PlaneShift

Support => Technical Help: IN GAME bugs (after loading world) => Topic started by: nightmarcus on April 22, 2006, 12:52:42 am

Title: Sewer Fall Glitch
Post by: nightmarcus on April 22, 2006, 12:52:42 am
I just recently found what I believe to be a sewer in the back of a temple in the beginning town.  The first time I ever went here I jumped in the manhole and the game loaded, and then when it finished I was safe on the ground at the bottom.  I then proceeded to die when trying to jump down the broken stairs but now I cannot even get that far.  Now when the game loads I appear floating in mid-air at the load point and when I move I fall to my death, also it is worth noting that the textures of the sewer wall become extremely skewed in this area where I\'m floating.

Here is a screenshot (http://147.133.202.76:8002/Pictures/planeshiftsewerglitch.jpg)

Here are my system specs:
Operating System: Fedora Core 5 Linux
Kernel: 2.6.16-1.2080_FC5 i686
Processor: 2.2 Ghz Intel Celeron
RAM: 1 GB Dual Channel DDR1
GPU: 256 MB Nvidia GeForce FX 5500(not overclocked)

*edit*

Sorry for not specifying earlier, but the town in which this is happening is Hydlaa.

Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information :) Thanks! --Karyuu
Title:
Post by: Karyuu on April 22, 2006, 01:13:52 am
You\'re not jumping into the sewers, but into the Laanx Temple well, that leads to the dungeon :)

This is a known issue - have you tried the \"Load All Maps\" or \"Keep Maps Loaded\" options in setup?
Title: Re: Sewer Fall Glitch
Post by: Faolach on April 30, 2006, 09:06:25 pm
I had the same problem. I accidently fell into the dungeon in the Lannx temple. The area loaded. When i tried to walk in any direction or mouselook, nothing happened. I thought i might be sitting and pressed z to stand up. I died instantly, and the server said that i had fallen to my death. WTF! does anyone know what happened?

Joy and PKing to all,
Faolach
Title: Re: Sewer Fall Glitch
Post by: DaveG on April 30, 2006, 09:16:36 pm
CS + horizontal portals == crap

We've always had issues with the well and the sewers entrances.  This is an old bug.  I think the key there is to walk into the well, and not jump.  (or vice versa)
Title: Re: Sewer Fall Glitch
Post by: Lanarel on April 30, 2006, 09:32:10 pm
I have the same effect as mentioned above, and found two solutions to get in the dungeon not dieing:
The slow one: DO NOT MOVE while hanging half way the well, cause that will kick you of the edge of the world. Type /unstick instead. It will either bring you down to the well, or back to the temple. If the latter, try again, and again, .. (hence the slow solution, when loading maps may take 5 minutes as it sometimes does for me).
The difficult one: get into the back entrance. Took me hours the first time, but it is faster for me than the other solution now. You will have to find someone to teach you how though.

Good luck getting down.

Lanarel.

Title: Re: Sewer Fall Glitch
Post by: Osmo on May 05, 2006, 05:58:26 am
only way i can get down is by casting strength on myself.

I can try casting it on anyone that wants to try.  Just msg me in game.

I've never been able to get around that wall.

Makes sense to make an area that is hard to get to.
Why not just make it easy to get in?  There is nothing super secret down there or hard to kill.
Take out that wall by the north gate would be an easy solution.
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 06:02:43 am
Why not just make it easy to get in?  There is nothing super secret down there or hard to kill.

So why the desire to go down there and have easy entry? This is just the way things are :} The dungeons aren't meant to be accessible to people who can't make the jump. And you seem to be able to get in through the aid of magic, so what's the big deal?
Title: Re: Sewer Fall Glitch
Post by: Osmo on May 05, 2006, 06:13:32 am
The big deal is spending time on learning a spell I never wanted to learn to get to area that I don't really need to get to.

Explain to me why it is not ment to be accessible to people that can't make the jump?
What is so special about that area that people are not ment to go down there?
What does it hurt to have an easy door to walk through like the other areas?
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 06:17:11 am
Because... that's the way the dungeon is built :} I don't understand people wanting the dev team to change an area because the current layout causes a slight inconvenience.
Title: Re: Sewer Fall Glitch
Post by: Osmo on May 05, 2006, 06:26:38 am
And making a door would be such an inconvenience for the dev team?
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 06:29:16 am
There is a door - but it leads to the warehouse, which has an entrance to the dungeon. A door straight to the dungeon wouldn't make any sense in the current environment.

But you really have to stop thinking that everything must be made a convenience for you. It won't get you anywhere.
Title: Re: Sewer Fall Glitch
Post by: Osmo on May 05, 2006, 06:41:05 am
Why wouldn't it make sense?

After all those emeralds and diamonds are so rare that it must be kept a giant secret and a difficult area to get to.  Much like the quests right?

This isn't a convenience for me for I didn't create this thread, nor have I created the other ones with the same subject.  I am not alone with this problem.  This isn't about me.


I am not trying to get anywhere, just trying to help fellow players.
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 06:50:57 am
The dungeon doesn't exist for the sake of emeralds and diamonds :] Perhaps you have heard of it being called a dungeon.

You don't have a problem, nor do the people here - the only thing people here are complaining about is not being able to make the jump without either magic or training, which is precisely the point. Have a hard time getting in but want something down there? Ask those who are more able to help you out. Roleplay a little. Spent some time and effort going down there but found it not worth it? Dissappointments are part of life in Yliakum too - and there is a chance the dungeon may grow to make the effort worthwhile. Should we then "adjust" the entrance back, because a group of people wanted it easy to enter in the beginning? Did you spend training and then later regretted it? The blame lies at your feet for not asking others about the dungeon before spending tria with Levrus.

Tough luck, is all I can say. There is absolutely no reason to complain.
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 05, 2006, 07:16:18 am
Tough luck, is all I can say. There is absolutely no reason to complain.

If you want a game to be successful and appeal to a broad audience comments like those arent helpful.
Especially when the aims of the Planeshift team are said to be focussed on Realism and Creating an involving Roleplay experience...

what I mean by this.. and this is the bugbear of almost every 3D game that was created in the beginning.. and that is things like ladders and ledges are too easy to fall off and die..


in planeshift you can slide down a small hill (yes slide not fall) and die.. or walk up to a ladder and fall to your doom.

many games have countered the ladder problem by realising that when a player walks into a ladder his intention is to CLIMB down it.. and so they have built in Climbing functionality that takes over as soon as you walk into the ladder (an excellend improvement)

Other games deal with the sliding to your doom or dropping to your doom issue by simply taking away almost all of your hp if the intention is for you to be able to jump down there..
and if the intention is for you not to be able to jump down there then you die..


The problems that many players are having with the whole falling concept in Planeshift is that it isnt consistant...
Some drops like the very steep 2-3 storey drop in  the death realm cause no damage at all.
Other drops like a 1 storey drop from one level of hydlaa to the other cause minimal damage

But if your in the wilderness and you slide down a storey or 2.. (not drop)... then you die instantly.
In the Laanx dungeon entrance you also die from 1 storey drops...
Also if your in the Arena and you run down stairs sometimes it can be fatal...

If you want to make the dungeon area more restrictive to lower level players then consider putting a horde of hungry monsters that attack as soon as you drop down..
or just putting more deadly, agressive monsters in general..

the point is... Dropping to your doom really does kill the game play experience.... in some areas like the death realm its nescessary to give a sense of danger... (no argument there) but as for entrances to places.. ie pathways built by someone to access an area.. then the whole notion of death by drop is unrealistic...





Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 07:21:49 am
Woah there, Alphi :} I was only referring to changing the way you enter the dungeon. I know that there are problems with ladders, but that is not the subject of this thread, nor of the discussion I was holding.

I don't see how this applies to what I was saying, except for your very last few sentences. The well isn't exactly a pathway. If someone is foolish (yes, foolish) enough to jump down what looks to be a long black hole, and then they don't survive the jump, the blame lies with them. Realism and roleplay should influence your character - and if he or she is one to take risks, he or she must take the consequences too.
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 05, 2006, 07:25:11 am
why does it have different levels and wooden bridge like structures to catch your fall if its not some kind of path way down ? :P


Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 07:27:05 am
The well is not a pathway :} Your character doesn't glance at the well and go, "Gee, that sure must've been built by someone so that I may jump down into the dark hole and see what's there!" Is that the way you approach every opening to the ground you come across?
Title: Re: Sewer Fall Glitch
Post by: Bereror on May 05, 2006, 07:39:43 am
Maybe you should ask yourself first, why there is a well is in the Laanx Temple ;) Perhaps it was built to throw people into it so that they would die. Maybe it was built to punish criminals, or perhaps to sacrifice people to the gods. If you put it that way, people are supposed to die when going into the well. It would be an exception that some won't.

I would like to climb to the Mount Everest and I wonder why they have made it so damn difficult and dangerous. Wouldn't it be nice to drive almost all the way to the top and then take a 15 minutes walk? It would definitely attract more people ;)
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 05, 2006, 07:48:03 am
no but you do ask yourself.

Gee I wonder why people put some sort of layered wooden hanging bridge like structure...

maybe they intended to use it to get down?

and wow look at all these pathways and WOW look at all these stones halways and staircases...

someone really must have gone through lot of effort to make it ellaborate for the dead people that got chucked down there ;)

and surprise surprise... where are the dead people ?

I wonder if they just chucked all the stones and people down there and magically it all came together ;)

*edit*

I would like to climb to the Mount Everest and I wonder why they have made it so damn difficult and dangerous. Wouldn't it be nice to drive almost all the way to the top and then take a 15 minutes walk? It would definitely attract more people ;)

If I climbed all the way to the top of mt everest and then found a castle full of monsters.. I sure as hell would be wondering.. well GEE RAY how the hell did they do that ?

must be a path around here somewhere ;)

Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. Thanks! --Karyuu
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 07:53:17 am
You only see the hanging bridges and paths once you jump down the well. The point I am trying to make is that your character is a risk-taker if he decides to jump down into the dark hole in the first place.

The dungeon isn't going to change - and if it means that people have to spend some effort getting down there, they'll just have to spend some effort. As Bereror insinuated, not everything is convenient and safe, nor does it have to be. Your PlaneShift experience isn't destroyed just because you can't survive the jump down the well in the Laanx temple without aid.
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 05, 2006, 07:59:53 am
which also validates the point about inconsitant falling damage...

if you can jump down the well and have NO damage.. and then you die from using a staggared drop approach.. (ie breaking up the drop into 3 smaller drops)

then isnt that a contradiction in the laws of physics?
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 05, 2006, 08:12:37 am
I believe it's more of an issue with code and map-loading.
Title: Re: Sewer Fall Glitch
Post by: neko kyouran on May 05, 2006, 08:25:45 am
You want realism do you?  alright, why don't you go to the wish area and ask them to put in coding that will determine after you jump in if it takes 900 HP away from your character, basically killing any you dare risk the jump, or a 1% chance you only get 99% of your health taken away.  Theres realism. 
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 05, 2006, 08:49:19 am
yes consistancy would be nice...

if I could jump down 3 storeys in the death realm with not a scratch then I'd be wondering wats wrong..
jumping down some of the levels in Hydlaa you learn hmm maybe not the smartest idea so you dont do them too often.. but when the damage caused vs distance drop changes depending on where you jump then its extremely confusing and unrealistic.


a blanket number of hitpoints also doesnt account for reality... Yes its true  anyone falling off a cliff would die.. but at the same time People jumping down a 1 storey building will recieve varous damage depending on their weight, strength and agility and also how they land..
however I understand that reworking the physics to account for those factors is not so easy.. so all I am suggesting for now is that the fall damage taken more consistant throught the game... I wonder if there are any freeware physics SDKs that could help in this area..



Title: Re: Sewer Fall Glitch
Post by: Osmo on May 05, 2006, 08:57:48 am
Thanks Alphi for actually being reasonable and not saying smart comments like others do.

The entire, "this is how it is deal with it" attitude will get the game no where, as well as arguing about it.

Fixing an obvious bug will.
Fixing inconsistencies will.
Being rude and condscending won't.

The dungeon doesn't exist for the sake of emeralds and diamonds :] Perhaps you have heard of it being called a dungeon.

Isn't that a contridiction in itself.  If any DUNGEON is full of gems, then I'm sure there would be a higher crime rate.  Threre are a few monsters down there.  Nothing to exciting.  It isn't like there is a rogue that is very easy to kill that gives away 15 progression points down there.  No, that rogue is on Oja road.

You don't have a problem, nor do the people here

There is a problem, with myself and others.
Here is a screenshot (http://147.133.202.76:8002/Pictures/planeshiftsewerglitch.jpg)

Thread #1
This one
Thread #2 (http://hydlaa.com/smf/index.php?topic=23128.0)

This is without extensive searching.


Have a hard time getting in but want something down there? Ask those who are more able to help you out. Roleplay a little. Spent some time and effort going down there but found it not worth it?

I'm actually getting tired of "Roleplay a little."  I know that is supposed to be a giant lure to this GAME, but quite honestly what can I do in PS (RPing) that I can't do in a chat room?  What, there is combat and mining?  Getting people to RP in an MMO is hard.  I commend the effort, but  demanding it is just silly.  I know I am not the only one that feels this way, but I don't care about the consequences of being one that speaks it publicly.  You want blunt honesty?  Majority of people play PS cause it is free, not cause of the attempts to make it into RPing a environment.  Unless you are in a certain clique of people, most the RPing is ignored.  That is the #1 reason I won't stand around begging for someone to help me in character.  Even after begging, what response will I get?  One like this?

Tough luck, is all I can say. There is absolutely no reason to complain.

I will be told that the hole is glitched and to try and go around the wall by the north gate.  If I need diamonds for the familar quest or emeralds for the Meteor quest then I have to buy them?  It really shouldn't be that way.  I should be given the same chance to get my own, and not deal with the inflation of the economy.

Did you spend training and then later regretted it? The blame lies at your feet for not asking others about the dungeon before spending tria with Levrus.

Yes and no.  I like the spell strength.  It helps me jump into a glitchy hole and survive.  I also use it to help the jr members of my guild.  I knew about the dungeon, but wanted to see what it was about.  After I was able to get down with the help from another, I didn't see what the big deal was.  That is my point entirely.  What is the big deal that it must be so hard to get down?  From the other topics and talking to others, I wouldn't even need str if there wasn't a glitch.

As for the falling damage issue.  I myself got annoyed at dying from walking down stairs.  Yes I walked, and I'd still take a leap down the last few and either die or take a lot of damage.  Glad I was able to raise HP in order to avoid the stairs of doom.  Or in some cases, the lack of stairs.  Falling off the edge of the world (on concrete steps) is always fun.
Title: Re: Sewer Fall Glitch
Post by: Kymizer on May 05, 2006, 03:00:42 pm
why must you guys complain, this is a test, the devs are not going to please you 100%, they have lives too, Planeshift is a hobby too them....when they find it necissary to fix, they will fix it.  Just be paitient...and if you really do want to get down there, then build up your hp.  If you don't, then stop complaining.
Title: Re: Sewer Fall Glitch
Post by: Osmo on May 06, 2006, 01:59:12 am
HP is maxed co cheese

 :whistling:
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 06, 2006, 02:03:25 am
Then you're going about it the wrong way. My character has just a little over 100HP, and I make it down alive. Get someone to show you how to do it - my roleplay comment was about interaction.
Title: Re: Sewer Fall Glitch
Post by: Osmo on May 06, 2006, 11:48:07 pm
Didn't know there was a special way to fall in a hole.

This happens to me, just like nightmarcus

Here is a screenshot (http://147.133.202.76:8002/Pictures/planeshiftsewerglitch.jpg)
Title: Re: Sewer Fall Glitch
Post by: Karyuu on May 06, 2006, 11:52:07 pm
Looks like you're just having difficulty at the map loading point, which we've already stated is a problem and not intentional.

We've always had issues with the well and the sewers entrances.  This is an old bug.  I think the key there is to walk into the well, and not jump.  (or vice versa)

I have the same effect as mentioned above, and found two solutions to get in the dungeon not dieing:
The slow one: DO NOT MOVE while hanging half way the well, cause that will kick you of the edge of the world. Type /unstick instead. It will either bring you down to the well, or back to the temple. If the latter, try again, and again, .. (hence the slow solution, when loading maps may take 5 minutes as it sometimes does for me).
Title: Re: Sewer Fall Glitch
Post by: BlackAcre on May 07, 2006, 01:50:08 am
The point is that this is an 'industrial zone' of sorts, because that's where Hydlaa and surrounding areas get their precious metals.  It doesn't make a lot of sense that an industrial area is basically a suicide mission.  If we want to endorse 'role-playing' and craftsmen in this game, maybe a slightly more practical trip to work could be in order, because it's absurd to role play jumping down a hundred feet or so to pick up some ore when any sane person would not risk life and limb and go chip away at iron or gold.  Locked doors seem to be good ways to keep people out of places they are not intended to go.  This, however, isn't even hard, it just demands that you have a bit of health to survive bonecrushing drops.  How is that testing anyone's skill or ingenuity to make sure they are adequately prepared?  Aside from casting spells to survive, it just sounds like you have to get tough enough to get beat up going down and that's it.  Big fun there.  What an adventure.
Title: Re: Sewer Fall Glitch
Post by: hitancrias on May 07, 2006, 01:55:35 am
Two types of 'problems' are confused it seems.

- If you walk in the well, touch a key and immediately fall to death, you have a bug related to map loading. /unstick works as a work around for this problem, as Lanarel stated. This is a bug, so it's non intended. You should get down after the first jump with no hp loss at all. (I'm not talking about a realism and stuff, I just state how it works for people who don't have that bug)

- If you walk in the well, end up alive, but die when trying to jump on the wooden platform or the 'bridge like structures' below, then you are simply not strong enough yet or you don't take the smallest possible jump. Train endurance or certain magic spells or use potions and you'll be able to make it. Ask others for the smallest jump, if you can't find out yourself. (You have to walk over the rope, and jump on the arm layer)

- About inconsistent amounts of fall damage. Right now you won't get any fall damage if you fall into an other map or section. This happens for example in the deathrealm (different section) and also when jumping down the temple well (different maps). In all other situations fall damage is simply a function of the height you fall down. It's no different in Hydlaa, then in the hills. (not 100% sure, but I have no indication to think it's different) The steepness of the hills is easily underestimated, but if you fiddle a bit with your camera-modes you can see on beforehand that some slopes are quite lethal. A good way to prevent fall damage is strafing (walking to the side by using the A or D-keys). This especially works very well for descending steep ladders, like the ones in the temple or the dungeons.
Title: Re: Sewer Fall Glitch
Post by: Alphi on May 08, 2006, 09:12:14 am
Hey I just found a nother falling bug.....

Monsters dont seem to take any damage form falling...


I was fighting an Uber and a Trepor in the wilderness and I thought I'd cunningly lure them into a trap...

so I Ran up a hill and they followed... then I lured them along the ridge.... Then I sprant past them back down into the valley and took some arrow shots at them to get them to chase me...

So they did.. and fell down off the ridge into the valley....


To my surprise they took absolutely no Damage from the 3-4 storey drop...

that would have killed me instantly...

so much for my cunning plan ;)

Just thought I'd add that to this thread since we are on the topic of falling damage.


And as per the last post.. even if your right and the distance of falling vs damage is a constant value.. it is still fundamentally flawed in that it considers Falling and Sliding cause the same damage...


For example if I was out hiking oneday and fell off a 5 Storey cliff then I probably wouldnt live to tell the tale..

But if I was climbing up a mountain at 60 Degree angle and I fell ... I would tumble roll and slide for a bit and end up with some very nasty scratches maybe even some broken bones...

but I assure you the damage would be significantly less sliding down a hill than falling off a cliff.



Title: Re: Sewer Fall Glitch
Post by: BlackAcre on May 08, 2006, 09:46:23 am
Yeah, down in the dungeon, there's a thug who falls down the stairwell on occasion, he doesn't get hurt, neither.