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Large Harbor NPC's Shift on spawn and Float off the ground.

Closed 1.2.8

Jackelmyer
Jackelmyer

Posted

Large Harbor seems to have an issue where when an NPC spawns, it shifts to the side and raises up about... 0.05 to 0.1 in height.  Makes everything look likes it's floating a bit.  Using the default settings that came with Large Harbor.

Jackelmyer

Posted

Is this some kind of known issue when a monument has all NPC's using the same spawn point lists?

Jbird

Posted

Can you describe when this is happening @Jackelmyer when you are noticing this? I know sometimes NPCs seem to be slightly above ground that is somewhat normal. If you have examples of it being a bit extreme or any particularly buggy clips we would be glad to take a look to make sure it's within normal expectations. I am wondering if you are talking about default NPCs because they can be borky sometimes, which includes NPCs set in the editor.

There is no known issue that I can think of like you are suggesting. If you put more NPCs than you have spawn points you would have other issues with NPCs with nowhere to go and end up at the GC point. Are you using the same spawn points for multiple presets or anything like that? It could be an issue if anything.

Off of that much information so far I don't have any guesses but screenshots and examples especially with which set of NPCs and where this is happening would be helpful.

Jackelmyer

Posted

I just stand at large harbor and small harbor seems to as well to a lessor degree.  

Then I run o.reload BetterNpc in game.

 

You can watch it happen as they spawn.  Sometimes the issue doesn't happen.  NPC's spawn in, and after about 1-2 seconds they shift over and float upwards.

 

Large Harbor it almost always happens.  Wiped my server for more setup and testing and it's happening on a new map too.

Jackelmyer

Posted (edited)

I've recreated all spawn points so there are no spawn points in buildings, on structures, etc.  All spawn points are on the ground (roads, sidewalks).  I've made sure that there are no overlapping spawn locations for any NPCs setting configuration.  Each NPCs setting has a separate list of spawn locations that are at least 6-8 foundations apart.  I've made sure that the Min/Max settings of each NPCs settings config cannot ever exceed the number of spown locations.  I don't know.  It's less frequent when I did all of that.  But the shift that occurs when they spawn, still happens 20%-40% of the time.

I've attached my Small Harbor file that notably narrows this all down to what I've stated above.

 

Again the issue being...  

  • NPC's spawn in.  They look like their in a good position, not floating too much or overly sunken into the ground.
  • in between 1-2 seconds, they shift by I'd say 1.0 laterally, and upward by .5 to 1.5.  (1.0, .5, and 1.5 as if I were to have changed their spawn point coords).
  • The shift they do isn't walking or any animated movement.  The NPC just drifts, flat footed and unmoving.

 

I'm using the Vanish plugin to watch how the spawn occurs so I can see only and exactly how they spawn without the NPC's reacting.

 

Test Method:

  • Have my Console up and running on a side monitor.
  • Have Vanish enabled.
  • F1 and o.reload BetterNpc
  • Watch the NPC spawn in.  (appears well positioned on the ground)
  • Watch the NPC float/shift to an offset position that makes them float a bit, but well noticeably above the ground.
  • Watch my Console for the following message to show Better NPCs has finished reloading.  

[BetterNpc] All puzzles have been successfully reset!
[BetterNpc] Completed loading successfully!

  • F1 and o.reload BetterNpc again to see if any fixes I make to spawn points or number of spawns makes things better or worse., repeat whole process.

 

Large Harbor has the issue much more often.  Small Harbor has the issue less often, but still frequently.  All occurring with default configurations. 

 

Small Harbor.json

Edited by Jackelmyer
Jbird

Posted

What map or maps have you been testing that on @Jackelmyer? Had you just noticed that recently?

We will take a look and see if we can reproduce.

Jackelmyer

Posted

I've only just started building my server so this is all first time with no prior other experience where the issue didn't happen.  I don't recall my prior map seed.  But the following is the map size and seed it's happening on and I'm using this size and seed currently.

 

Size: 4500

Seed: 2135079337

Jbird

Posted

Thank you for sharing that @Jackelmyer.

Any chance you could grab a video clip of them adjusting and moving? To show the developer to study.

Jackelmyer

Posted

Yeah.  I've been out of town but will in the next day or two 

KpucTaJl

Posted

Hello everyone, I don't quite understand what you are talking about and what kind of problem you see. Here it is definitely necessary to start studying the problem with the fact that we need to see what you are talking about, otherwise at the moment I do not understand what you are talking about. You say that the NPCs turn over, but they can't turn over, they can't walk on the ceiling or the like, the game won't allow it, you say that they float, but the NPCs don't float, so I can't imagine what you're trying to tell. First we need to watch a video of how you see it

Jackelmyer

Posted (edited)

I searched this page and issue and I don't see anything mentioning Turn Over or walking on ceilings.  I grabbed a video where you can see the diver spawn, the float up and backwards a little.

 

https://www.dropbox.com/scl/fi/kgw51qh8vpnsnyxinkg9p/2023-10-23-10-35-52.mp4?rlkey=aurwg8s5xmi1arjlcgo5sb3va&dl=0

 

I've seen this same behavior happen where the movement after spawn is twice as much as what you're seeing there.  So it can appear that the NPC's are substantially floating in other cases.  But always an upward diagonal motion.

 

To more easily get NPC's to load in a predictable spot, I changed the default values of the Large Harbor monument to spawn min 25 max 25 of the Diver preset.  That's the only change i made to any of the files in the Data folder.

Edited by Jackelmyer
KpucTaJl

Posted

I don't quite understand what you're talking about, the NPC appeared on the video and is standing still, are you talking about the fact that it doesn't move? then most likely you are looking for how to disable the NPC sleep mode? this can be done in the plugin configuration, then the NPC will move regardless of whether the player is next to him or not

Jackelmyer

Posted (edited)

At 9 seconds into the video, the NPC appears.

At 10-11 seconds into the video the NPC shifts up and over.  It's in the video.  The NPC moves after spawning.  I don't know how I can present the evidence any better or be more clear.  Did you watch the video from the link above?  Just clicking between 9 seconds into the video and 11 seconds the movement shift is clear.

 

I'm not talking about an NPC walking.  Or turning over.  Or walking on ceilings.  None of that.  The video shows something in the game just shifts the NPC from it's original spawn position.  To a position where it looks like the NPC is floating.

Edited by Jackelmyer
Jbird

Posted

Thank you for grabbing the video clip @Jackelmyer. KpucTaJl is translating and I think something was slightly lost in translation. Looking at the video and confirming with him though that the slight change you are seeing is not an issue. That much movement is simply the NPCs settling into place. It may appear slightly off but this is natural even default NPCs do it at times. Now if you see them ending up in an entirely different spot, under terrain or above buildings they should be on the other side of, things of that nature, then something else is going on. The little bit of movement in the video though is harmless and nothing to be concerned about.

Jackelmyer

Posted

Thanks Jbird!  I hear you.  It's functional still, agreed.   Just when they float up nearly a whole NPC in height it's a bit off putting ya know?   But yeah.  They still work.  

All good.  Just thought I'd report it and see if there was a way to address it.   

 

Thanks again!  Much appreciated!

Jbird

Posted

If you do see them moving that much definitely let us know and we can look into it. As much movement as happened in the video is not a concern but moving that much is more likely to be an issue. Otherwise thank you for the communication. Let us know if you run into more concerns or questions!

  • Like 1
KpucTaJl

Posted

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