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  1. #1

    Well, that's just peachy!

    Aaaarrrggghhhhhh!

    Earlier today I posted a new assault map called Caldera of Death and the thing played just fine in the editor. So I published it, took a quick cursory look and everything seemed fine, so I thought nothing more of it. This evening I thought I'd check it out again by playing it properly and about a quarter of a way into it there was an almighty graphics glitch pretty much rendering the map unplayable. So I downloaded the level back into the editor and oddly enough no sign of the glitch. So I re-published it, play it again and the glitch was still present.

    It would seem that the editor player is somewhat more forgiving than the final Arcade player. So I re-downloaded and removed a whole heap of explosive barrels that were meant for a big finale (including a few floating ones behind the scenes that might have actually been the offending culprits) and re-published it again. Hey-presto graphics glitch is gone and it's back to how it should have been - minus the explosive finale, of course... ho-hum.

    I can only imagine what the eighty odd folks who've played it already thought. Guess the moral of the story is immediately check your whole map the moment after you first publish to make sure that what everyone is seeing is what you actually intended as it seems the editor player lies to you.
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  2. #2
    Yeah I noticed the Editor Player is different that the Live Arcade Player when I played my own recently pubished map The Upside Down and found out it was much too dark
    Seems the Vignette Opacity is more pronounced in the Live Player than in the Editor and I couldnt tell how dark it was.
    I changed it to make things more visible, unfortunately 200+ people already had played it by the time I made the fix and more than likely downvoted it
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  3. #3
    Rename it and reupload.

    Remember, playtesting is KEY.
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  4. #4
    I noticed another map with the same problem. Wasteland something, a post-apocalyptic map on PS4. Huge sections of the map terrain were either max or minimum height, making huge chunks of the countryside a massive over-stretched wall or hole. Oddly enough, you could walk normally in the areas (though you couldn't tell where the ground was), but visually it looked terrible.
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  5. #5
    Yes, that's exactly what happened. I had a slope up the side of a mountain in the editor but in the Arcade player there was a phantom wall half way up the slope rising vertically to the top of the map. But you could walk through the vertical wall and you were on the inside of the terrain. Really weird. I guess it must be some memory overflow or something, even though the memory usage meters in my case were well below the limits. Or perhaps it was some stray object being in a place it shouldn't be? After a while you tend to ignore all the exclamation point warnings when validating. Perhaps we should be more mindful of them?
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  6. #6
    Originally Posted by MA_FC Go to original post
    Yes, that's exactly what happened. I had a slope up the side of a mountain in the editor but in the Arcade player there was a phantom wall half way up the slope rising vertically to the top of the map. But you could walk through the vertical wall and you were on the inside of the terrain. Really weird. I guess it must be some memory overflow or something, even though the memory usage meters in my case were well below the limits. Or perhaps it was some stray object being in a place it shouldn't be? After a while you tend to ignore all the exclamation point warnings when validating. Perhaps we should be more mindful of them?
    The majority of the (!) I get are an Object under/clipping terrain.
    Its the only way to get rocks and other objects to actually look like they are part of the landscape and not hovering above it.
    Its also the only way to build underground.
    Cant get away from them

    It would be great if the Arcade Editor Player played the maps the same as the Live Arcade Player

    Might have to Publish a "Test" map, see how Player respond, fix things that render different in the Live Player, then Re-Publish map under the Final version name and then request a deletion of the Test map.
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