Roja Report post Posted March 11, 2010 There are LOTS of maps in the game and we need your help in testing them, to make sure all the doors, entrance, and exits are working. Please test these over on the test server and make sure you downloaded and followed the instructions of the first test release here. and you've downloaded/installed the patch over that. We can't have the update until we fix all the big enter/exit bugs in the maps. What you need to test: -Do all testing on the test server. -All entrances/exits to and from the map(outsides). -Enter and exit as many buildings in the map as possible. In the case of maps with tons of buildings you don't have to enter them all, but do at least 5 random ones, and all major buildings(such as storages, or shops). If you can enter them all, that's great! If not, just make mention that you did not enter them all on what map. -Enter and exit all the caves and submaps. I've split up all the maps into groups so if each person can take 1 group it will be easier and faster(of course you can take more than one group if you want). So if you want to help us please make a post in this thread saying which group you are taking. Group 1: Tarsengaard Nordcarn VOTD Group 2: DP KF SKF Taharji Group3: Portland Morcraven Group4: Naralik Grubani Tirnym Group5: Idaloran Bethel Group6: Sedicolis Palon vertas Group7: Melinis Thelinor Group8: NRM SRM Hurquin Group9: Irsis Arius Group10: EVTR Willowvine Group11: Kusamura Zirakinbar Group12: Aeth aelfan egratia Group13: Irinveron Glacmor IOTF Group14: Iscalrith Imbroglio Trassian Share this post Link to post Share on other sites
nathanstenzel Report post Posted March 12, 2010 (edited) I will post this in a little bit of a jumble and update it as I go along. I hope folk don't mind. GROUP 2 Desert Pines: traffic.... DP<-->KF,SKF,PL,TD good The DP boats are good DP tavern, [303,307],[321,311],[338,252],[219,341], [290,265], northern portals, south east portals, NW cave entrance, temple, crafting school, coal mine, storage, alchemy school, south west portal good *DP general store outer door does not work *DP CC southern entrance does not work. "Go in the cave, then click on the rock above you to go inside" You are in Desert Pines - Corren [291,340], [221,316], [268,302], [287,248], [211,117] door does not work. Not sure if they did before or not. visual....(not tested as well as the traffic portion) *Aluwen temple portal in the DP entrance does not sparkle. *Alchemy school inner door is off the hinges. *Visual flaws on the way from TD to the alchemy school. *Nasty shore jaggies at Desert Pines [336,147]. DP CC: *Rooms inside of DP CC are still listed as being in Grubani Peninsula. [51,75], [64,56], [123,43], [145,49], [141,76], [101,77], [65,70], [80,101] and both exits are good *As already noted, you can't return on the east side. That entrance is broken. Kilarin Field: KF<-->SKF,DP,VotD good the tower with npc is good South Kilarin Field: SKF manor front door and insides (in north east) are good both ways. SKF<-->DP,KF,NC good [162,49], [166,42], [147,25] good SKF-->WS good I did not check the summoning arena *one of the houses in the south east corner (I forget which one) has a stone block placed where the painted glass window goes over the door. It has both, so you can sometimes see the painted glass window, but usually not. Taharji Desert TD<-->PL,DP via sign posts are good The summoning arena entrance and exit seems to work. Not sure if it leaves at the same place as before. The dragon cave exit in PL is definitely different. This may be intentional. An exit is an exit though. It works even if it does not look right. Someone should look at the door. GROUP 1: Valley of the Dwarves: (Just passed through) VotD<-->WS,NC good Nordcarn: NC->WS good NC<-->VotD,SKF good Pretty sure I checked all of the doors both way. You can go out of tavern's back door, but you can't go in it. Clicking on the wall on the back side of the tavern will get you walking towards the front. Clicking the door will give an error message. I believe it said it was too far away. GROUP 3: Portland: PL<-->MM,DP,TD good PL->WS is good, but can't return from WS You are in Portland [193,93], [179,107], [199,106], [130,94], [214,52], [275,90], [280,110], [258,103], [257,102], [52,191], [95,56] good. boats, tavern, general store, library, storage in the city are good. saphire cave, potion school, magic shop, flower shop, north general store, manu school is good The titanium mine is good except that the double ladders in the lower portion of the titanium mine only partially work *"Go to the doorstep and then click on the door to get inside" in Portland [135,252] You are in Portland [278,117], [265,125] does not work (maybe never did, but you get a door icon) *The lighthouse in PL is now on a block of map that is floating out in the sea. NOT LISTED IP doors and flags are good. IP <-->WS good From something Radu told me, it sounds like the WS map is probably not done yet, so the failed harvest attempts and failed map changes is no surprise. *WS->PL failed *WS->SKF failed *WS->NC failed *Aluwen temple exit in WS is a ways to the side of the entrance. Edit: Added a note about a visual issue to SKF that I forgot to post then. Just to make sure, I did a diff between my 2dobjects, maps, 3dobjects, etc and the RAR files. Everything seems to be in order. Did a test of NC and posted it in a separate post and above. Edited March 16, 2010 by nathanstenzel Share this post Link to post Share on other sites
marack Report post Posted March 12, 2010 (edited) I'll take Group 9! I might be able to do other groups this weekend if there are any left-overs I have had no problems with any C1 flags using the new patch. No crashes either EDIT: (SP) Edited March 12, 2010 by marack Share this post Link to post Share on other sites
nathanstenzel Report post Posted March 12, 2010 (edited) I'll take Group 9! I might be able to do other groups this weekend if there are any left-overs I have had no problems with any C1 flags using the new patch. No crashes either EDIT: (SP) Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me. If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it. Edited March 12, 2010 by nathanstenzel Share this post Link to post Share on other sites
tropatropa Report post Posted March 12, 2010 (edited) GROUP 10 EVTR - Tavern door can't be used (cellar door too) (the cursor is changing) - Exit banners to all the connected maps don't work (the cursor is changing) - Blacksmith door doesn't work (the cursor is changing) - PK cave entrance doesn't work (the cursor is changing) - Wilowvine forest banner to EVTR is working - Irsis banner to EVTR is working - Idaloran banner to EVTR is working - http://img188.imageshack.us/img188/8048/elscreen001.png - http://img202.imageshack.us/img202/7237/elscreen002.png - http://img169.imageshack.us/img169/1126/elscreen003.png - http://img48.imageshack.us/img48/8815/elscreen004.png (tavern cellar door) - http://img113.imageshack.us/img113/4184/elscreen005.png - http://img113.imageshack.us/img113/6882/elscreen006.png - http://img367.imageshack.us/img367/5040/elscreen007.png - http://img79.imageshack.us/img79/1922/elscreen008.png - http://img79.imageshack.us/img79/9674/elscreen009y.png - http://img42.imageshack.us/img42/5447/elscreen011n.png - http://img372.imageshack.us/img372/2358/elscreen013.png - http://img106.imageshack.us/img106/341/elscreen015.png GROUP 9 - the small tunnel to gypsum mine have a floating wall: http://img651.imageshack.us/img651/1904/elscreen017.png - the grass tiles in Irsis don't look well: http://img31.imageshack.us/img31/8376/elscreen016.png - the ground-water edges in Irsis docks are not seamless: http://img15.imageshack.us/img15/1660/elscreen018.png - Irsis floating mountain wall: http://img385.imageshack.us/img385/797/elscreen020.png GROUP 6 - overlapping table tiles in Palon Vertas cafeteria in the magic school looks strange: http://img63.imageshack.us/img63/8916/elscreen021.png - overlapping table tiles in Palon Vertas kitchen in the magic school looks strange and they flicker when the view is tilted: http://img130.imageshack.us/img130/8355/elscreen022.png Edited March 12, 2010 by tropatropa Share this post Link to post Share on other sites
Roja Report post Posted March 12, 2010 Thanks so much for helping out guys!! If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it. Yes WS is bugged, you're correct about that. Share this post Link to post Share on other sites
nathanstenzel Report post Posted March 12, 2010 Hey, Roja, if I update my cvs copy and have it replace the files, it won't hinder the progress, will it? I checked and all of the files in those rar packages you and Radu posted for the test must have come from cvs. I diffed this morning and found no real differences else than new emotes were added since the patch. Share this post Link to post Share on other sites
Roja Report post Posted March 12, 2010 The only thing you should trust 100% from the cvs is the client .exe, I do not take or upload art files to the cvs, so whatever's in there may be outdated and old. Use what we provide in these packs only. Share this post Link to post Share on other sites
Cordor Report post Posted March 12, 2010 (edited) Group1 Tarsengaard [194,213] if i leave the house i stuck in the door Tarsengaard [143,231] if i pass the house i go through the walls sometimes Edited March 12, 2010 by Cordor Share this post Link to post Share on other sites
BlueButterfly Report post Posted March 12, 2010 Canot enter Ancient temple from VOTD near toads Share this post Link to post Share on other sites
Canabtzedec Report post Posted March 12, 2010 (edited) I did all of IOTF, as far as I know; sent in a forum PM Edited March 13, 2010 by Canabtzedec Share this post Link to post Share on other sites
Puntif Report post Posted March 12, 2010 I went through group 4. Naralik and Grubani seemed fine to me. I couldn't get though the WS sign to Tirnym so I teleported in. I checked Tirnym and the interior (it used to be called Tirnym past didn't it?) and found no problems except I couldn't remember how to get out of Tirnym past so I didn't check the sign from Tirnym to WS. Share this post Link to post Share on other sites
nathanstenzel Report post Posted March 12, 2010 Roja, would you prefer that we forum pm you the odd stuff for secret locations? I figure that would be best for keeping it secret. Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 I'll take Group 9! I might be able to do other groups this weekend if there are any left-overs I have had no problems with any C1 flags using the new patch. No crashes either EDIT: (SP) Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me. If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it. Yes, I'm using the latest patch and testing on the test server exclusively. The flags which I've been using are on the ships. So I just confirmed your findings now that the land flags from WS to NC, TG, PL, SKF, MM and Tirnym do NOT work as you described. Share this post Link to post Share on other sites
Roja Report post Posted March 13, 2010 Sure you can pm me the secrets if their entrance/exits do not work. Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 ARIUS Map - Part 1 ARIUS-ground tile missing ARIUS - missing watertile in cave ARIUS - mountain out of alignment with door ARIUS - mountain out of alignment with floor ARIUS - door covering window ARIUS - door covering window 2 ARIUS - door covering window 3 ARIUS - door covering window 4 Share this post Link to post Share on other sites
asgnny Report post Posted March 13, 2010 (edited) Not sure if this is particular to my graphics card and the way it handles shadow mapping, but looking at a big wall (like the south wall in Nordcarn) with sunlight coming in at an angle, edges of the wall objects (e.g. there is one by 80,25) are highlighted along the edge as if there were not another section of wall adjacent to it, blocking the sun from that angle. The end effect is each section of wall gets progressively darker until the highlighted seam with the next wall chunk. The effect is mostly seen on the inside of the wall. A little graphic demonstration to explain: Assumptions: S = sunlight. [wall] = wall segment. Source of light is from the left. Spaces should be ignored (they are just to emphasize the side of the seam which is lit). S[wall] [wall] [wall] (sunlight hitting the wall from the left should only light up the left side (and top) of this wall. What is happening: S[wall] S[wall] S[wall] Edited March 13, 2010 by asgnny Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 (edited) ARIUS MAP Part 2 All doors work on this map to the best of my knowledge. I'm done with ARIUS! ARIUS - door missing ARIUS - rock missing section in the crane thingy ARIUS - door needs to be brought in front of wall tile ARIUS - door partially covered by wall tile ARIUS - door partially covered by wall tile 2 EDIT: link Edited March 13, 2010 by marack Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 (edited) I'll take Group 9! I might be able to do other groups this weekend if there are any left-overs I have had no problems with any C1 flags using the new patch. No crashes either EDIT: (SP) Did you do your testing on the test server and go to WS? The NC, GP and PL flags did not work for me. If someone can confirm the flaws that I have mentioned so that I can know I did things right this time, I would appreciate it. Yes, I'm using the latest patch and testing on the test server exclusively. The flags which I've been using are on the ships. So I just confirmed your findings now that the land flags from WS to NC, TG, PL, SKF, MM and Tirnym do NOT work as you described. Regarding WS Map: I can't enter the house @ 532, 54 either. IRSIS Map Part 1 IRSIS - floating tree and green mounds IRSIS - floating stair supports IRSIS - floating green mounds IRSIS - cant exit from this side of door IRSIS - walkway supports not working IRSIS - missing rock section IRSIS - small garg floating IRSIS - missing stone roadside IRSIS - missing stone fence (not roadside) EDIT Edited March 13, 2010 by marack Share this post Link to post Share on other sites
bugabear Report post Posted March 13, 2010 (edited) Worked on Irinveron (part of group 13) Irinveron All entries/exits/secrets appeared to be functioning properly...including a couple not so known locations. Bottle is too tall http://img697.imageshack.us/img697/8969/el...31308380219.jpg Half a rock http://img716.imageshack.us/img716/779/el2...31311400027.jpg Half rocks http://img251.imageshack.us/img251/6406/el...31311312831.jpg Half rocks http://img709.imageshack.us/img709/6658/el...31311312542.jpg Floating icicle http://img133.imageshack.us/img133/998/el2...31311302119.jpg Half rocks http://img682.imageshack.us/img682/9435/el...31311292461.jpg Canoe hit an iceberg? http://img704.imageshack.us/img704/9804/el...31311195957.jpg Feet in gangplank http://img29.imageshack.us/img29/1662/el2010031311130800.jpg Flickering furs on floor, under bed AND by door (can't see them normally you have to find just the right spot) http://img651.imageshack.us/img651/5323/el...31311111625.jpg Items are displaced http://img3.imageshack.us/img3/5959/el2010031311100959.jpg Headache http://img714.imageshack.us/img714/2291/el...31311035945.jpg More headache http://img534.imageshack.us/img534/138/el2...31310530229.jpg Even more headache http://img171.imageshack.us/img171/2976/el...31310453725.jpg Floating sapphires http://img42.imageshack.us/img42/6725/el2010031310402363.jpg Floating cinnabar http://img687.imageshack.us/img687/8311/el...31310395812.jpg Look Ma, no Bug http://img202.imageshack.us/img202/6784/el...31310083413.jpg Floating icicle http://img715.imageshack.us/img715/2507/el...31310014548.jpg Bug in a rock http://img191.imageshack.us/img191/214/el2...31309505956.jpg Hole in ground http://img171.imageshack.us/img171/3117/el...31309462404.jpg Arrows/Quiver are inside wall http://img534.imageshack.us/img534/1802/el...31309272741.jpg Hole along wall http://img294.imageshack.us/img294/6240/el...31309255476.jpg [202,360] Fur and Oriental rug do not show and flicker if you hit the right spot http://img695.imageshack.us/img695/7749/el...19166820236.jpg Snow at door and Fur under bed Flicker/do not always appear http://img710.imageshack.us/img710/1180/el...31309143076.jpg Items are displaced http://img202.imageshack.us/img202/8039/el...31309130728.jpg Fur rug is not visible except from certain angle/flickers http://img684.imageshack.us/img684/7813/el...31309093109.jpg Books, items displaced http://img709.imageshack.us/img709/6163/el...31309061109.jpg Mantle items displaced, white bolt http://img169.imageshack.us/img169/103/el2...31309051625.jpg Doormat does not appear/flickers http://img163.imageshack.us/img163/9273/el...31309003221.jpg Fishing nets/Doormat disappear/flicker http://img3.imageshack.us/img3/9951/el2010031308431631.jpg Flames seem much higher than candle(saw other instances not documented) http://img9.imageshack.us/img9/9245/el2010031308395764.jpg Mantle item displaced and apparently I lost an arm http://img22.imageshack.us/img22/2584/el2010031308350807.jpg Red rug does not appear always/flickers into view http://img715.imageshack.us/img715/9262/el...31220504724.jpg Should be everything, contact me if any questions :~) Edited March 13, 2010 by bugabear Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 IRSIS - Part 2 I'm finished with IRSIS...everything else seems to work to the best of my knowledge IRSIS - missing bricks IRSIS - lock misplaced IRSIS - gaps in stone fence IRSIS - fence through building Share this post Link to post Share on other sites
Ermabwed Report post Posted March 13, 2010 Hidden Mines of Mynadar: 281,120: hole/triangle in ground (only visible w/ low camera angle looking south west) Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 I'll start on GROUP 11 - Kusa and Zira Maps... Share this post Link to post Share on other sites
bugabear Report post Posted March 13, 2010 (edited) Irinveron done and posted in my previous msg... Glac done now also :~) http://yfrog.com/1ftdrockjx ~~~ http://img59.imageshack.us/img59/7483/glacmissingdoor.jpg http://img202.imageshack.us/img202/6650/glacfootinbarrel.jpg http://img31.imageshack.us/img31/7761/glacfloatingrubies.jpg http://img706.imageshack.us/img706/1143/gl...oatingrocks.jpg http://img171.imageshack.us/img171/1734/gl...oatingbolts.jpg http://img710.imageshack.us/img710/7964/glaccovereddoor.jpg http://img519.imageshack.us/img519/6929/glacchairheight.jpg http://img51.imageshack.us/img51/4553/tdrock.jpg Edited March 16, 2010 by bugabear Share this post Link to post Share on other sites
marack Report post Posted March 13, 2010 KUSA Map Everything seems to work to the best of my knowledge Kusa map completed!! Minor items below: KUSA - too many breads KUSA - pk arena: rocks placed too high around it KUSA - floating moss over vines KUSA - floating bushes or missing mountain KUSA - floating bush Entered WV cave from Kusa; WVCave - missing rock at top of staircase WVCave - missing rock Share this post Link to post Share on other sites