Bug report for 0.20

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Lazaroth
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Joined: 30 May 2012, 05:04

Bug report for 0.20

Post by Lazaroth »

Played around with the game today and here's the thoughts/issues I found:
  • Should sounds be played when the game is paused? E.g. "Sound: wind low1 chance:5"
  • I've noticed for a long time that the placement when using "coc" is off quite a bit (e.g. in Balmora it's on the other side of town). It's usually not a problem, but when using it for going to an indoor cell sometimes it places me I don't even know where, such as "Kogoruhn, Charma's Breath".
  • The loading bar seems to not include the shiny water. When e.g. using coc vivec for the first time it first loads everything, but as soon as I start looking around the game lags heavily for probably 5-10 s while loading what I believe is the surrounding water. At least that is what I think the console shows.
  • This one I've reported before. The loading bar goes down before it disappears,
    e.g. 0%->100%->50%->disappears.
  • When walking the Red mountains I found a couple of places where the seams aren't seamless as they are in vanilla. Here is a place by a bridge just north west of Dagoth Ur.
    http://img33.imageshack.us/img33/3446/openmw.jpg
Chris
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Joined: 04 Sep 2011, 08:33

Re: Bug report for 0.20

Post by Chris »

Lazaroth wrote:Should sounds be played when the game is paused? E.g. "Sound: wind low1 chance:5"
I don't believe so.
I've noticed for a long time that the placement when using "coc" is off quite a bit (e.g. in Balmora it's on the other side of town). It's usually not a problem, but when using it for going to an indoor cell sometimes it places me I don't even know where, such as "Kogoruhn, Charma's Breath".
This is probably due to the game putting you at 0,0,0 in the specified cell. Interior cells aren't always designed around the origin, so you can get placed way off from everything (could probably be fixed by centering on the cell's extents, rather than origin). A number of external cells also use the same name (e.g. "Balmora"), so it's possible OpenMW is picking a different cell to center on than vanilla.
When walking the Red mountains I found a couple of places where the seams aren't seamless as they are in vanilla. Here is a place by a bridge just north west of Dagoth Ur.
http://img33.imageshack.us/img33/3446/openmw.jpg
I knew there was something off with the terrain heightmap. https://bugs.openmw.org/issues/274 Unfortunately I don't know who's familiar with the heightmap code.
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scrawl
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Re: Bug report for 0.20

Post by scrawl »

[*] When walking the Red mountains I found a couple of places where the seams aren't seamless as they are in vanilla. Here is a place by a bridge just north west of Dagoth Ur.
http://img33.imageshack.us/img33/3446/openmw.jpg
Can you take a screenshot of the world map so we can see exactly where this place is?
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Lazaroth
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Joined: 30 May 2012, 05:04

Re: Bug report for 0.20

Post by Lazaroth »

I can do better than that:
x: 19932.85
y: 80478.45
z: 14899.80

Or, coc "Kogoruhn, Charma's Breath", go outside and south up a very steep path and take the second real path to the left and you'll come to a bridge. The east side of that bridge.
mw.jpg
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scrawl
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Re: Bug report for 0.20

Post by scrawl »

I have found the spot but can't reproduce the problem.
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Lazaroth
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Re: Bug report for 0.20

Post by Lazaroth »

I switched resolution from windowed 1024x768 to fullscreen 1920x1080 and while the problem still existed, it looked different.
http://img818.imageshack.us/img818/802/ ... t002nl.jpg
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Greendogo
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Re: Bug report for 0.20

Post by Greendogo »

I added a bug report to the tracker with the proper behavior for the CenterOnCell (COC) command, if anyone wants to give it a go:
Spoiler: Show
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Lazaroth
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Joined: 30 May 2012, 05:04

Re: Bug report for 0.20

Post by Lazaroth »

Found this sound in "Andrano Ancestral Tomb", blocking the path:
http://img248.imageshack.us/img248/8329 ... t004ym.jpg
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WeirdSexy
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Re: Bug report for 0.20

Post by WeirdSexy »

Lazaroth wrote:Found this sound in "Andrano Ancestral Tomb", blocking the path:
http://img248.imageshack.us/img248/8329 ... t004ym.jpg
Yep, I meant to report that as I ran in to it while making the video for 0.20, but I forgot to. It seems some "objects" have collision that are not supposed to and are not even supposed to be physical objects.
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