Incorrect Collision Mesh on Lockboxes in Silent Witness XII - fixed in future update

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Alkeena
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Incorrect Collision Mesh on Lockboxes in Silent Witness XII - fixed in future update

Post by Alkeena » Thu, 11. Jan 24, 19:25

Hello,

This is a bugreport submitted in response to a request by developer account linolafett in this reddit thread which discusses and corroborates the issue across several users: https://www.reddit.com/r/X4Foundations/ ... articular/

Required technical information

Version and language: 6.2 (511811); public beta enabled; English

Modification Status: The saves are marked as modified, though I do not know why as all third party extensions were disabled and I verified the game files in Steam--the game is as vanilla as I am capable of making it.

Game start being played: "Untested Explorer" for vanilla test saves below. Issue first experienced in modified "Stranded" start

Exact nature of the problem:

In Silent Witness XII there are several wrecks with attached lock boxes ( here's a picture of one for example: https://imgur.com/J2h0Cxc ) that cannot be opened. The repair beam has no effect on the access panel while shooting the box destroys it along with the wreck. It appears that there are significant collision issues around these boxes preventing the repair beam from reaching the target. Similarly the attached wrecks have numerous invisible collision surfaces that will launch the player away at high speed if contacted. Other users have suggested that this is a problem that likely began with the physics engine update.

I have attached three saves of the same game showing at least three different locations of these boxes attached to three different wreck models--I believe there are many more locations and varieties of wrecks behaving in the same way in Silent Witness XII. Additional target wrecks can be identified via long-range scans honing in on blue pings, of which there are many in the system.

Save files:

linolafett
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Re: Incorrect Collision Mesh on Lockboxes in Silent Witness XII

Post by linolafett » Fri, 12. Jan 24, 14:55

Thank you very much, the issue is now resolved.
It was caused by a mismatch of the high precision collision mesh vs the visible geometry.
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NilusBavarius
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Re: Incorrect Collision Mesh on Lockboxes in Silent Witness XII

Post by NilusBavarius » Fri, 12. Jan 24, 16:30

linolafett wrote:
Fri, 12. Jan 24, 14:55
... mismatch of the high precision collision mesh vs the visible geometry.
Does that fix include all Wrecks with spawned Tubes?
Like for Heretics End, Scaleplate Green, etc. or only Silent Witness?

linolafett
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Re: Incorrect Collision Mesh on Lockboxes in Silent Witness XII

Post by linolafett » Fri, 12. Jan 24, 16:54

NilusBavarius wrote:
Fri, 12. Jan 24, 16:30
linolafett wrote:
Fri, 12. Jan 24, 14:55
... mismatch of the high precision collision mesh vs the visible geometry.
Does that fix include all Wrecks with spawned Tubes?
Like for Heretics End, Scaleplate Green, etc. or only Silent Witness?
It will work on all wrecks which have a container or a tube to fly into stuck to them.
I went through all of them (there are like 6 variations) and made sure they work.
Please test in the next public beta if i did it all correctly.
If i missed something, please re report.

This exact object from the bugreport is fixed. As it is reused all over the universe the location does not affect the bugfix.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

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greystar
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Impossible to enter some wrecks? (Hollow cylindrical looking ones)

Post by greystar » Wed, 27. Mar 24, 06:18

6.20 no-steam (linux version), unmodified + ToA, CoH, SpV, KE.

First off, I played this for about 200 hours up to v5.0 and although I never modified a save all my old saves have a modified=9 at the top. So I restarted as Dr. Selaia.

There's a bunch of wrecks in silent witness XII that I've been trying to enter via the repair panel zap, no luck so far. This always used to work but now....

No amount of attempts have let me get in, it seems like the physics engine is refusing to set the wreck as the origin and drag me along like other things do.

No amount of shooting the panel hits it, although I'm within 10m of the panel and the beam is hitting it. Within moments of trying this I end up suddenly caught in the mesh and thrown away. Everything else is working much much better than 5.x was in terms of performance and I'm getting 60fps quite reliably in a lot of sectors but I assume an attempt to get the Moreya will be fairly impossible and I'm tempted to give up altogether again.

I've been playing a lot, over the years, since BTF, and it's really sad that bugs are causing me to consider quitting again. :(

I see other physics engine issues raised here and wonder if there are upcoming patches addressing this or if I'm perhaps the only person with this issue (it seems unlikely to be a library issue, these are mostly stock ubuntu libs and everything is working fine for the most part, other ships drag spacesuited me along fine).

(Did not provide vulkaninfo as honestly, the graphics in 6.20 are truly superb, and it seems an issue since the jolt change.)

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Re: Incorrect Collision Mesh on Lockboxes in Silent Witness XII - fixed in future update

Post by Alan Phipps » Wed, 27. Mar 24, 09:48

@ greystar: Already fixed in next build - see above.
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