OK. Things like "Gah Sadrith, door doesn't teleport" are not helpful. Why not "Port Telvannis, railing floats" or "Molagreahd Region, there's a rock hidden beneath the ground"?Gez wrote:Note: Use beta comments to write down errors.
You need this line in Morrowind.iniYou can name the file however you like, so you can have Beta Comment File=Zobolobolo-youplada.txt and it'll work anyway, but you need a .txt file to be mentionned.Code: Select all
Beta Comment File=Comment.txt
Then, in-game, when you see an error, open the console, click on the erroneous thing, and typeThe reason is that it stores in your file not just the comment, but also the cell, the exact ID of the item, and its x/y/z position. See my floating rock error.[/u][/i][/b]Code: Select all
BC "Your comment within quotes, like this one."
[Morrowind] World Error Reporting
Moderators: Haplo, Lead Developers
After playing the game for a few mintues I get an error "TR_m1_NPC_outlaw" saying that the script syntax was wrong.
Also, the "common strider" needs to have it's animation loop reconfigured. Every time it loops it re-plays the Siltstrider sound effect, so I suggest perhaps creating a longer loop, which will only call the effect every some odd frames, instead of every 2 seconds.
Also, the "common strider" needs to have it's animation loop reconfigured. Every time it loops it re-plays the Siltstrider sound effect, so I suggest perhaps creating a longer loop, which will only call the effect every some odd frames, instead of every 2 seconds.
--Dave
----------------------
Item: TR_de_commond_hood
Location: OoT Plugin.
Error: Body part mesh doesn't seem to work. It can be placed, which means the mesh is found, but nothing shows up.
----------------------
----------------------
Item: TR_w_cook_cleaver
Location: OoT Plugin.
Error: I forget what this is called (I think it is called a bounding box error), but when placed, it moves. Something to do with the mesh.
----------------------
----------------------
Item: TR_w_imp_bsword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------
----------------------
Item: TR_w_imp_ssword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------
I don't know if this was intended or not, but all of the TR bonemold armor is named with the prefix "Native," when in the original game, only the bonemold helms have the prefix "Native."
Item: TR_de_commond_hood
Location: OoT Plugin.
Error: Body part mesh doesn't seem to work. It can be placed, which means the mesh is found, but nothing shows up.
----------------------
----------------------
Item: TR_w_cook_cleaver
Location: OoT Plugin.
Error: I forget what this is called (I think it is called a bounding box error), but when placed, it moves. Something to do with the mesh.
----------------------
----------------------
Item: TR_w_imp_bsword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------
----------------------
Item: TR_w_imp_ssword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------
I don't know if this was intended or not, but all of the TR bonemold armor is named with the prefix "Native," when in the original game, only the bonemold helms have the prefix "Native."
-
- Member
- Posts: 8
- Joined: Fri Jan 20, 2006 6:45 pm
----------------------
Cell: Bal Oyra
Location: Docks (while traveling to Tel Ouada)
Error: Unable to find referenced object "TR_M1_Midaves Favelnim" in script TR_m1_NPC_Iveru.
Bad note string "Sound: riverStrider1" frame 16 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider2" frame 239 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider3" frame 439 in "TR\cr\TR_Riverstrider_NR.NIF".
Animation group note problem.
----------------------
Cell: Bal Oyra
Location: Docks (while traveling to Tel Ouada)
Error: Unable to find referenced object "TR_M1_Midaves Favelnim" in script TR_m1_NPC_Iveru.
Bad note string "Sound: riverStrider1" frame 16 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider2" frame 239 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider3" frame 439 in "TR\cr\TR_Riverstrider_NR.NIF".
Animation group note problem.
----------------------
Hello All.
Sorry my first post here is with a problem....
9/26/2006 (23:33) TR_Map1.esp 9/22/2006 (19:29) malcolm ex_cave_door_01 Molagreahd Region (22,8) 186211 68089 1613 "floating door"
at the Cirtiritashpi cave.
There is also a friendly dolphin just inside the door. I can upload a pic if necessary.
Congratulations, by the way. A Highly Impressive mod.
Sorry my first post here is with a problem....
9/26/2006 (23:33) TR_Map1.esp 9/22/2006 (19:29) malcolm ex_cave_door_01 Molagreahd Region (22,8) 186211 68089 1613 "floating door"
at the Cirtiritashpi cave.
There is also a friendly dolphin just inside the door. I can upload a pic if necessary.
Congratulations, by the way. A Highly Impressive mod.
Floating Tree
I was in the molagread region, north of firewatch and ran into a floating tree.
If there is any question I will try and get the exact coordinates.
[img]http://i101.photobucket.com/albums/m60/gesshoku000/ScreenShot1.jpg[/img]
EDIT: flora_emp_parasol_02 Molagreahd Region (13,20) 107317 171316 1597 "Floating Tree"
If there is any question I will try and get the exact coordinates.
[img]http://i101.photobucket.com/albums/m60/gesshoku000/ScreenShot1.jpg[/img]
EDIT: flora_emp_parasol_02 Molagreahd Region (13,20) 107317 171316 1597 "Floating Tree"
Can we create an error reporting format that is beta-note friendly?
------------------------------------------
Item: flora_wickwheat_03
Location: Ashamul (30,14) 252689 116070 963
Error: "floating near the base of a tree"
-------------------------------------------
Item: terrain_rock_gl_07
Location: Boethian Mountains Region (29,9) 244732 80235 1364
Error: "floating rock at the crest of the river bank"
-------------------------------------------
Item: ex_cave_door_01
Location: Molagreahd Region (22,8) 186211 68089 1613
Error: "Door floating on the side of a hill without any cave entrance mesh"
---------------------------------------
------------------------------------------
Item: flora_wickwheat_03
Location: Ashamul (30,14) 252689 116070 963
Error: "floating near the base of a tree"
-------------------------------------------
Item: terrain_rock_gl_07
Location: Boethian Mountains Region (29,9) 244732 80235 1364
Error: "floating rock at the crest of the river bank"
-------------------------------------------
Item: ex_cave_door_01
Location: Molagreahd Region (22,8) 186211 68089 1613
Error: "Door floating on the side of a hill without any cave entrance mesh"
---------------------------------------
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
The Beta comment thingy didn't work for me, I'll fiddle with it later to try and see what I did wrong.
Anyway:
----------
cell: Telvanni Isles region, exterior
location: The Halaram camp interiors
error: The doors to the yurts are misaligned
----------
----------
cell: Tel Ouada Guar Farm
error: Interiors are unlinked
----------
----------
cell: Gah Sadrith
error: Interiors are unlinked
----------
----------
cell: Ashamul, exterior
location: past the sign post, away from Ashamul
error: Floating wickwheat
----------
Anyway:
----------
cell: Telvanni Isles region, exterior
location: The Halaram camp interiors
error: The doors to the yurts are misaligned
----------
----------
cell: Tel Ouada Guar Farm
error: Interiors are unlinked
----------
----------
cell: Gah Sadrith
error: Interiors are unlinked
----------
----------
cell: Ashamul, exterior
location: past the sign post, away from Ashamul
error: Floating wickwheat
----------
Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.
[url]http://img174.imageshack.us/my.php?image=screenshot2rs7.jpg[/url]
Meh, imageshack stopped working.
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.
[url]http://img174.imageshack.us/my.php?image=screenshot2rs7.jpg[/url]
Meh, imageshack stopped working.
-
- Member
- Posts: 12
- Joined: Tue Apr 11, 2006 12:34 pm
FixedAnonymous wrote:Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.
[url]http://img174.imageshack.us/my.php?image=screenshot2rs7.jpg[/url]
Meh, imageshack stopped working.
Last edited by Mountanious on Fri Sep 29, 2006 1:29 pm, edited 1 time in total.
-
- Member
- Posts: 8
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- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
Cell: Firewatch, Howling Noose, Basement
Location: 4039 4144 72
Error: light_com_candle_07 is bleeding to the crate below it.
*****
Cell: Gah Ouadaruhn, Bal Gernak's Manor
Location: The pass to the left while entering from the exterior.
Error: There seems to be a little hole in the floor. It seemed to be vertical.
Location: 4039 4144 72
Error: light_com_candle_07 is bleeding to the crate below it.
*****
Cell: Gah Ouadaruhn, Bal Gernak's Manor
Location: The pass to the left while entering from the exterior.
Error: There seems to be a little hole in the floor. It seemed to be vertical.
Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
Stalker wrote:Swampspider has no anims thus makes the game to crush. Remove from the game.
You're not using the data files shipped with the public release. The swamp spider IS removed, the bakery signs HAVE their meshes.Stalker wrote:Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
Uncheck any old TR_OoT_Main and TR_EoT file that may be active, register your .bsa file, and both problems should disappear.
----------------------
Cell: Firewatch, the Queen's Cutlass
Error: The passage between the bar and the stairs' fence is too narrow to allow the player to go past.
----------------------
----------------------
Cell: Firewatch, Hill Bastion
Location: in Tania's Phiencel's bedroom, on the shelf to the right, when entering the bedroom.
Error: The bookend to the left of the shelf is slightly floating above.
----------------------
Well, no one seemed to report anything about the spelling of books and letters... I'm not a English-speaker, so I might be wrong, but I spotted some misprints...
----------------------
Item: TR_m1_bk_lettertolavidia
---
§ starting with: "With all the"
Misprint: 'saftey' instead of 'safety'
Misprint: 'espically' instead of 'especially'
---
§ starting with: "I hope for"
Misprint: 'saftey' instead of 'safety' (again)
----------------------
Cell: Firewatch, the Queen's Cutlass
Error: The passage between the bar and the stairs' fence is too narrow to allow the player to go past.
----------------------
----------------------
Cell: Firewatch, Hill Bastion
Location: in Tania's Phiencel's bedroom, on the shelf to the right, when entering the bedroom.
Error: The bookend to the left of the shelf is slightly floating above.
----------------------
Well, no one seemed to report anything about the spelling of books and letters... I'm not a English-speaker, so I might be wrong, but I spotted some misprints...
----------------------
Item: TR_m1_bk_lettertolavidia
---
§ starting with: "With all the"
Misprint: 'saftey' instead of 'safety'
Misprint: 'espically' instead of 'especially'
---
§ starting with: "I hope for"
Misprint: 'saftey' instead of 'safety' (again)
----------------------
I have BSA from OoT browser. Really guys where have you learnt to organize stuff ? No offense, but I want to keep as far away as possible from that place. Why browser doesn't have the latest BSA ? If it does, why there were no notices about updates ?Gez wrote:Stalker wrote:Swampspider has no anims thus makes the game to crush. Remove from the game.You're not using the data files shipped with the public release. The swamp spider IS removed, the bakery signs HAVE their meshes.Stalker wrote:Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
Uncheck any old TR_OoT_Main and TR_EoT file that may be active, register your .bsa file, and both problems should disappear.
I may sound outright hostile or dunno how else but my only concern is transparency in getting the latest version of stuff. And what I currently see is some shady swap of double links and 15 places to get not-so-up-to-date-stuff.
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]
Your friendly slavedriver.
Your friendly slavedriver.
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
The dwarven staves are set as spears though they should be blunt weapons.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
It should be a blunt weapon.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Progress thus far:
Other errors from same post: not fixed yet.
Hopefully fixed thanks to Abot's script corrections.Swiftoak Woodwarrior wrote:Cell: Firewatch
Location: Firewatch Castle
Error: Gates open the wrong way
Fixed.fanfas wrote:When i load my savegame when the engine is initializating the data the following error appears:
unable to find referenced object "TR_M1_MidavesFavelnim in script TR_m1NPC_Iveru
Imprecise report, not fixed.Swiftoak Woodwarrior wrote:Cell: Gah Sadrith
Location: Everywhere
Error: ALOT of the doors are not linked to their appropriate interior cells.
FixedNomadic wrote:Cell: Firewatch, exterior
Location: Beleth's Bakery
Error: There are two doors overlaid
FixedNomadic wrote:Cell: Firewatch, exterior
Location: All of the gates
Error: 'Nuff said
FixedNomadic wrote: Cell: Ranyon Ruhn, exterior
Location: The entire city
Error: The doors are misaligned. Tweak their position and increase their size slightly
FixedNomadic wrote: Cell: Sarvanni Molecrab farm, exterior
Location: The outside on the road
Error: A little dodgy landscaping on the road - just use the smooth one over the bit
FixedNomadic wrote: Cell: Sarvanni Molecrab Farm, exterior
Location: Next to the above dodgy road landscaping
Error: Floating rock
Other errors from same post: not fixed yet.
FixedNomadic1 wrote: Cell: Yashazmus, exterior
Location: On the road towards Port Telvannis
Error: There are floating mushroom parts. What they were connected to must have been deleted at some point
FixedNomadic wrote: Cell: Port Telvannis
Location: The slave trading area
Error: The Dres noble says "Resadyn" instead of "Resdayn"
FixedNomadic wrote: Cell: Seyda Neen, Census and Excise place
Location: The second building; the last refuge before the dreaded first meeting with Fargoth
Error: The guard captain talks about the Tribunal priest hiding somewhere nearby... aren't the people on Map 1 supposed to be the only ones saying that?
FixedAyadjad wrote:an other one here is when we open the Loen Doldal House on a road we enter on a TABLE and stay blocked until we jump or open the door
FixedMassalinie wrote:Cell: Yashazmus
Error: Aaron tells me the doors were linked the wrong way round, one's higher up than the other and though it's unlikely that anyone will really notice without looking at it in the CS it should be fixed imo. There's only two, so they'll just have to be reversed.
Imprecise. Not fixed.Tyrion wrote:A bunch of doors in Port Telvannis aren't connected to their interiors. Same thing in Gah Ouadaruhn.
Fixed.skittles wrote: cell: firewatch palace, guard barracks
location: up a staircase, where the ladder is.
error: this is bleeding into ceiling
Already reported. Fixed.skittles wrote: cell: none
location: none
error: when starting up the game, it has an error message saying "unable to find referanced object "TR_M1_MidavesFavelnim" in script TR_M1_NPC_Iveru"
Fixed. Thanks for putting ID and coordinates in your report.Anonymous wrote:cell: Molagreahd Region 13,20
location: what appears to be the southern-most landing point east of Ald'Daedroth, with a lack of anything better the offending object is at: 107316.664, 171315.844, 1597.476
error: floating 'flora_emp_parasol_02', you need to look at it from the west to notice
Fixed.Anonymous wrote: cell: Molagreahd Region 14,19
location: literally just south of the last one: 116592.219, 162053.859, 1949.457
error: floating 'flora_tree_ac_03'
Fixed.Anonymous wrote: cell: Firewatch Palace, Guild of Mages
location: the room with Evos Uvelen, Banviris and Gindaman.
error: large gap in the ceiling
Fixed.Anonymous wrote: cell: Firewatch Docks 16,15
location: the western-most pier
error: crates clipping
Fixed.Anonymous wrote: cell: Firewatch, The Silver Serpent
location: just behind Polanna to her left
error: floating bottle, possibly a remnant from a deleted table
Fixed.Anonymous wrote: cell: Firewatch 18,15
location: the segment of wall west of the western tower at the north gate
error: gap at the bottom of the wall
Fixedgesshoku wrote:After playing the game for a few mintues I get an error "TR_m1_NPC_outlaw" saying that the script syntax was wrong.
Fixed. As for your dolphin, it probably comes from a mod, there are no dolphins in TR.the_boy wrote: 9/26/2006 (23:33) TR_Map1.esp 9/22/2006 (19:29) malcolm ex_cave_door_01 Molagreahd Region (22,8) 186211 68089 1613 "floating door"
at the Cirtiritashpi cave.
Fixed.gesshoku wrote:EDIT: flora_emp_parasol_02 Molagreahd Region (13,20) 107317 171316 1597 "Floating Tree"
All three fixed.Morden wrote:Can we create an error reporting format that is beta-note friendly?
------------------------------------------
Item: flora_wickwheat_03
Location: Ashamul (30,14) 252689 116070 963
Error: "floating near the base of a tree"
-------------------------------------------
Item: terrain_rock_gl_07
Location: Boethian Mountains Region (29,9) 244732 80235 1364
Error: "floating rock at the crest of the river bank"
-------------------------------------------
Item: ex_cave_door_01
Location: Molagreahd Region (22,8) 186211 68089 1613
Error: "Door floating on the side of a hill without any cave entrance mesh"
---------------------------------------
No they aren't. Didn't find anything wrong. Moving them around creates problems.Nomadic1 wrote:cell: Telvanni Isles region, exterior
location: The Halaram camp interiors
error: The doors to the yurts are misaligned
FixedNomadic1 wrote: cell: Tel Ouada Guar Farm
error: Interiors are unlinked
Not fixed.Nomadic1 wrote: cell: Gah Sadrith
error: Interiors are unlinked
Fixed.Nomadic1 wrote: cell: Ashamul, exterior
location: past the sign post, away from Ashamul
error: Floating wickwheat
Fixed.Anonymous wrote:Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.
-
- Member
- Posts: 12
- Joined: Tue Apr 11, 2006 12:34 pm
Cell/location: Boethian Mountains Region (29,8) 239299 65904 992
Error:"guar floating in mid air"
---
Cell/loc: Ranyon-ruhn (27,12) 222434 102508 1043
Error: "no interior link"
---
Boethian Mountains Region (29,13) 238304 113872 736
Error: The door jamb makes the door hard to reach due to the way it's placed. It's possible to reach but only if you use jump.
------
Gah Sadrith (42,13) 345480 112636 964
Error: "not covering wholly" It might be hard to notice, but the telvanni door isnt covering it's whole jamp, on the left (left from when you enter) side there's a little hole you can see trough.
-----
Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
--
Cell:Firewatch Palace, Guard Barracks 3842 3307 12899
Error:"the door in the trap door is bleeding"
---
Cell:Boethian Mountains Region (33,9) 276072 78124 1464 Error:"floater"
---
Cell: Firewatch (17,15) 141376 128976 4736
Error: The light of the lighthouse itself need to be shrunk a tiny bit so you can actually walk around it
--
Cell: Firewatch (17,15) 143867 125124 487
Comment:" the storage, while not extradanarily rich, should probably be locked or guarded - just add some lock for realism"
----
Firewatch Library, First Floor 3360 3744 896
Eror:"the stairs are called firewatch library, first floor while they add stairs to several floors. I propose Firewatch Library, Stairs and move them to their own interior space."
Error:"guar floating in mid air"
---
Cell/loc: Ranyon-ruhn (27,12) 222434 102508 1043
Error: "no interior link"
---
Boethian Mountains Region (29,13) 238304 113872 736
Error: The door jamb makes the door hard to reach due to the way it's placed. It's possible to reach but only if you use jump.
------
Gah Sadrith (42,13) 345480 112636 964
Error: "not covering wholly" It might be hard to notice, but the telvanni door isnt covering it's whole jamp, on the left (left from when you enter) side there's a little hole you can see trough.
-----
Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
--
Cell:Firewatch Palace, Guard Barracks 3842 3307 12899
Error:"the door in the trap door is bleeding"
---
Cell:Boethian Mountains Region (33,9) 276072 78124 1464 Error:"floater"
---
Cell: Firewatch (17,15) 141376 128976 4736
Error: The light of the lighthouse itself need to be shrunk a tiny bit so you can actually walk around it
--
Cell: Firewatch (17,15) 143867 125124 487
Comment:" the storage, while not extradanarily rich, should probably be locked or guarded - just add some lock for realism"
----
Firewatch Library, First Floor 3360 3744 896
Eror:"the stairs are called firewatch library, first floor while they add stairs to several floors. I propose Firewatch Library, Stairs and move them to their own interior space."
- Andres Indoril
- Senior Developer
- Posts: 1459
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- Location: Lost.... Somewhere?
- Contact:
You do realize that Firewatch exterior cells has the biggest amount of references among all Map 1 exts and even more than some of the ints, right ? Adding more details would cause bigger lags.Moutanious wrote: Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
-
- Member
- Posts: 12
- Joined: Tue Apr 11, 2006 12:34 pm
No, it wasnt apparent when I walked it trough. However if that's the case, then maybe it could be applied more cleverly, perhaps take a few crates from the neat pile and spread them out over the whole courtyard.Stalker wrote:You do realize that Firewatch exterior cells has the biggest amount of references among all Map 1 exts and even more than some of the ints, right ? Adding more details would cause bigger lags.Moutanious wrote: Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
Last edited by Mountanious on Fri Sep 29, 2006 7:38 pm, edited 1 time in total.
- Tyrion
- Reviewer
- Posts: 1699
- Joined: Wed May 31, 2006 10:52 pm
- Location: currently hiding in Pentos (aka Philadelphia)
really get that bustling urban feeling down
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007