Dan_GGG

Dan_GGG



26 Jun

Comment
    Dan_GGG on Forums - Thread - Direct

Looks like a few more decorations went into this patch than we intended!

We had planned to add some new decorations in Harvest, but a few got included that weren't ready for primetime. Fortunately they were basically just missing icons and they're otherwise good as-is.

So I'll tell you what: I'll get some icons into an upcoming patch for the stuff that's missing them, and so long as we all agree to pay no attention to the Thaumaturgy Pillar for now (Its Time Is Not Yet Right), I see no reason the rest of them can't stay.

The doodads that were added are as follows:
- Mountain Spring
- Innocence Tomb
- Metamorph Tank
- Laboratory Work Bench
- Laboratory Table
- Laboratory Vats
- Blocking Volume
- Blood Pool Kit
- Pool Kit
- Water Plane
- Blood Plane
- Grass Patch
- Templar Courts Ground
- Flagstone Ground
- Forest Encampment Ground
- Lioneye's Watch Ground
- Dirt Ground
- Grass Grou... Read more

25 Jun

Comment
    Dan_GGG on Forums - Thread - Direct

Looks like a few more decorations went into this patch than we intended!

We had planned to add some new decorations in Harvest, but a few got included that weren't ready for primetime. Fortunately they were basically just missing icons and they're otherwise good as-is.

So I'll tell you what: I'll get some icons into an upcoming patch for the stuff that's missing them, and so long as we all agree to pay no attention to the Thaumaturgy Pillar for now (Its Time Is Not Yet Right), I see no reason the rest of them can't stay.

The doodads that were added are as follows:
- Mountain Spring
- Innocence Tomb
- Metamorph Tank
- Laboratory Work Bench
- Laboratory Table
- Laboratory Vats
- Blocking Volume
- Blood Pool Kit
- Pool Kit
- Water Plane
- Blood Plane
- Grass Patch
- Templar Courts Ground
- Flagstone Ground
- Forest Encampment Ground
- Lioneye's Watch Ground
- Dirt Ground
- Grass Grou... Read more
Comment
    Dan_GGG on Forums - Thread - Direct

Looks like a few more decorations went into this patch than we intended!

We had planned to add some new decorations in Harvest, but a few got included that weren't ready for primetime. Fortunately they were basically just missing icons and they're otherwise good as-is.

So I'll tell you what: I'll get some icons into an upcoming patch for the stuff that's missing them, and so long as we all agree to pay no attention to the Thaumaturgy Pillar for now (Its Time Is Not Yet Right), I see no reason the rest of them can't stay.

The doodads that were added are as follows:
- Mountain Spring
- Innocence Tomb
- Metamorph Tank
- Laboratory Work Bench
- Laboratory Table
- Laboratory Vats
- Blocking Volume
- Blood Pool Kit
- Pool Kit
- Water Plane
- Blood Plane
- Grass Patch
- Templar Courts Ground
- Flagstone Ground
- Forest Encampment Ground
- Lioneye's Watch Ground
- Dirt Ground
- Grass Grou... Read more
Comment
    Dan_GGG on Forums - Thread - Direct

Looks like a few more decorations went into this patch than we intended!

We had planned to add some new decorations in Harvest, but a few got included that weren't ready for primetime. Fortunately they were basically just missing icons and they're otherwise good as-is.

So I'll tell you what: I'll get some icons into an upcoming patch for the stuff that's missing them, and so long as we all agree to pay no attention to the Thaumaturgy Pillar for now (Its Time Is Not Yet Right), I see no reason the rest of them can't stay.

The doodads that were added are as follows:
- Mountain Spring
- Innocence Tomb
- Metamorph Tank
- Laboratory Work Bench
- Laboratory Table
- Laboratory Vats
- Blocking Volume
- Blood Pool Kit
- Pool Kit
- Water Plane
- Blood Plane
- Grass Patch
- Templar Courts Ground
- Flagstone Ground
- Forest Encampment Ground
- Lioneye's Watch Ground
- Dirt Ground
- Grass Grou... Read more

11 Jan

Comment

No worries, I'll move those out of the way for you. I can't say when the results will go live, but it's an easy fix on my end.


29 Nov

Comment

Originally posted by EmotionalKirby

Can we have a list of what mtx you are wearing? That looks sick!

Sure! They are the Raven Armour set and Raven Cloak. I'm also using ...

Read more
Comment

Everybody relax! There's a fix coming :)

https://i.imgur.com/gmY7EVi.jpg


13 Sep

Comment

Originally posted by Tyler_Zoro

/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...

Read more

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 more
Comment

Originally posted by Sargon16

Hmm, 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.

Comment

Originally posted by Dan_GGG

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

Comment

Originally posted by Eth_PoE

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


07 Sep

Comment

Originally posted by justathetan

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." ...

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04 Sep

Comment

Originally posted by DanNeely

so if I understand correctly, your fix will look something like this?

https://imgur.com/a/OIu3H

Yep, that's pretty much it.

Comment

Originally posted by NULL_CHAR

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.

Comment

Originally posted by ThePunkdog

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.

Comment

Originally posted by acylus0

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.

Comment

Originally posted by xx_ando_xx

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).

Comment

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.


12 Aug

Comment

Originally posted by barnabasss

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.


11 Aug

Comment

Originally posted by SelenaGomez_

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.