Author Topic: Players teleporting upon entering the area  (Read 616 times)

Legacy_Blatob

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Players teleporting upon entering the area
« on: October 03, 2014, 10:02:54 am »


               

I have noticed this glitch or bug several times in past few years, so it is rare. When they enter the new area, at least one player (sometimes more) in the party gets teleported to the opposite side of the are from the transition point. It always happened in areas build with Worm's forest tilesets, at least in my experience. Does anyone knows about solution, or at least the reason for this?



               
               

               
            

Legacy_Shadooow

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Players teleporting upon entering the area
« Reply #1 on: October 04, 2014, 03:49:22 am »


               

it happens also in vanilla tileset made areas, from my experiences it happens usually when player is using keayboard (W) to reach the transition


 


there is not known cure for this other than not making any closed "room" in your areas from where would player couldnt get out - or give him some way out of there if it happens



               
               

               
            

Legacy_kalbaern

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Players teleporting upon entering the area
« Reply #2 on: October 04, 2014, 03:53:01 am »


               

Two or more creatures (including PCs) cannot occupy the exact same location at the same time. Each creature also has a -personal bubble- based on its relatixe size. The game engine will automatically shift creatures and PCs accodingly so they are next to each other when they both initially try and occupy the same location. When laggy, when a tileset has pathing issues and multiple PCs or creatures all transition or appear at the same location at nearly the same time, the game engine tries to shift them, but is sometimes overwhelmed and in the case of PCs, you could appear in the middle of a map or even on the far edge of a map from where you just entered. In the 1.69 update, Bioware exacerbated the issue by increasing the personal bubble of PCs as part of their mechanics for their horse system.


 


Here's the known fixes:


 


1 - Avoid tilesets with pathfinding issues if you can, although almost all have some minor ones. Even with the cleanest and clearest tile being entered ... lag and too many creatures or PCs appearing in the same location at once can cause issues. Smaller maps also have this issue far less than larger ones and likely relates to having fewer calculations to make regarding pathing when creatures are shifted around. In one PW I built for years ago, they had a large capital city using 16 x 16 maps and being bumped, often clear across the maps and sometimes onto a wall or rooftop you could not walk down from was a common issue. While taking steps to reduce lag in general, most maps were shrunk or even split into 10 x 10 areas and problems decreased dramatically.


 


2 - Players should stagger moving through transitions as a group. The more folks transitioning at nearly the same time, the more likely one or more end up being -bumped- across a map. Transition and take a step forward or to the side to give the next PC space to transition into cleanly. PC with familiars/companions, summons and henchmen in tow can also create this issue for themselves or their followers just like a group of just PCs can.


 


3 - Many PWs use a modified appearance 2da that reduces the personal bubble of PCs or have a "no bumping" feature you can toggle to limit or reduce bumping. "No bumping" features generally just apply -CutSceneGhost- as a permanent effect to the character.


               
               

               
            

Legacy_Blatob

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Players teleporting upon entering the area
« Reply #3 on: October 04, 2014, 06:34:35 pm »


               

Thank you '<img'>



               
               

               
            

Legacy_Shadooow

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Players teleporting upon entering the area
« Reply #4 on: October 05, 2014, 05:38:34 am »


               


Two or more creatures (including PCs) cannot occupy the exact same location at the same time. Each creature also has a -personal bubble- based on its relatixe size. The game engine will automatically shift creatures and PCs accodingly so they are next to each other when they both initially try and occupy the same location. When laggy, when a tileset has pathing issues and multiple PCs or creatures all transition or appear at the same location at nearly the same time, the game engine tries to shift them, but is sometimes overwhelmed and in the case of PCs, you could appear in the middle of a map or even on the far edge of a map from where you just entered. In the 1.69 update, Bioware exacerbated the issue by increasing the personal bubble of PCs as part of their mechanics for their horse system.




Actually, this explanation doesn't match my observations. I get this issue even in soloplay and years before 1.69 that brought "space" for player characters. Also no placeable is needed to be around.


 


From what I observed, it happens only in multiplayer and only in very specific areas. Usually one or two areas on whole PW (if is small or medium). So the solution could be to rework them or do minor modifications in tiles till it stops.


               
               

               
            

Legacy_kalbaern

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Players teleporting upon entering the area
« Reply #5 on: October 05, 2014, 06:09:48 pm »


               


Actually, this explanation doesn't match my observations. I get this issue even in soloplay and years before 1.69 that brought "space" for player characters. Also no placeable is needed to be around.


 


From what I observed, it happens only in multiplayer and only in very specific areas. Usually one or two areas on whole PW (if is small or medium). So the solution could be to rework them or do minor modifications in tiles till it stops.




On the PW I mentioned, one of the areas that was notorious for glitched transitioning was only 8 x 8 and utilised the Bioware City Exterior tileset. Folks will often find themselves trapped on a wall that had no path down when transitioning into a transition almost directly opposite of it on the same map. Even before the PW adopted the CEP, this had been an issue. Twice the map was remade (same tileset) and the glitch remained. Later, after CEP 2.2 was added, the map was further modified using the tileset extension option (we added alleys there and a ramp was placed on that wall so folks wouldn't need a DM to port them down if stuck anymore. Folks however still often ended up there. We took notes and found out it never happened if just one PC/Creature transitioned. Groups and PCs with followers were the ones getting stuck.


 


Other maps, during resizing/splitting them, the problems all but disappeared. During this same time period, other steps we being taken to decrease the constant CPU load and reduce lag in general. As lag decreased, transitioning glitches did as well. Areas still prone to the glitch were those usually not yet split or shrunk. Players also played a big part. Those in groups would often -take turns- transitioning and after transitioning take a step forward or to the side to make room for the next to follow. Familiars/Companions and summons were also barred from being used in towns and casters rarely got stuck after that. Over the next few years, as areas were optimized and shrunk or split, lag decreased even more and the problem simply disappeared. While large areas were always the most prone to glitches, a few small ones commonly did as well. Reducing lag seemed to have the most pronounced effect on transitioning glitches, though reducing the shear size of many maps calculates into decreasing lag too. As for -size- not mattering, when this same server updated from 1.68 to 1.69, the number of folks having transitioning issues dramatically increased overnight.


 


During and since that time, I've had the occasional glitch on my own PW. Once again, the culprit was usually a map that was too large or transition zones that contained too many path blocking placeables near/in them. One thing I did was to nolonger set transitions from one to another. I instead set all transitions (even doorways) to a targetted waypoint and made sure to place the waypoints with a bit of breathing room from the transitions/doors. I also have a "No Bumping" feature players can turn on (which shrinks your personal bubble to near zero) and most do. Its now been years since I've heard or witnessed a PC having a transitioning issue, though on rare, very rare occasions and usually in a group, a PC with one or more -followers- will get a follower bumped across a map still and retransitioning will resolve that if desired.