
in the area, by filling the area slowly with trees, by dividing it to quadrants, and checking each on its own.
IMO i somehow think it might really be the treasure system.))
Does the map (with trees) work on the Testserver?
((I bet yes, if treasurelocations are diced out?))
Another point might be, that the failure itself is not located within the treeless area yet somewhere close to that border on the tree-covered side.
Even if it won`t help a thing, these were the main ideas i came upon spontaneously.
So my proposal is simple:
Take any simple object ((grass, pebble, or the like)) and maybe try to mark that quadrant- crossings?
If no decorations work, maybe try to mark the points with different floortiles.
((It could be simply a "pseudo-fault", that disappers, if you fill the whole area with a different floorclass, save, and change it back by hand, not by copying from a (maybe already corrupted) mapset.))
Be carefull its no (badly) hidden infection.
And least. . simply fill the area with died trees and treestumps, as a longtermed sign of the vulcano`s rise.
Or cut it all away and set the vulcano closer to the mainisle of Briars.
I think you can find a practical (map-related) way, without getting lost in the (engine) maincode for months.
But maybe its really a heavy corruption, then . . i`ve wasted all those words.
Good luck.
((Though i have to admit i like that expressionistic feeling there, where "almost" nothing is.))
((I`m no real techie, so i show up my ways of approaching such "faults" from the user - side. . .
nonetheless i grant you the right to call me a wiseacre.))
I assume you`ve already thought about the possibility that bug has something to do with that. . . "staircase" we had some time ago in GB on the mainroad?
If there was a possibility to "examine" the stats of that stair it would be maybe possible to track the failure back...
Or something with the deeper structures of the Hells?
Hm. Is the momentary border (of trees), the border where trees will cause a crashing, or is it the border to a "suspected area of malfunction?"
((You could maybe try a little kind of ARR! . .Treasurehunt!
IMO i somehow think it might really be the treasure system.))
Does the map (with trees) work on the Testserver?
((I bet yes, if treasurelocations are diced out?))
Another point might be, that the failure itself is not located within the treeless area yet somewhere close to that border on the tree-covered side.
Even if it won`t help a thing, these were the main ideas i came upon spontaneously.
So my proposal is simple:
Take any simple object ((grass, pebble, or the like)) and maybe try to mark that quadrant- crossings?
If no decorations work, maybe try to mark the points with different floortiles.
((It could be simply a "pseudo-fault", that disappers, if you fill the whole area with a different floorclass, save, and change it back by hand, not by copying from a (maybe already corrupted) mapset.))
Be carefull its no (badly) hidden infection.
And least. . simply fill the area with died trees and treestumps, as a longtermed sign of the vulcano`s rise.
Or cut it all away and set the vulcano closer to the mainisle of Briars.
I think you can find a practical (map-related) way, without getting lost in the (engine) maincode for months.
But maybe its really a heavy corruption, then . . i`ve wasted all those words.
Good luck.
((Though i have to admit i like that expressionistic feeling there, where "almost" nothing is.))
Sorry, i have problems to read this. I simple do not understand.
To make clear the main point. The bug is inside the client. It is not possible, to show landscape items in this area. It is no bug of the map.
This bug is ready solved on a test-client. And the solvement will be overtaken to the next update of the normal client.
To make clear the main point. The bug is inside the client. It is not possible, to show landscape items in this area. It is no bug of the map.
This bug is ready solved on a test-client. And the solvement will be overtaken to the next update of the normal client.