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Read more/u/Dan_GGG's shorter explanation is certainly clearer to the non-programmer, but let me try to translate the original in whole, as it might be interesting.
Procedural level generation sometimes yields some rather strange bugs, and recently there's been none stranger than one that causes the majority of a Cemetery map to be completely unwalkable. We've applied a fix for this internally and found the issue relatively interesting so wanted to share this insight with you.
"Unwalkable," here, means that it's an area where the player can't go or move, like the water along the shore in Twilight Strand: you can only go so far and then the game won't let you wade any deeper into the ocean. That's because the ocean is marked as "unwalkable" on the map.
We have two ways to generate levels, which we refer to as "indoor" and "outdoor" generation. In an indoor area such as The Prison, or The Crypt, we build...
This is a very good translation! You're pretty much spot on with only a couple of minor inaccuracies where I wasn't being specific in the first place. Nothing misleading though.
If anyone's interested in further reading, my NZGDC talk on the labyrinth was posted above. It explains some of the basics using an indoor example.
We also have this ...
Read moreHmm, yes, I understood a few of those big words. Explain like I'm stupid please?
Everything outside the outer wall in this area is automatically flagged as unwalkable by the generator. This bug caused the outer wall to form a loop above the entrance room, so the entire level including the spawn point was now outside it.
Yeah, if anyone can get this to happen again I'd be very interested in more information. I have a theory about what's happening (the interior ground of the map is being flood-filled with the impassible ground type from the exterior) but not why yet.
We were able to figure out why this happened!
I've posted the details of our fix on our forums: https://www.pathofexile.com/forum/view-thread/1998012
/u/dan_ggg requested information if this happened again.
https://www.reddit.com/r/pathofexile/comments/6sxjww/mapping_in_30hell_yeah/dlgia2w/
Thanks for the heads up, we were able to figure out a fix for this!
I've written up the details on the forums: https://www.pathofexile.com/forum/view-thread/1998012
It's one of the changes that I found pretty odd, because it seems unnecessary.
"Maligaro was transformed by Raulo's love. Thaumaturgy allowed Maligaro to return the favour." https://pathofexile.gamepedia.com/Fidelitas%27_Spike
"Perverse loyalty, blind love, the abuser and the abused reunited in sin." ...
Read moreso if I understand correctly, your fix will look something like this?
Yep, that's pretty much it.
This has been in the game for so long and made me despise act 2 for a long time... thank you so much!
Just keep in mind that this is a pretty minor change to an area that still has a lot of built-in variance. It's not a total rework or anything.
Just... how large could one of these have ended up?
Not that big. The bugged area in the OP's example isn't a single room. It's comprised of 9 conjoined rooms - two 3x3s, two 2x2s, and five 1x1s. 3x3 rooms are as big as they get in this area, and it runs up against the level boundaries so it can't expand further.
In terms of tiles, a 3x3 room is 13x13 tiles. That's slightly less than 3 1x1 rooms placed side by side, because this area has a 1 tile overlap.
Wait so is the bug where the constraint is not properly enclosed, therefore making huge redundant rooms like your screenshot and the one in OP's screenshot?
It's a combination of the constraint not being very thick, and large rooms being able to overlap it. This type of constraint only prevents rooms from being created within it, not from extending into it to find space.
So if a room generates on one side of the constraint that's large enough to place a door in the empty space beyond it, there's nothing stopping it from using that door to place more rooms.
By crying enough for ggg to appease him?
Don't make the game like diablo 3, make the areas worth the frigan challenge
This was actually a bug though. Most of the time the level does generate as shown in the image I posted, my fix just brings that up to all the time (hopefully).
It looks like about half the redundant rooms you posted in that layout are actually the result a generation bug: https://imgur.com/a/8KoIb
I've applied a fix for this internally. Once deployed the area should behave a bit better. This won't remove every redundant room in the area, but this bug should no longer occur here.
What's gonna happen to all the memes though?
I will not stop until all memes are dead.
These area preview images are going in very soon, along with a fair amount of voice acting like Lani, Abberath and Solaris/Lunaris. Voice acted lore is still lagging some more, but there's things in motion that are very nice on that front too.
So if i get this to happen i should keep the instance alive and contact you guys asap?
It doesn't have to be active, just type /bug to send us the info. Feel free to make a report on the forums, or send me a message about it after though.
Fair enough, but brute forcing the generation to find the culprit results in the very same thing and it's not dependant on players finding and reporting it. It's very much expected that they have tools to do exactly that. If not, I am disappoint, very.
I'm going to try repro it on my end of course, but if I can save time by getting the seed directly from a /bug report, that'd be nice. The thing is, this is the first time I've seen this reported, and as far as I know there haven't been any changes to the map since Atlas of Worlds, so this may be staggeringly unlikely to occur.
Is this at all related with the old Mountain Ledge Map bug that completely filled the inner region with pathable ground and populated it with monsters? Because I would pay good MTX points to have that happen to me again.
I'm not familiar with that one, sorry. Must've been before my time. I don't think it would be the same thing though.
But seriously... wtf, not even a boss room?
The boss room and rest of the level would still exist in this seed. This issue probably wouldn't have rendered it unwalkable because it's a sealed off area, so I'd assume some of the 17 monsters are inside. If I had to guess, any other monsters would be ones that happened to spawn on raised platforms.
Submit a report with /bug I think it is, maybe /report, but that definitely needs to be removed from the pool of possible seeds! Inversely, trying to figure out why that exploded but that all depends on time.
Yeah, if anyone can get this to happen again I'd be very interested in more information. I have a theory about what's happening (the interior ground of the map is being flood-filled with the impassible ground type from the exterior) but not why yet.
Hi, I'm the vfx artist who did these. They originally used a pretty hacky method to mask the ends, and at some point since their creation the tech must have changed and broken it. Thanks for pointing out this bug. My fix will hopefully be in-game soon.