Bounty Hunter Archive

Thread: Edge of map, in the water, mission incomplete

Aax
Thu Sep 22, 2005 3:23 pm
#40

If the mark is in the water, send a probot after it. Usually brings the mark back to shore with a well placed string of /tellpet follow, /tellpet attack. Works most of the time, depending on how far from the shoreline.





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[ Aax Sovereign Protector ] - [ Simus Storm Squadron Ace ]
[ Elder Jedi - Master Enhancer ftw! ]

Havoc420
Thu Sep 22, 2005 3:25 pm
#41

Kewl, thanks for explaining that TH Makes much more sense to me now..


I was under the impression it was all in one lump of code..apparently I was wrong hehehehe




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RebelJonser
Thu Sep 22, 2005 3:27 pm
#42



what i do to avoid lots of head aches while running npc bounty hunter missions is allways keep my advanced prob bot droid on me he works wonders at pulling npc's out of lakes and buildings just target the npc tell your droid to attack then quickly tell the droid to follow you it well pull the mark right out of where ever he may be hope this helps


on a side note it seems as if the probot and npc's have no idea they there is even a building there when the np'c spawns in a building

Message Edited by RebelJonser on 09-22-2005 03:29 PM



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Utuski
Thu Sep 22, 2005 3:29 pm
#43

to me it seems that the lay of the land is static but the trees,rocks,grass,etc. are all randomly generated as you move about the land.



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nikko11
Thu Sep 22, 2005 3:30 pm
#44

Take it from another old school bounty hunter, the system is MUCH MUCH MUCH MUCH MUCH better than it was.

And many had it even worse than I, cause I did it after bikes. Imagine biking 5k and finding a white mark, or nothing there.





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RyFord
Thu Sep 22, 2005 3:38 pm
#45






Thunderheart wrote:





JuddaFett wrote:



Hey TH could you put my ex- girlfriend on the terminals plz...





Heh...Sorry, but no









Can you get on the terminals please



Nekroz Darksoul - J-Timberlake


Slaves of Wykyd


Thunderheart
Thu Sep 22, 2005 3:40 pm
#46






GotBlueMilk wrote:






Thunderheart wrote:

Well, that is one of the tricky parts. If you remember back in the pre-launch days, the devs talked a lot about "Dynamically Generated Terrain". The core 10 planets aren't a static world. Its all dynamically generated. From there, really, I['m no slouch in the geek department and the math and CS theoryeven gives me a nose bleed.







This is getting interesting. Baffling, but interesting. Back in the pre-launch days, I took "dynamically generated" to mean that the planets were not designed specifically by artists like Kashyyyk was, but that the terrain was randomly generated. Once generated, however, the map was set, right? If I run up a mountain on Lok, I can come back to that same spot the next day and the mountain will still be there. To me, that's static. The map was dynamically generated, but it's now static. It doesn't change from day-to-day.


So I'm not sure what you mean by the word "static." The bodies of water that our marks are appearing in are always there, aren't they?


/boggle




They are always there, yes and the world does remain the same (IE the map is set), but the way the system sees it all internally doesn't work the way you think it might. It has to do with the order that all of these things resolve.


One thing to keep in mind is thatthe mark isn't there until you get there. It doesn't spawn until you get within range (the same way a house doesn't spawn until you get into range and the stuff in the house doesn't spawn until you go inside). before that point its just a location.


(and on a side note, the programmers just recently extended the clipping range and you can see cities at a distance. For those of you who were in beta, this is a huge advancement. The views are awesome )





Kurt "Thunderheart" Stangl
Community Relations Manager

RyFord
Thu Sep 22, 2005 3:41 pm
#47






Thunderheart wrote:






Havoc420 wrote:

Ok...I'm not a BH but I have friends who are...here is my question in regards to this being a technical issue...


If the game code knows where all the water, trees, housing etc is....why would the game generate the marks position IN the water or a house etc? How is THAT a technical issue is the code KNOWS where these things are yet it generates the mission IN them?


As I said, I'm not a BH...but this doesnt sound like a technical issue..more like a coding issue. Please explain further TH if possible.



Well, the code doesn't know where the water or the houses are. They are actually different sub-systems. One system generates the terrain. Another keeps track of where you are and where all the player structures are. Another is a kind of "find good location" system. It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.


We are always working to improve this though and thats the important part.


Like I said, Blix tightened it up as much as possible, but when you have a dozen servers talking to each other about a moving location across a dynamically generated terrain, the number crunching gets pretty crazy.









That subsystem creating waypoints could also have a Waypoint Exclusion range as well that would ASSIST in this process. That way Marks don't spawn in excluded places.



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Slaves of Wykyd


salvestrom
Thu Sep 22, 2005 3:42 pm
#48

I haven't read the whole thread. Sorry if this has been posted.


It is extremely easy to avoid failing these missions, where mobs are in deep water or off the map. When you land on the planet, check the planetary map. If the mob is off the edge, near the edge or in water, simply don't go to it. Wait 2-3 minutes, possibly longer and then send out the droid. By then the mob will have started moving. Make sure the waypoint is in the clear before getting too close and you'll be fine.
LeJediFou
Thu Sep 22, 2005 3:52 pm
#49

It's dynamically generated because of lairs, missions spawns and structures (houses, faction bases, harvesters and factories). There's a general layout for each map but it may vary a little bit depending on what is placed in the world. The landscape changes to remove holes, trees, rocks, etc... if needed.


However the problem with water is completely absurd. Those areas never change because you can't place anything in the water. Why are those areas included in the "valid spawning locations" ? That's a real mistery...



-----
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-----
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GotBlueMilk
Thu Sep 22, 2005 3:57 pm
#50






Thunderheart wrote:

One thing to keep in mind is thatthe mark isn't there until you get there. It doesn't spawn until you get within range (the same way a house doesn't spawn until you get into range and the stuff in the house doesn't spawn until you go inside). before that point its just a location.





Well, I'm not really smart enough, nor do I know enough about how the game works to make any sort of educated arguement. It just seems that if the game knows I can't build a house in the water or inside someone else's house, it should be able to know that it can't put a mark there, either. But should is different that can. All I really know is that for those of us with limited play-time, finding marks in invalid locations is a frustrating loss of time when we don't have much to start with. It would be nice if it could be improved in the future.





Thunderheart wrote:

(and on a side note, the programmers just recently extended the clipping range and you can see cities at a distance. For those of you who were in beta, this is a huge advancement. The views are awesome )





I was in Beta and yes, the new clipping range is awesome. Last night, I got to a player city and wanted to find the shuttleport, so you know what I did? No, didn't do a /find, didn't even do a ctrl+m... I stood on a hill and looked out over the city until I spotted it. That ROCKED.





Thunderheart wrote:



It has to do with the order that all of these things resolve.






As does much in life. I think I'm going to start using this. "Why are you late? You said you'd be here half an hour ago!" "It has to do with the order that all of these things resolve.TM"







Thunderheart wrote:


It has to talk to all the other systems to make its best guess. I'd go into it further, but I'm afraid the discussion wouldn't stay on track or keep a level tone.





Translation: You could tell us more, but we'd probably get mad?


What else is new?







GotBlueMilk (-777, -4041)
"I calculated the odds of this succeeding versus the odds I was doing something incredibly stupid... and I went ahead anyway." -- Crow T. Robot

On 9/11/05, Holocron posted: "In plain language, we believe that letting you know of possible changes so that you can affect them, letting you know exactly what is going to change and why, giving you details so you can try out changes in testing and make sure they go smoothly, and making sure that all changes are well-documented is critical to good service."
VirtualCharms
Thu Sep 22, 2005 3:59 pm
#51


The thing I dont understand is when its off the map. I can inderstand the bodies of water an house, but when its off the map? shouldnt there be coding that says it can only go so far?


On another note, I have done so many BH NPC missions that I am starting to repeat places where I have seen marks before. That makes me assume that there are about 200 or so spawns where these missions can come from, not counting the movement of the target. But everyone knows what assuming does, makes anAS of U and ME.




VirtualCharms
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Lotussutol
Thu Sep 22, 2005 4:01 pm
#52






Thunderheart wrote:





chindi2k2 wrote:






Thunderheart wrote:




When I get these, I just chalk up to a smart mark losing his scent in the water.





Excellent thinking , if we could all come up with lame roleplaying excuses for bugs i'm sure the world would be a much better place.





Its actually not a bug. It is a limitation of the technology.










If the mark is in the water...make it so we can attack from mounts in the water...and no...I don't think you can attack from the back of a bantha anymore either...
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