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Castle Ravenloft graphics bugs

mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User
There are some graphics bugs in CR that makes the place a lot harder than it should be, in particular for RC:
* At first boss encounter, the sisters, the red circles marking the dot areas are partially underground. You cannot properly see where the red circles are.
* At second boss(Arcolith) the columns are supposed to despawn as they are spent, so you can see what columns remains active. This does not happen, the columns remains up even after using them so you have no visual indication of spent columns.
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Comments

  • percemerpercemer Member, Neverwinter Moderator Posts: 1,048 Arc User
    Hello @mentinmindmaker,

    These issues are being investigated. Thanks for your patience!

    Regards,
    Percemer
    EU Community Manager @ Gearbox Publishing
    ----------
    Neverwinter: Discord - Facebook - Twitter - YouTube - Customer Support - Terms of Service
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    Regarding 1. the red circles marking the dot areas in first bossfight:

    The issue appeared at the same time as the red lines from endboss fight in malaborgs castle (Against Fulminorax and Valindra) where raised into the air. (its pretty difficult to see the positions properly dependin on the angle of view)

    As if "someone" fiddled with the floor hight in several dungeons in same patch.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    CR is today's Reapers and the red pools are still mostly invisible and impossible to avoid, we had a good team but it was unplayable due to people not knowing if they were standing on them or not and we had to abandon. @percemer can you please tell them that this is urgent and they need to fix it as a #1 priority. It's disgusting it has been broken for as long as it has, our patience is wearing very thin with this issue. How many times do we need to bring this up before they put aside the short amount of time it will take to raise these pools up a few inches so they finally work again. Would take an hour max. I know because I'm a builder too. The pool textures simply need to be grouped together and raised a few inches in one go. that's it, that's the problem and solution. So easy to fix. Sheeeeeesh!!!!!

    As reported elsewhere, the red stripes in Malabog in final boss are also floating 3 or 4 feet off the ground (so the opposite problem to the Ravenloft pools) so it's extremely hard to know if you're on them or off them, in the case of those it creates an optical illusion where when you move the camera around back and forth they appear to move around by several feet sideways, but it's only because they're floating so high off the ground. These placement errors of red danger zones which can KILL party members should never have been allowed to drag on, they need to fix them immediately. Thanks.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    ...and again with another team who had more than major dps, we still had to abandon due to the bugged pools killing everyone over and over. it's a disgraceful state of affairs at the moment.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • jana#2651 jana Member Posts: 691 Arc User
    If I get CR on a random I just leave, it usually gets a vote to abandon anyway. The first fight with the sisters and the last one against dracula there is just to tiresome anyway.
  • uhglok#9624 uhglok Member Posts: 20 Arc User
    it is a shame they have known of the issues since the drop of new mod and have done nothing to fix it :/ people heav been leaving or just logging off it it pops ridiculous if ya wont fix it remove the dang thing!!!!!
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    @percemer I just found out that the red stripes in Valindra's tower final boss fight are also floating 4 ft above the ground. So these are broken, the red stripes in the end boss in Malabog's Castle are doing the same thing and broken, the explosive runes are doing the same thing in FBI Turtle boss fight and the pools in the Sister fight in CR are too low. And now Valindra's stripes too. I don't know if you play the game or not, but these large wide red stripes will kill you if you touch them and they cover the whole arena during the battle, you have to know where they are to avoid them, it's a major mechanic, but if they are floating 4 ft above the ground they produce an optical illusion and appear to be in places where they are not, and places which look like they are safe are not. When you move the camera around they also look like they're moving around, and if you get it wrong and put yourself in the wrong place even only a few inches, you die. They are supposed to be flat on the ground so you know where not to be. This is a very serious issue. Can we please get all these fixed, this is ridiculous. Why is no-one fixing them and/or no-one announcing to us when they will be fixed? Can we have some communication on this issue please and no more of this deafening silence.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,453 Arc User
    edited May 2023
    Same for trail of traps in the event. The runes are hanging in the air.


    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    I don't know what's more aggravating... that it's happening in the first place, that it's not been fixed by now, or that we have silence on it and no information on when it will be fixed or what they're doing about it or if they're having a problem fixing it. After a game has been going for 10 years you do not expect such bad graphical errors to be happening.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • percemerpercemer Member, Neverwinter Moderator Posts: 1,048 Arc User
    Greetings,

    We are investigating all of these issues - I added the one with the Domineering Drider to our report, but we unfortunately cannot plan when these issues will be fixed. A patch should be released tomorrow, but I'm not sure yet which are the fixes that should be implemented tomorrow.

    Thanks again for your patience!

    Regards,
    Percemer
    EU Community Manager @ Gearbox Publishing
    ----------
    Neverwinter: Discord - Facebook - Twitter - YouTube - Customer Support - Terms of Service
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    @rockster Those objects (lines/stripeds) seems generated/placed by code - not places as static objects - like the floor. So if its the object that needs to be placed differently then its probably about collision checking with floor not as you assumed "move around a few things, takes some hours". Its code that needs to be adjusted (track variables) so its not that easy, i am sure of it.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    edited May 2023

    @rockster Those objects (lines/stripeds) seems generated/placed by code - not places as static objects - like the floor. So if its the object that needs to be placed differently then its probably about collision checking with floor not as you assumed "move around a few things, takes some hours". Its code that needs to be adjusted (track variables) so its not that easy, i am sure of it.

    When you are building a 3D environment every single thing needs to be placed manually. Some objects have textures on them (so the ground, walls, grass, objects which u can see) and others are invisible but still objects which are placed there, and instead contain code which trips an effect such as music when you enter an area, a lighting effect filling an area, the appearance of something like an enemy or in this case, something which when you touch it reduces your health down to zero as long as you are right near it on on top of it. In the case of the red pools on the ground, you have a few separate objects all there at once, the item which has the red animated texture on it (ie; the pools which are in the wrong place) which is an item the size and shape of the pool itself with the animated texture placed on it, another item more or less the same size and shape which contains the code to kill you (which appears to still be in the exact location (vertical and horizontal) it is supposed to be as it still works as intended when you touch it, just you no longer have the visual identifier of where it is), the ground texture which will be the entire floor of the courtyard (possibly a few pieces joined together but all at the same vertical location as each other) with the floor texture on it, possibly another item which contains the collidable info so people can walk on it and not fall through it, that could be either yet another object which is invisible or could be coded into the same same objects creating the ground/floor. Each of these objects need to by physically placed there by a builder and the items which contain the pool texture have moved downwards and now are clipping through the ground texture and need to be shifted back up.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    edited May 2023
    When you are building a 3D environment every single thing needs to be placed manually

    Thats not true. And you confirm that ourself. Some objects are placed by code in other objects. (sometimes invisible)
    Furthermore the statement doesnt count for lightning effects - which seems to be the issue here. To me it seems the red areas around the witch are generated "relative" to the witch. So its generated not placed in advance.

    As the floor doesnt have same hight all the way, i assume its hard to make out the perfect spot by code - as the red lightning effect (circle) is round and 100% horizontal. So if the flior aint horizontal - circle disappears into ground on one side.

    At malaborgs castle the stripes are changin patterns and directions between specific places (but random) across the map. To me it seems generated by code... not static - even though i agree its quite "squary" areas - the "kill" effect is working flawlessly - in case there are such "invisible kill block" - which i dont assume there is - then its just the visual that aint "in place".
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    edited May 2023
    There's two different things happening. The stripes are all raised several feet off the ground as are the round lava rings in Kabal, they are all the same and suffering from the same issue, but the pools in CR sisters have been lowered a few inches only and it's a different issue from all the others. I don't know if you have ever built or worked on a 3D environment and know how they're put together, doesn't sound like it.

    edit: for the pools on an uneven bumpy/slightly sloping floor you simply have it raised enough that all parts of the circle are visible down to the pixel, so it's lowered and raised repeatedly over and over until the lowest point appears and all is showing and left that way, and if an edge on the other side is several inches higher and actually floating above the ground, no-one will notice it and that much of a difference won't ever matter. Actually I routinely see my feet on some maps floating a few inches above the floor which means the collidable they used wasn't placed perfectly a few pixels above the actual floor texture but u don't notice it. We're only noticing the lines because they're so incredibly high that it now makes an optical illusion when you move the camera around. But the pools have been lowered only a few inches so parts of the texture go through the other texture and do not show up, but this issue is not related to the other one as 1. it's in the opposite direction vertically and if it was the same cause it would also be higher not lower and 2. the gap in the stripes are feet higher, not inches, and they're all the same height in error, again, the issue with the pools doesn't match in any way with what's going on with the stripes. In any case, they only need to move the pools up a few pixels until the entire thing shows again as it did before and the pool texture is laying above the ground texture, this is the cause of the issue after all, and they can only do that by opening the map in edit mode and visually eyeballing it until it's right and then resaving the build file.

    edit 2: and when working this way you can multi-select a bunch of props all at the same time and move them all as one group at the one time, so you would first multi select all the pool props in edit mode, when they were in one group you would lift them all up gently until they all appeared (or the lines representing them did) and then fly around in freecam and check they were all correct and showing around all edges, then save. Anything you see in a 3D environment is actually a prop which is there and can be manipulated manually. Anything you cannot see which has an effect attached to it is also a prop with a command in it but made invisible. They're all physically sitting there either being visible or invisible but triggering something.

    edit 3: "the "kill" effect is working flawlessly - in case there are such "invisible kill block" - which i dont assume there is - then its just the visual that aint "in place". " The kill effect is likely one prop, the thing you see is another, they're two different props placed over the top of each other doing two different things. I say likely because it is also possible to place more than one command into a prop, and it depends on how they built it, so it could have the texture file (to make it visible and give it it's surface look) and also another trigger command, but the usual way it's done is to have two props doing one thing each and placed together, and the fact that the kill effect is in place but the visual is out of place tells us that they're using two separate props.
    Post edited by rockster#6227 on
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    edited May 2023
    Thats very much, quite boring and to me even confusing text you wrote there.

    I dont want and cant argue about some language/tool/engine i didnt work with, I wanted to tell you its not neccecarily as easy as you assume. But if you know better .. I wont tell you what to think.
    Post edited by dafusch1337#1435 on
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    You're assuming wrong. Nothing is "auto-generated". You open the map and see it in the same from spatially as you do when you go there as a player, however each item can be clicked and highlighted and manipulated. When you select an item you can access menus which contain commands for that single prop, you can make it invisible, visible, you can put whatever texture you want on it, you can resize it to any size you like and you can move it around and place it wherever you like.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    This is one way to make an environment...

    https://youtu.be/KXRBE3dsJRk
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    Here's another vid with more of the moving things around stuff...

    https://youtu.be/S4V-Yod_nws
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    Here's a vid making a beach shack using Unity...

    https://youtu.be/RV_LQlbyXi0?t=589
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    edited May 2023
    Thats what i assumed, that you refered to Unity the way you argue. U seem not to know your tool - as its auto-generating the code for you in the back.

    Unity is just a mockuptool for me, which i used during my study time to quickly create some mockup games. You dont need to know "howto code" in unity - about object visibilty or structure (fx. MVC) - its good for new bees. But larger games, i wouldnt recommend it. Also Neverwinter has a good working combat system , which is quite opposite what you can do with unity.

    Unless you say - that neverwinter is coded in unity - i wont just agree with your statement that "it should be easy to fix", as you dont know about the engine/tool in use and you shouldnt assume that either if you dont know whats used.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    I don't know why you're being so argumentative. And continually misrepresenting what I am saying. Unity was just one of those examples, the others were done in blender. I was illustrating how you visually see what you are building and it's not auto-generated as you said it was and therefore working on fixing them is done in the same way. I was just illustrating how it looks when someone is building a map. You seem to think it's all done via coding and no-one is actually 'present' when props are placed etc and therefore when a prop is needing to be adjusted they don't go into the map in edit mode and move it manually, and that they need to find some complicated piece of code buried somewhere in everything in order to work out how to move the pools in CR sister fight back to where they should be, I'm saying it's easier than you're making it out to be. You go into edit mode, group the props into one group by multi-selecting and then lift then all up a smidge so they appear over the ground texture which they're currently clipping through and it's fixed in less than an hour. And yes, they are called props, I know you deleted your previous post where you disputed the terms I am using, but this is what they're called to builders who work on this stuff, they even put this term in the patch notes:



    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    Found that a colleague made a yt clip about the ravenloft bug as well.
    https://www.youtube.com/watch?v=CMSi8nF6Eq0&list=PL1u21SGrtIelKc87BmnBOE0c-ac2SUB_A
  • strathkinstrathkin Member Posts: 1,798 Arc User

    Same for trail of traps in the event. The runes are hanging in the air.


    They have several Runes, Traps, and stuff that appear 2-3 feet higher than they should be.

    Fangbreaker Island has that during the 2nd Boss Fight, and Runestead in Sea of Moving Ice also has it as well--weekly mission to do for currency.

    They really should fix these items that appear 2-3 feet higher than they should be, cause they appear to float in the air rather than lay on the ground where they should be.
  • orland1norland1n Member Posts: 28 Arc User
    edited June 2023
    we have a bugon floor in sisters of strahd boss, and this bug makes it very difficult to survive in this boss, red areas dont appear correctly on floor



    the pics are in sequence
    (Not to mention the high damage that the mobs that appear in the fight against the third sister was not already very high still has this bug there of the red areas)
    ***sry I tried to find about in the forum and did not find, if you want to delete this ok**

    Post edited by orland1n on
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    edited June 2023
    the paler red circles are the warning circles which are apparently still at the correct height and displaying properly, unlike the actual pools which are sitting too low. the only way to even try to avoid the actual circles when they are invisible is to watch the warning circles and try to remember where they were. @percemer any news on this? It's been broken for a long time now. people fail the dungeon or leave because of this issue. just a reminder that if u stand on these invisible circles (which should normally be visible) they kill you very fast and they are all grouped together and even when u can see them it's often hard to fight and avoid them trying to stay in the very small gaps in between which are safe. so when they're not visible but still just as deadly it's a nightmare to play this boss fight.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    edited June 2023
    CR: Is it just me or is it getting worse? As if someone fiddled with it (tried to fix it) but got the offset + and - wrong and now they are even deeper in the ground as before ^^

    As rockster mentioned the 21st of Mai. Valindras Tower red stripes are affected as well. Same issue as in Malborgs Castle.
    https://youtu.be/jwYocJ4IkE8

    @percemer: The community is reporting and begggin for fixes regarding this terrible grafic issues for relevant content for month by now but no fix in sight, but patch over patch where all comps and mounts gets changed without regards for the players. Who prioritised all those changes on the comps and mounts higher than vital fixes of game?

    PS: Its getting quite confusing in forum ...now we got several threads with same CR, Malaborg, Valindra and i dont know where to continue the followup now that the posts got merged as well. On the other hand reporting about your grafic bugs here doesnt seem to change anything or help anybody other than casting gas into the fire for the community tension. Its nice that we all agree on that stuff is bugged, but if we are the only one listening..we just stir us up.

    Post edited by dafusch1337#1435 on
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    I was in a very strong group the other day when CR was RC and they had to abandon it purely because of the invisible pools. It's upsetting a huge amount of players and gets worse as time drags on. @percemer do the Devs realize that RC is a prestige part of the game and by preventing someone from earning those RC tokens they are REALLY making the players unhappy.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    @percemer, when is this getting fixed? It's unplayable and we just now wasted a sht-ton of res scrolls trying to get through for RC and had to abandon. Yet again. This is not good enough. It's been broken for ages. WHEN will it be fixed???????????????
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • melotai#0794 melotai Member Posts: 281 Arc User
    Wow, I really had no idea. for me I have just been treating the entire RADQ like the manycoins bank heist and just not doing it.

    There are some days where I wish I would try but then there always seems to be someone advertising for RTQ so I just do that and consider my self done with randoms for the day.

    All well, still good to read the posts so I know what not to even bother with.

  • dafusch1337#1435 dafusch1337 Member Posts: 90 Arc User
    In Spellplage (master) during the Kabal boss fight - the first lava ring (raised by kabal) is now also, hovering at wastehight, while the rest of them just hover a little above the ground. (but still)

    Malaborgs Castle Endboss stripes, Valindras Tower Endboss stripes, Castle Ravenloft pools, Spellplague Kabal lavacircles all affected by "that" issue
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