View Issue Details

IDProjectCategoryLast Update
0006023Valley 1Bug - Room IssuesMar 10, 2012 6:57 pm
Reporterjerith Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.579 
Fixed in Version0.905 
Summary0006023: Vent spawning underwater
DescriptionA vent to a stash room seems to have spawned in the sealed-off underwater region of a hallway, as demonstrated in the screenshot.

World file available on request.
TagsNo tags attached.
Internal WeightMajor Problem

Relationships

has duplicate 0006103 closed Some entities are spawning outside the playable room area. 

Activities

Oralordos

Feb 29, 2012 10:03 am

reporter   ~0020013

I just ran into this again. Another liutenant spawned outside of the play area.

Oralordos

Feb 29, 2012 1:41 pm

reporter   ~0020031

On Toll's server, all three liutenants have spawned in the walls. They all spawned in the upper-left corner. I can tell this because the tab-targeting points beyond the wall in that direction.

Chris_McElligottPark

Feb 29, 2012 1:46 pm

administrator   ~0020032

The upper left corner thing is a seperate issue, and is something that happens when there is not room elsewhere for them to seed. I would need a world file to be able to fix that, and at the moment I am not able to reproduce that one.

jerith

Mar 8, 2012 8:36 am

reporter   ~0020564

Just seen this again (same room design, but the vent's in the top area instead of the bottom), with a vent that I was able to reach from the other side. As a consequence, I'm able to wander around in the sealed-off aquarium and practice my swimming away from the man-eating carp.

martyn_van_buren

Mar 9, 2012 12:01 am

reporter   ~0020629

Actually, if we can get the game to add another way into the important part of the room, i'd favor keeping this as a feature. Like in earlier versions (maybe still?) you'd have two different ways into a building and they wouldn't always meet; it would add to the feeling of exploring a ruined building if you sometimes found vents leading you into flooded crawl spaces or whatever.

jerith

Mar 9, 2012 3:51 am

reporter   ~0020634

martyn_van_buren: That's still around, and it's great. However, as I understand it, that's all handled above the chunk level. The building layout specifies certain properties individual rooms need to have (such as doors linking to other rooms), but the room chunks are only generated when you enter them.

To make the disconnected areas within a room work, you'd need to either add more complexity to the per-chunk properties ("this exit is allowed to be disconnected from that exit" and the like) or generate the chunks before finalising the building layout. On top of this, I think it would be frustrating to have to traverse several other rooms to get to something I can see but not reach.

Returning to the original topic, I think this is more a room design issue than anything else. The particular room this manifests in contains sealed-off areas that are apparently legal locations for vents (and possibly enemies, although I don't recall seeing that) to spawn. Changing the room layout would fix this particular case, but maybe there's an easy change to spawning logic that could fix it in general.

Perhaps some kind of "room validity checker" tool could automate checking for this and other possible issues related to room design. (Assuming there isn't already one -- I haven't used the room building tool.)

Chris_McElligottPark

Mar 10, 2012 6:57 pm

administrator   ~0020715

Thanks!

* Fixed the issue with vents and underground side passages seeding inside lava and acid water.

Issue History

Date Modified Username Field Change
Feb 19, 2012 5:26 pm jerith New Issue
Feb 19, 2012 5:26 pm jerith File Added: Unreachable vent.png
Feb 20, 2012 10:39 am tigersfan Internal Weight => Major Problem
Feb 20, 2012 10:39 am tigersfan Assigned To => Chris_McElligottPark
Feb 20, 2012 10:39 am tigersfan Status new => assigned
Feb 24, 2012 8:11 am tigersfan Relationship added has duplicate 0006103
Feb 29, 2012 10:03 am Oralordos Note Added: 0020013
Feb 29, 2012 1:41 pm Oralordos Note Added: 0020031
Feb 29, 2012 1:42 pm Oralordos Severity minor => major
Feb 29, 2012 1:46 pm Chris_McElligottPark Note Added: 0020032
Mar 8, 2012 8:36 am jerith Note Added: 0020564
Mar 9, 2012 12:01 am martyn_van_buren Note Added: 0020629
Mar 9, 2012 3:51 am jerith Note Added: 0020634
Mar 10, 2012 6:57 pm Chris_McElligottPark Note Added: 0020715
Mar 10, 2012 6:57 pm Chris_McElligottPark Status assigned => resolved
Mar 10, 2012 6:57 pm Chris_McElligottPark Fixed in Version => 0.905
Mar 10, 2012 6:57 pm Chris_McElligottPark Resolution open => fixed