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[BUG] Containers Are Inaccessible Due To Impassable Terrain (0914)

KeithSKeithS Member Posts: 623
edited September 2012 in Fixed
Current Behaviour
Many containers are inaccessible, due to impassable terrain. In general, this can cause the party member trying to open the container to stutter around a bit trying to reach the area, then the engine giving up after a few seconds and opening the container from a distance.

Expected Behaviour
To access all containers smoothly without any hitches.

Files altered: ar2617, ar2630, ar2618, ar2643, ar2608, ar2609, ar2611, ar2612, ar2614, ar2302, ar2303, ar3201, ar3300, ar3357, ar3303, ar3320, ar3321, ar3332, ar3353, ar3326, ar3314, ar4805, ar4002, ar4006, ar4008, ar4010, ar4012, ar4014, ar4101, ar1901, ar1802, ar0004, ar0013, ar0015, ar0018, ar0100, ar0102, ar0104, ar0105, ar0108, ar0109, ar0110, ar0114, ar0118, ar0121, ar0135, ar0138, ar0160, ar0161, ar0162, ar0170, ar0200, ar0300, ar0303, ar0304, ar0307, ar0308, ar0600, ar0603, ar0607, ar0611, ar0613, ar0614, ar0700, ar0705, ar0706, ar0710, ar0716, ar0719, ar0725, ar0800, ar0802, ar0809, ar0814, ar1100, ar1101, ar1102, ar1111, ar1112, ar1117, ar1200, ar1201, ar1204, ar1207, ar1208, ar1214, ar1215, ar1300, ar1301, ar1302, ar1303, ar1307, ar1309, ar1317, ar1001, ar1003, ar1005 ar1006, ar1007, ar0512

Fixed in: v0626+

Originally found and fixed in: BG1Fixpack
http://forum.baldursgate.com/discussion/858
Post edited by Bhryaen on

Comments

  • IgneousIgneous Member Posts: 368
    edited July 2012
    Okay, I'm taking a look at these; no need for anyone else to break their teeth on 'em. Well, unless they enjoy tedious. :P
  • BhryaenBhryaen Member Posts: 2,874
    edited July 2012
    @Igneous
    And here I even printed out the list last night to have all that tedious to myself. :-P Alas I haven't had that kind of time lately, so have fun AR-hoppin'. ;-)
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    I also took a list and have completed it. It is at home currently. But ar0100, ar0300 and ar0304 are a mess. Mainly because I made reference to the container name and not the actual container number and there there was some confusion. For example Container 13 many actually be container 11 in some areas. If you have 13 containers but delete two the naming remains but the number of containers drop.. obviously.

    I'll get the list posted later. There isn't that many.

    EDIT: So... Not Fixed
  • IgneousIgneous Member Posts: 368
    edited July 2012
    Oh, goodness. Wish I'd seen your post earlier, @Balquo. I've already finished up a list, too. I did pick up on quite a few dysfunctional containers, and not just in those areas you mentioned (though they did contain the majority of the bugs).

    @Bhryaen - Aw, sorry for takin' all your fun. :) If it's any consolation, compiling the list was quite a harrowing experience.

    So, here's my list. Note well, good developers: this list is using the container numbers, as opposed to the container names. (Didn't know about that until Balquo mentioned it, actually. Very fortuitous timing on her/his part.)
    AREA		CONTAINER		CURRENT (X,Y)		DESIRED (X,Y)
    ————————————————————————————————————————————————————————————————————————————————————————

    AR2611 Container 6 1279,1344 1279,1548

    AR2612 Container 2 154,608 154,648

    AR0013 Container 3 277,324 227,324

    AR0015 Container 3 277,324 227,324

    AR0100 Container 8 1905,3168 2210, 2098

    Container 11 4000,1686 347,1752

    Container 12 3839,968 463, 2124

    Container 14 2272,1758 571,2148

    Container 16 2274,2208 437,2052

    Container 18 3613,1704 1416,2677

    AR0300 Container 12 63,3035 347,3036

    Container 14 347,3036 588,2449

    Container 15 528,2525 546,2455

    Container 16 588,2449 921,2285

    Container 22 400,1815 598,1842

    Container 23 401,1740 697,1793

    AR0304 Container 8 533,371 348,565

    Container 12 431,279 763,308

    Container 14 625,204 552,141

    AR0614 Container 8 498,504 755,504

    AR0710 Container 3 323,324 232,324

    AR0512 Container 23 687,1220 1720,1182

    Container 24 1359,2133 751,1519

    Container 27 732,1236 1297,831

    Container 33 528,1086 305,1081

    Container 34 416,1000 1489,2144

    Container 35 305,1081 1983,1457
    Post edited by Igneous on
    CuvBhryaen
  • BalquoBalquo Member, Developer Posts: 2,746
    @Igneous Excellent! Thank you. I have actually found a few I missed the first time around. I'll post them later.

    @KeithS You may need to completely start from scratch on ar0100,ar0300,ar0304 and ar0512 as many containers are changed included those that aren't supposed to be. Unless Igneous mentioned them on his list... but I don't think so.
  • KeithSKeithS Member Posts: 623
    Understood.
  • BalquoBalquo Member, Developer Posts: 2,746
    @KeithS I have attached a doc with the final coordinates for the remaining containers that need fixed plus a few more that I found while testing. It contains all of Igneous' list from above as I found quite a few errors with it, so the doc is all you need. The following areas I would start from scratch for the reason I mentioned above.
    ar0100, ar0300, ar0304, ar0512, ar4002, ar4006, ar4008, ar4010, ar4012, ar4014
    As for the rest, many of them are just errors from the PDF Bug Report as I entered in the wrong coordinates or new fixes. Do not start from scratch on these ones as that would be bad :P

    I am also using the container number and NOT the container name.

    @Igneous I feel bad man :( But I already had the report done and noticed a few errors above in your list so I thought I may as well just post it. Sorry :/
  • IgneousIgneous Member Posts: 368
    edited July 2012
    @Balquo - Hmm. I re-checked some of my list at random, and from what I can tell, the list is accurate for Build 0629.

    My methodology: I comprehensively swept all areas altered in your original fix document and checked the opening positions of all area containers in turn. I used NearInfinity to assign container numbers, under the attribute column in the area edit tab. I also cross-referenced visually with DLTCEP.

    If the opening positions of any containers were incorrect, I looked up the exact location coordinates with NearInfinity and assigned them as the 'current' values.

    For the 'desired' values, I deferred to your corrections where applicable, though I corrected typos in your coordinates in a couple of instances.

    For container positions that were previously functional but had been thrown off in Build 0629, I again deferred to your coordinates where applicable, and to vBG1 coordinates where they weren't. IIRC, there was only one instance (AR0614, Container 8) where I assigned my own set of coordinates.

    Anyway, that's how I went about it, as best I could. If I'm wrong, I apologise for any inconvenience, and I'd be happy to be pointed towards the correct way of going about this. It would help me a lot if you wouldn't mind pointing out a few mistaken entries of mine. Thanks. :)

    P.S. No need to feel bad for posting. They're your fixes. :)
    Post edited by Igneous on
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    Sorry, I should have been more clear. They are not your wrongs... all mine. Meaning some of the coordinates on your list are from the PDF bug report which were wrong in the first place. I know you mentioned you fixed some typos but some remained.

    An example:
    AR2612 Container 2 154,608 154,648

    That is correct if going by the bug report. But in fact it should be 140,648. I just made the typo.

    Plus, I have found a few more on existing areas that need fixed so it's probably best just to have all the fixes in one place but you testing was perfect. I usually use the game myself and NI for testing. The game for getting the coords and NI for changing.
    Post edited by Balquo on
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    checking in the new ones now

    Potentially fixed - The new locations have been added in.
    Post edited by SethDavis on
  • Ascension64Ascension64 Member Posts: 560
    edited September 2012
    O: AR1501 - Container 1 cannot be disarmed [689.310]
    E: Should be disarm-able

    C: The issue looks like the thief cannot get in the right position to disarm the trap on the barrel - possibly an issue with the bounding box method. Solution could be change the bounding box of this container.
    Post edited by Balquo on
  • Ascension64Ascension64 Member Posts: 560
    edited September 2012
    O: AR1504 - Container 1 [665.186] has incorrect location coordinates
    E: Should be something close to 439.301

    C: Sort of related to http://forum.baldursgate.com/discussion/comment/50176/ but this container was not mentioned.
    Post edited by Balquo on
  • BalquoBalquo Member, Developer Posts: 2,746
    edited August 2012
    The open location coordinates are off - they are set on impassable terrain. I suggest moving the y down 2 points to 312.
    Here is the fix:
    COPY_EXISTING ar1501.are override 
    READ_LONG 0x70 con_off
    READ_SHORT 0x74 con_cnt
    FOR (i = 0; i < con_cnt; i += 1) BEGIN
    READ_SHORT (i * 0xc0 + con_off + 0x20) xoff
    READ_SHORT (i * 0xc0 + con_off + 0x22) yoff
    PATCH_IF (xoff = 689) AND (yoff = 310) BEGIN // Container 1
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 312
    END
    END
    BUT_ONLY
    Post edited by Balquo on
    AndreaColombo
  • BalquoBalquo Member, Developer Posts: 2,746
    edited August 2012
    May as well throw in the same code for this one:
    COPY_EXISTING ar1504.are override 
    READ_LONG 0x70 con_off
    READ_SHORT 0x74 con_cnt
    FOR (i = 0; i < con_cnt; i += 1) BEGIN
    READ_SHORT (i * 0xc0 + con_off + 0x20) xoff
    READ_SHORT (i * 0xc0 + con_off + 0x22) yoff
    PATCH_IF (xoff = 665) AND (yoff = 186) BEGIN // Container 1
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 439
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 301
    END
    END
    BUT_ONLY
    AndreaColombo
  • BalquoBalquo Member, Developer Posts: 2,746
    Still a few problems. Mostly in ar0300 - place is a mess! I'll get it sorted.
  • BalquoBalquo Member, Developer Posts: 2,746
    edited August 2012
    @SethDavis
    @KeithS
    Here are the remaining fixes.

    I've also included the two bug reports here (they are the same bug):
    http://forum.baldursgate.com/discussion/3615/bgee-0815-ar1504-container-1-incorrect-location#latest
    http://forum.baldursgate.com/discussion/3614/bgee-0815-ar1501-trapped-container-not-disarm-able#latest

    We can close them when you implement this.
    COPY_EXISTING ar1504.are override 
    ar0166.are override
    ar0300.are override
    ar1501.are override
    READ_LONG 0x70 con_off
    READ_SHORT 0x74 con_cnt
    FOR (i = 0; i < con_cnt; i += 1) BEGIN
    READ_SHORT (i * 0xc0 + con_off + 0x20) xoff
    READ_SHORT (i * 0xc0 + con_off + 0x22) yoff
    READ_SHORT (i * 0xc0 + con_off + 0x50) vertex
    PATCH_IF (xoff = 689) AND (yoff = 310) BEGIN // Container 1 (ar1501)
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 312
    END
    PATCH_IF (xoff = 665) AND (yoff = 186) BEGIN // Container 1 (ar1504)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 439
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 301
    END
    PATCH_IF (xoff = 575) AND (yoff = 348) BEGIN // Container 6 (ar0166)
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 384
    END
    PATCH_IF (xoff = 610) AND (yoff = 2148) BEGIN // Container 36 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 1183
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 983
    END
    PATCH_IF (xoff = 527) AND (yoff = 2136) BEGIN // Container 16 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 577
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 2462
    END
    PATCH_IF (xoff = 3613) AND (yoff = 1704) BEGIN // Container 15 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 528
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 2521
    END
    PATCH_IF (xoff = 2274) AND (yoff = 2208) BEGIN // Container 14 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 334
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 3050
    END
    PATCH_IF (xoff = 2272) AND (yoff = 1758) BEGIN // Container 12 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 85
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 3041
    END
    PATCH_IF (xoff = 3839) AND (yoff = 968) BEGIN // Container 7 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 1779
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 2427
    END
    PATCH_IF (xoff = 4000) AND (yoff = 1686) BEGIN // Container 3 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 1893
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 2198
    END
    PATCH_IF (xoff = 1905) AND (yoff = 3168) BEGIN // Container 1 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 2033
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 1861
    END
    PATCH_IF (xoff = 571) AND (yoff = 2148) AND (vertex = 312) BEGIN // Container 22 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 402
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 1824
    END
    PATCH_IF (xoff = 571) AND (yoff = 2148) AND (vertex = 326) BEGIN // Container 23 (ar0300)
    WRITE_SHORT (i * 0xc0 + con_off + 0x20) 402
    WRITE_SHORT (i * 0xc0 + con_off + 0x22) 1750
    END
    END
    BUT_ONLY
  • Ascension64Ascension64 Member Posts: 560
    Despite not fixing the location coordinates, I can disarm this trap in build 0829. Probably the altered disarm traps code. I would still advocate for a change in coordinates as the opening location is not accessible in the search map.
  • KeithSKeithS Member Posts: 623
    @Balquo Integrated
  • TanthalasTanthalas Member Posts: 6,738
    edited September 2012
    Merged the topics and deleted several redundant posts.
    Post edited by Tanthalas on
  • BalquoBalquo Member, Developer Posts: 2,746
    @KeithS

    Only ar1501 seems to be fixed. ar0166 is still missing its fix and the entirety of ar0300 is still messed up. You can just run the code again. I just tested it and it does work.
  • SethDavisSethDavis Member Posts: 1,812
    Potentially fixed - @Balquo's fix has been reapplied. Not sure why it didn't take.
  • BhryaenBhryaen Member Posts: 2,874
    edited September 2012
    Looks like there was ultimately cause for me to go through these after all...

    @Balquo, I made them all numerically ordered for easier checking, but you might want to make sure I got everything. I added what I believe was every other instance mentioned after the OP, but not sure... I didn't have the patience to check every instance by coordinates, so I just checked everything in the area... which ended up being a lot in the full city areas, but...

    Confirmed Fixed:

    ar0004,
    ar0013,
    ar0015,
    ar0018,
    ar0100,
    ar0102,
    ar0104,
    ar0105,
    ar0108,
    ar0109,
    ar0110,
    ar0114,
    ar0121,
    ar0135,
    ar0138,
    ar0160,
    ar0161,
    ar0162,
    ar0166,
    ar0170,
    ar0200,
    ar0303,
    ar0304,
    ar0307,
    ar0308,
    ar0512,
    ar0600,
    ar0603,
    ar0607,
    ar0611,
    ar0613,
    ar0614,
    ar0700,
    ar0705,
    ar0706,
    ar0710,
    ar0716,
    ar0719,
    ar0725,
    ar0800,
    ar0802,
    ar0809,
    ar0814,
    ar1001,
    ar1003,
    ar1005,
    ar1006,
    ar1007,
    ar1100,
    ar1101,
    ar1102,
    ar1111,
    ar1112,
    ar1117,
    ar1200,
    ar1201,
    ar1204,
    ar1207,
    ar1208,
    ar1214,
    ar1215,
    ar1300,
    ar1301,
    ar1302,
    ar1303,
    ar1307,
    ar1309,
    ar1317,
    ar1501,
    ar1504,
    ar1801, (no idea how this got in my list... no containers in the area)
    ar1802,
    ar1901,
    ar2302,
    ar2303,
    ar2608,
    ar2609,
    ar2611,
    ar2612,
    ar2614,
    ar2617,
    ar2618,
    ar2630,
    ar2643,
    ar3201,
    ar3300,
    ar3303,
    ar3314,
    ar3320,
    ar3321,
    ar3326,
    ar3332,
    ar3353,
    ar3357,
    ar4002,
    ar4006,
    ar4008,
    ar4010,
    ar4012,
    ar4101,
    ar4805,


    Confirmed Issues Remaining:

    ar0018: (Not major)

    -All the containers have their animations a bit higher than they should be.
    image

    ar0300 (the dreaded one) (MAJOR)

    - Barrel at 1209,942 has an opening location at 616,2154.
    - Overturned barrel at 326,1714 and sack at 370,1794 have an opening location at 568,2153.
    - Crate at 571,2443 has an opening location at 520,2143.
    - Barrel at 2004, 1817 has an opening location at 1833,3070.
    - Crate at 327,3025 cannot be opened because it's opening location is way off the accessible terrain somewhere.
    - Crate at 509,2520 cannot be opened.
    - Crate at 59,2940 cannot be opened.
    - Bag at 1714, 2370 cannot be opened.
    - Bag at 1816,2166 cannot be opened.

    ar4014 (MAJOR)

    - Bookshelf (BC01) at 448,158 has the same opening location as the crate at 217,218 (i.e., 231,222). Should probably use the same coordinates as in the rest of the halfling basements of exactly the same coordinates. In AR4012 that same bookshelf (also BC01) uses 424,181.

    NOTES:
    - Some containers were hard to get to simply because commoners were situated in front of them...
    - Surprising how much AR-copying was done- even with the same treasure at times.
    - This bit of confirming made me quite appreciative of Tab... :-P


  • BalquoBalquo Member, Developer Posts: 2,746
    Glad you got through them all. Thanks for testing!
    AR0300 will be fixed in the next version.
    AR4014 has a separate thread here: http://forum.baldursgate.com/discussion/1164/bug-container-opening-range-0824#latest
    AR0018 also has a separate thread here: http://forum.baldursgate.com/discussion/3428/bg1-bgee-bug-container-highlights#latest

    The commoners are quite annoying in some areas - maybe moving them slightly might help. I'll look into that sometime in the far future :P
  • BalquoBalquo Member, Developer Posts: 2,746
    @Bhryaen and forgot to tag.
  • BalquoBalquo Member, Developer Posts: 2,746
    Confirmed ar0166 and ar0300 fixed.
    Tanthalas
  • BhryaenBhryaen Member Posts: 2,874
    The six chests in AR0166 were good on my last check... Reconfirmed Fixed...

    Confirmed Fixed also every single container in AR0300... every one. :-)
    Tanthalas
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