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Ghosts- an oddity of in game
Posted: Tue Aug 19, 2014 2:15 am
by Moonshadowe
Ok so I guess not a bug, but it is wierd. I have noticed over the last few days the more I play in game the more things coming out of the woodwork. Player pets show up a few more every day and player houses and the guild halls are starting to render- not just furniture, the whole building. I am also seeing more mobs and npcs showing up. Rift hubs and the nodes marking housing plots are sometimes visible now.
Guild halls are especially tricky because I have gotten trapped inside them a few times. They don't show up all at once. You can run through a patch and its not there then run back by and half is there then as it forms around you you are inside a wall or invisible piece of large furniture. I got trapped inside a big cabinet or box in my old guild hall and had to rift out. When I got back the entire guild hall was up. My house has returned. Here is the weird thing: I'm not sure if I crash because I have my graphic settings on max and run speed is ramped up high and it just overloads my graphics until i get booted or if there is something with the items spawning that kicks me off the game, but I usually crash right before something happens. Its like a divining rod of sorts. So now I know when I drop out of the game when i log back in something new will usually be there: building, npc or a mob.
Also for some reason my character has taken on the appearance of a thestran female face (she is kojani female) and on one occasion has morphed into a kojani male. On character log in shes normal. She only looks like that in game.
Screenshots of my game experiences from last night:
http://s19.photobucket.com/user/moonsha ... y/vg%20zoo
Kinda can't wait to run around in game today just to see what pops out.
Re: Ghosts- an oddity of in game
Posted: Tue Aug 19, 2014 6:30 am
by John Adams
This is very interesting indeed, as none of the game data (or code behind it) has changed in weeks. So you're saying the exact same x,y,z shows different stuff as you turn around, walk away and come back -- or, if you go to a different chunk for a time and come back to the same spot?
fwiw, "spawns" (the things you see in game, no matter what type) are barely implemented so there will be anomalies. I just didn't expect random occurrences.
Re: Ghosts- an oddity of in game
Posted: Tue Aug 19, 2014 6:52 am
by Moonshadowe
Yes. the player housing, contents and lighting do not always seem to render together. Though thats not always the case. The weirdist thing is guild houses. Those seem to render or spawn in pieces. So you can get swallowed by them and get stuck. In the live version you could not camp in a guild hall because you would get stuck in geometry when you logged in. Not sure if that has anything to do with it or not. Player housing was ok. It seems that the more time spent in a chunk the more likely it is that something new will spawn there. Especially if it is a player relic ie pet or house. Like I said I usually crash before (sometimes during) a spawn, so I will go ahead and assume for now that leaving an area and coming back has something to do with it. Distance also seems to play a role in it. Really the only house that has stayed visible at a distance is my own house (which was not in the game the day before). I took a few screen shots of it from different angles at a distance. Usually you have to be somewhat close before you see the houses. Furniture usually comes first. In Khal at the bank more player pets keep showing up. Yesterday there was a new druid pet and a tabby cat that were not there before. I was going to do some more nosing but I haven't been able to log in today at all. Seems I am having trouble getting into the world server. When I left off last night I had crashed in a partially spawned house and it was 1:30 am.
Re: Ghosts- an oddity of in game
Posted: Tue Aug 19, 2014 7:38 am
by Moonshadowe
Crashing def seems to be a harbinger of an object spawning into game. At least as far as my system is concerned. I was able to log in a few moments ago. My house was still on location and the contents of my husbands house next door. The entire house of our neighbor was still next to his (far side). Guild House on the hill above had vanished.
I decided to see how far I could get away from my house before it would disappear entirely. I backed away from it in a straight line and got a good distance away. I would say they distance of my far plane clip (not sure what that is but I will edit a note for that setting when I log back in). When it vanished from view it did not return to view. I ran right up to the plot and it and all the houses and furniture next to it were all gone. I could run about the plots and hit no objects. Sometimes there are invisible obstructions- especially the furniture inside a house.
I ran to the other end of the island and then ran back. Still nothing. So I just ran around to see if any other houses were up and saw nothing. I turned to give my house plot one more pass by. After I ran fairly close up to the plot I crashed. When I logged back in the house purchase node to the plot next door had spawned almost immediately in front of my character, the half-built house across the street in a different section of plots had spawned (but not really far from where I was standing when I crashed). Also my house was back and all of my husband's house was now there. The house that was next to his house initially is still MIA.
I did remember having a big crash, a few days ago, next to the giant squid on the beach a few chunks over from Khal . Thats a player hunting area so curious to see if anything showed up over there.
Re: Ghosts- an oddity of in game
Posted: Tue Aug 19, 2014 8:00 am
by John Adams
Ahh. There is also this thing we implemented called "Proximity Spawning". It is the way we can handle more objects in the chunk than are allowed, per connection (1000 or so). In other words, we do not send the data to your client until you are within 'x' feet/meters/whatever from it. And when you leave an area, those objects are removed. When you return, they should come back. If they are not doing so, then this is a bug in the Proximity Spawn code or the default distances we have chosen.
Note: the reason for proximity spawning is that a zone could have 2500 objects (example) but due to the limits on the Unreal Channel of 1,024 (including you and a few supporting channels), we obviously cannot shove 2500 objects to your client all at once. I'm sure this is how VG Live did it, too according to our packets, so that's the story behind these - for any dev who wants to look into the technology.