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Adepts - Utraean Peninsula Map

I have been through this map several times without finding to much wrong. Iryan The direct connect station just outside of Elddim on the way to crystwind near the door to horvart's folly could you disable that as at least in Adepts it is casting phantom walls from within the folly onto the landscape as I noted before. I know killing a direct connect point is not very nice, but it is only a short walk back to Elddim from that point so is not really necessary. I will look to see if same happens in standard version of DS2
Update 1. I verified that the phantom walls on the way to crystwind mines from Elddim exist only in Adepts. I could not duplicate them no matter what I did using a vanilla version of DS2.

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bare_elf wrote:
I have been through this map several times without finding to much wrong. Iryan The direct connect station just outside of Elddim on the way to crystwind near the door to horvart's folly could you disable that as at least in Adepts it is casting phantom walls from within the folly onto the landscape as I noted before. I know killing a direct connect point is not very nice, but it is only a short walk back to Elddim from that point so is not really necessary. I will look to see if same happens in standard version of DS2
Update 1. I verified that the phantom walls on the way to crystwind mines from Elddim exist only in Adepts. I could not duplicate them no matter what I did using a vanilla version of DS2.

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There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.


That's really strange as Adepts doesn't change any of the objects except for a couple of actors and conversations.

What I can do is try disabling the direct connect station just in Adepts and see what happens. Since I have replicated the walls myself I can test this out. I do think it messing with the fades from Hovart's Folly in some way as that's where the walls come from.

Another possibility is the setting you have the camera distance set at. A little while ago Araknuum informed me of phantom walls existing in the snowny version of Yesterhaven, yet I never before seen them. However I found out that if the camera distance was set at a high value (over 80 or so), parts of the haunted forest and walls started appearing in the town. I usually play with the camera setting off or just set at the minimum of 50.

Yesterhaven was originally a multiplayer map so each town hub is connected to several other areas. Instead of disabling this behaviour I was able to fade out the haunted forest region when you reach Yesterhaven at the obelisk.

So I may try this approach with Hovart's Folly and the path to Crystwind.

bare_elf wrote:
I have been through this map several times without finding to much wrong. Iryan The direct connect station just outside of Elddim on the way to crystwind near the door to horvart's folly could you disable that as at least in Adepts it is casting phantom walls from within the folly onto the landscape as I noted before. I know killing a direct connect point is not very nice, but it is only a short walk back to Elddim from that point so is not really necessary. I will look to see if same happens in standard version of DS2
Update 1. I verified that the phantom walls on the way to crystwind mines from Elddim exist only in Adepts. I could not duplicate them no matter what I did using a vanilla version of DS2.

__________________________

**************************************************************************************************

There is no point it is all a dream someday I will wake and really screem wishing I was back in this strange little dream.


The reason for the phantom walls is indeed the seefar hack. Did you by matter of interest have a lower settling in DS2 than in Broken World?

Having it disabled or at the minimum setting of 50 resulted in no abnormalities at all.

Having it set at a moderate level and you start getting graphical oddities such as phantom walls.

Having it set at the maximum level of 120 and the results are even more bizarre!

This is on the path to Crystwind Mines outside of Elddim next to the entrance to Hovart's Folly. Obviously this area is close to a number of stitches between regions - The town of Elddim, the path to the Mines, Hovart's Folly and the path to Lang. With the seefar hack set a high levels the game starts dragging in areas from other regions at this particular point. Other areas are fine.

My recommendations are to play with low to moderately low values of the seefar hack. I can play around with fade levels but I have to be careful otherwise whole regions may appear to disappear.

The see far hack was set to over 50 in adepts and under 50 in the standard version. I adjusted the see far hack to 50 and no more Phantom Walls. So based on that and all the testing I have done on the Utraean Peninsula over the past few months I would say that the map is ready to go with Adepts.
Recommend that if someone encounters the phantom wall problem to either set the see far hack in AllSaves to 50 or off

bare_elf wrote:
The see far hack was set to over 50 in adepts and under 50 in the standard version. I adjusted the see far hack to 50 and no more Phantom Walls. So based on that and all the testing I have done on the Utraean Peninsula over the past few months I would say that the map is ready to go with Adepts.
Recommend that if someone encounters the phantom wall problem to either set the see far hack in AllSaves to 50 or off

Yeah I agree completely with that recommendation.

I tried making a patch to add fades to Hovart's Folly and the path to Lang (called Farmland_and_Chapel region in Siege Editor). It worked but also made things far worst as I ended up with the Great Northern Forest hovering over my party's head :jawdrop: The party couldn't even progress up the hill as it had the Great Northern Forest (called Mega_Forest region in Siege Editor) intersecting with it.

Obviously there's some sort of weird Euclidean space geometry warping occurring at that part of the map. The Great Northern Forest is linked to the Town_Center region (Elddim) on the opposite side of the map. So how come it's suddenly perched a few feet above my party's head?

I suspect there's a few of these oddities around as there are fades in both the Town_Center and Farmland_and_Chapel regions for Hovart's Folly, which isn't even directly stitched to those regions.

I tried playing the area with the seefar hack turned down to 80 and still encountered the problem.

Have we proven that wormholes exist or could it be another proof that string theory might just be right? I wonder if the Utraean Teleporter System is based on wormhole technology? Had wondered for years where the people from gas powered games went; could it be they went back home to Alnitak (Zeta Orionis)?

Elf

yes i hope this means that there is actually a way to enter my computer screen so i can live in ds! and make myself The One in the matrix of ds so bugs can be fixed so much easier! :mrgreen:

jokes aside, i have also noticed that this is an oddity that occurs in the UP map. probably a caveat that occurs when making a wide and open map. u end up with regions that overlap each other.

in dsloa, i have noticed that part of the entrance room in the lost pyramid of the dead that leads down to the volc cavs is partly buried in the sands of the endless dunes from the outside of the pyramid. i noticed this when i used a start location mod that starts me in the lost pyramids.

so this is probably why wide and open maps were a trouble to make for gpg. u'd have issues with too large frustum sizes causing fade issues. u probably need to setup different types of fade triggers depending on the frustum size used and where the player was going to be coming from. the siege engine did not support detecting or having adaptive/scalable fades depending on the frustum size used. thus all these oddities occured.

the only temp fix for now is to state this as a known issue in the mod/map. if too large frustum sizes above 50 are used. there will be visual glitches in the UP map. players are advised to either NOT use the seefar adjustments or to keep the frustum size adjustment to 50 or below.

I've just started playing Legends of Utrae for the first time, not on DS2 (with or without Adepts) but on DS1 (LOA of course) and have found a problem that it would be worth somebody with DS2 seeing if they can reproduce on the converted map.

Start a single player game. Go into the cellar. On the upper level, carefully avoid stepping on the elevator grill. (Kill the Krug.) Press the wall button - the elevator descends with nobody on it. Press the button again, and the elevator should rise, but does not. (In multiplayer, in the original MPworld map, it does.) I am unable to bring the elevator back up so cannot get my character down to the lower level to kill the spiders nor, what is more important, collect the goodies.

With two characters, one up and one down, I think one with the elevator can send it (either way), but haven't tried out all the combinations of the one without the elevator trying to bring it to them.

RSimpkinuk57 wrote:
I've just started playing Legends of Utrae for the first time, not on DS2 (with or without Adepts) but on DS1 (LOA of course) and have found a problem that it would be worth somebody with DS2 seeing if they can reproduce on the converted map.

Start a single player game. Go into the cellar. On the upper level, carefully avoid stepping on the elevator grill. (Kill the Krug.) Press the wall button - the elevator descends with nobody on it. Press the button again, and the elevator should rise, but does not. (In multiplayer, in the original MPworld map, it does.) I am unable to bring the elevator back up so cannot get my character down to the lower level to kill the spiders nor, what is more important, collect the goodies.

With two characters, one up and one down, I think one with the elevator can send it (either way), but haven't tried out all the combinations of the one without the elevator trying to bring it to them.


This is a DSLoA problem with Legends of Utrae 3.2 -- it is not a Legandary Map Pack problem.
Even though this post really belongs in the DSLoA Game Playing Forum. I will answer your question Richard.

You are correct in that if you press the elevator button in the orchard house cellar the elevator goes down but no matter how many times you press the button it does not come back up. In all the years I have played and tested that map I never tried that! I also never attempted a quest without 2 party members. Now how I have done it in the past is walk around the elevator grate kill the Krugs, then step on the grate and go down. I only ever used the button if I wanted to bring another party member down to the sub basement.

The problem Does not exist in the converted ds1 maps when playing DS2 as the only way to get the elevator to go down is to step on the grate. Since Legends of Utrae had its final release many years ago I am not sure if iryan would desire to fix the problem. Given that he and I are very busy addressing issues with the Converted DS1 maps of the Legendary Map Pack and DS2BW Adepts when either of us would have time to address the problem in any case.

You might wish to start a forum topic for Legends of Utrae and keep track of the problems or questions you have there. If there is enough input maybe something will get done, who knows.

Since the quest is so near the start of the game I would suggest starting over or from a very early save and when in the orchard house cellar DON'T press the button to make the elevator go down.

Elf

when playing DS2 - that is all the answer needed. I fully agree.