#multiplied power lines

1 messages · Page 1 of 1 (latest)

pulsar lynx
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Hello there! Do you happen to have more details about it, a repro, game version etc? I'll be on it soon 🙂

west glen
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Hey, my mate have this trouble. It has ca with the current version of the game and the workbench. I'm not at home to tell you the exact version.

pulsar lynx
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so Steam version, not Experimental or anything?

west glen
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This can happen with any spline or poly, whether it's a new one or even a change of point on an already laid poly spline.

solemn bluff
west glen
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I think it has the experimental version also installs but it happens on the stable version.

wraith spire
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This was on steam stable version. Haven’t tried it in experimental

pulsar lynx
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so, repro steps:

  • create a shape (polyline or spline, doesn't matter)
  • add a power line generator
  • delete a pole manually?
  • see the dupe issue
pulsar lynx
wraith spire
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Third step doesn’t matter. Could be adding a point, deleting, moving spline

solemn bluff
wraith spire
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Each action effectively regenerates the poles

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Also seems to be every power line generator type

solemn bluff
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still have the bug on this wooden pole with the concrete one i dont have it

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i will try to unistall / reinstall the WB

pulsar lynx
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don't, it is not the issue - especially if multiple people share this problem 😉

solemn bluff
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the uninstall change nothing

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sorry i was testing if it was all the generator

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seems to be all of them

pulsar lynx
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can you give me Workbench's version? bottom-right of editors

solemn bluff
pulsar lynx
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thanks

pulsar lynx
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hmm cannot repro here, on Steam stable release & data
nothing suspicious in my logs either, I see no dupes

of course the poles are weirdly angled because they are only oriented in shape's line direction, but this changes next update

wraith spire
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Messed around with these again, looks like PG_PowerLine_01_WoodenSmall.et, PG_PowerLine_HV_01_Concrete.et and PG_PowerLine_HV_03_Wooden have the dupe issue. EHV_01, Half only have the error where they generate when a point is moved or added but won't delete/regenerate.

west glen
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@pulsar lynx Tell me nothing to do with it, but could you open a thread on this subject? To make a long story short, from time to time, some specific routes are completely buggy. On the link in the message, you can see that the road texture is only applied to the first point of the spline. I've managed to correct this by checking and unchecking "adjust to heighmap", but doing it one by one on over 200 routes takes a long time.
#enfusion_terrain message

solemn bluff
# pulsar lynx done ✅

hy new way to create the bug after placing down a line and it duplicate toggel dev on and off multiply each time

pulsar lynx
solemn bluff
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i only put down a spline and try to put a generator to the polyline

pulsar lynx
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the shape (polyline, spline) is it yours or the base terrain's one?

solemn bluff
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but it's because my WB is broken since the trouble

pulsar lynx
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ah.

solemn bluff
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since my first message i still have the trouble and sometime i retry hopping it fix it self XD

pulsar lynx
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my steps:

  • I place a spline + power line generator
  • I try debug/uncheck, no problem
  • I save and reload the terrain
  • I try debug/uncheck, no problem

I am sorry but I just cannot repro this issue. does anyone have a 100% repro?

solemn bluff
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have you try to remove paren and only moove the line ?

pulsar lynx
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Remove parent?

wraith spire
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Tried on my end to see if any change and they duplicate as soon as I add it to a polyline. Moving also just adds them instead of regenerating

pulsar lynx
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is it fixed for you in 1.2.1?

wraith spire
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sadly no

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I do see this now
DEFAULT (E): DestructibleEntity @"ENTITY:391655" ('SCR_PowerPole','Assets/Structures/Infrastructure/Power/Powerlines/PowerLine_HV_01_pole_end.xob') at <2930.957275 122.200592 943.546753> @"{468A2CDE1906964B}PrefabLibrary/Infrastructure/Powerline/PowerLine_HV_01_pole_end.et" was spawned in runtime. This is not allowed!

pulsar lynx
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if someone can find me the smallest repro on stable, I can dig the issue
or at least bring an explanation

wheat crow
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Seems I have this issue as well. Doesnt matter if I use Spline or Polyline, it just instantly makes doubles and when you move the powerline, it leaves ghost lines behind it.

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Just noticed, that if you make a Spline or Polyline, add the generators and it gives you doubles.
IF you then save, close the editor down and open it up again and move one of the polyline/Spline points ONCE!, it fixes the issue with the double. (and or however many multiples you have off the powerline)
You can however only move the SPline/Polyline once or the issue returns by adding Ghost Powerlines again. It is a sort of fix, kinda.

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It seems to be some sort of work around at least.

wheat crow
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Discovered that the issue does not in fact occur when trying to make a spline or Polyline on Eden.ent(empty, not empty) and Arland.ent(Empty, not Empty)
Is there some sort of setting then regarding these powerlines as it seems to just affect user made maps? Is there something that could be missing on our end or something or the rather? Strange...

pulsar lynx
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I need a repro to bring answers. So if I get you right, the repro would be:

  • open Arland
  • make a new terrain using Arland as base
  • place polyline/spline w/ generator
  • it should already be doubled then

Correct? Or something different/else?

wheat crow
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I really wish I had a way for you to approach this, lol.
What I have seen is that, using our own custom map, I have the issue, but when generating a new based of Arland or Eden by creating a subscene, I do not have the issue.
I even spent 30+ minutes seeing if I could place something/do something that would allow me to recreate the problem, but no bueno.
The issue only appears on the custom terrain.

pulsar lynx
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starting a new terrain could trigger this?

wheat crow
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Perhaps...

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Your guess is as good as mine,

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Using our custom map: 100% issue recreation rate.
Creating subscene of Offical Bohemia maps: 0% issue Recreation Rate.

pulsar lynx
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hm, interesting
can I ask you one thing (no, not your whole custom terrain 😄) but the smallest custom terrain whatsoever where this happens to you as a repro?

wheat crow
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It is only there where its happened, lol. Havent had the chance to test it much on anything else. Unles I am way off in understanding your meaning, notlikemeow

pulsar lynx
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I meant: can you try to create a very small terrain and get this issue to repeat, and if so provide me with such files?

wheat crow
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I will ask my other map maker half if he can do it sometime later. I am far to technically challenged to do such things. I just place and break stuff usually. But if we are able to recreate in on a very small map, I will make sure to let you know.

pulsar lynx
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thank you very much, it will allow me to fulfill my wish, which is to squeeze this bug out of existence

ivory comet
wheat crow
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Dear god

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its so stupid its not even funny, except its pretty funny

ivory comet
pulsar lynx
ivory comet
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Thats all rupert there

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Many people lock the default layer to prevent the bound max values resetting as we did so that might be why a lot of people get affected

pulsar lynx
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hmmm I cannot find the Atlas2 tutorial, may I have a link to this? thanks 😬

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heh, look what I can do with a locked layer and inserting 3 generators in one of its shapes - 6 poles!

ivory comet
# pulsar lynx hmmm I cannot find the Atlas2 tutorial, may I have a link to this? thanks 😬
solemn bluff
pulsar lynx
pulsar lynx
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huh, it's quite old actually
it's the new way to place poles - oriented properly from previous/next poles and not based on shape's straight line's direction
it also works on splines iirc

solemn bluff
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Okay thanks you for the answer

pulsar lynx
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I recommend to keep it checked so you won't have "unknown m_bUseNewPlacementSystem property" error later
as this was a temp parameter made to test the new placement internally, and it proved to be reliable so it was kept without a change (of course, I wrote it 😎 😄)

solemn bluff
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Thx @ivory comet it's a relief for the map