Falling through solid objects in my own base (such as foundations)

Perhaps, but not to this extent. According to steam I have played this game for 2625 hours. I was here well before version 3 of the game (Age of Sorcery) came out. I remember when the building hammer wasn’t a thing yet and removing building pieces gave you back half your resources.

Before Age of War chapter 3 I don’t remember ever falling through my ceilings or foundations.

Regards, C.

In my opinion I think we are falling thru when the siege base is resetting, it really does seem to track with that update.

I can’t say that everyone is experiencing the same thing, but I what I experienced today for the first time after the update certainly wasn’t the usual foundation dipping after a load or teleporting and I hadn’t experienced anything like it in the last few years of playing. I’d been running around my base for a few minutes checking for the usual post-patch catastrophies then after simply interacting with a closet I dropped through three stories of ceilings then plunged under three layers of foundations, had to demolish half of the building to swim out of the mess, at which point I was still stick in one layer of foundations and able to phase through doors that seemingly no longer wanted to be interacted with.

having the same problem right now im stuck inside a foundation

The problem of sticking inside foundations is old.

https://www.reddit.com/r/ConanExiles/comments/8whhko/i_keep_waking_up_inside_my_base_foundations_am_i/

Still need clarification ?

Oddly enough, there are posts of ALL UPDATES, I mean all, when you look for them in the search of reddit or the steam (using site:steamcommunity.com on google) saying that exact same inaccurate assertion: “Since update X, bla bla”.

I guess you are right because that Reddit is exactly it and it is clearly dated 6 years ago, but in all the years I have been playing the game I had not experienced this before a few months ago.

EDIT: Perhaps there is a mechanism in game that makes this more or less likely to occur under certain conditions?

Regards, C.

I know why the problem occurs. It is not that the problem I guess. Any Unreal developer would know. The problem is solving it without needing to rework the root build system to correct the problem, which would in turn require that down from it, all of a specific to each class of build should be corrected for that change. While not all buildables have that problem, all buildables “build” (in the sense of using that code) up from that code, and in the case of foundations, it causes a problem.
And you are correct, there needs to be certain conditions for that to occur.

In fact, we do know that a lot of bugs in the game that exist since day 1 exist because something known to be the problem doesnt have a simple solution besides re-developing from the ground up. I explained that exact same situation with the fact that NPCs will strangely walk around during combat doing nothing. Same issue, a function that is used around for many things and cause problems in specific situations, which would require not only that specific situation to be corrected, but the full hierarchy of the code to be remade.

But it got worse for a short while. There was one update, and it was this time the specific update, in which not only you could wake up inside a building, you would also wake up dead. And if that was your spawn point, you would wake up dead, and when you respawned, you would respawn dead too.

I tried several methods to fix this via modding, but the only way to do so is “hard edits” which is change the code inside the game files instead of adding your own code to the mod. That is a problematic thing to do in mods, and should be avoided at all costs. But this problem cannot be fixed by adding components or actors, like the thrall problem with combat. It must be fixed by Funcom.

I surmise this is why this problem has not been fixed in all these years?

Regards, C.

That is the most reasonable thing I can think of, yes.

That’s a very long paragraph to say that you have no clue what the problem is of how to fix it :slight_smile:

And as I previously mentioned… THIS version of the issue WAS introduced in Chapter 3. Just because something looks the same as something else does not mean it actually IS the same.

In any case, the only reason I replied to this is because you’re derailing active bug-reports with these comments as people “believe” your paragraph and mark it as solved so staff might skip processing it, thinking it’s solved. It’s not.

This happens without teleporting , without dying. Does that make a difference?

I appreciate your politeness in saying this stuff, but that is not what I said.
I said literally that I know how it happens, and I know how to fix it.

While I can see your “following”, I guess there is no reason to read what you write in the future.

Entertain our curiosity then :wink:

But… I must warn you… random paragraphs of “unreal engine this… unreal engine that… general game development that has no relation to Conan this… and that” and overuse of technical terms to try to fluff up a giant paragraph which basically contains no actual information doesn’t work on everyone :stuck_out_tongue:

The “teleport” or “dying” just causes one of the circumstances to be present, which is rezzing the buildable. While the order of rez is one of the reasons it happens, it is not the cause.

Like I said before, it is caused by an inherent problem on the way the hierarchy is giving the object its properties. Meaning: An object is not a simple “full on actor”, instead, it is a something that results from inherited properties, methods and components.

As the “Elon Musk type” (people who have a long list of followers adulating think they get credentials from that) decided to start a “ad hominen”, let me get back to the technical aspect after the ignore:

An object in Unreal Engine, much like any other development engine, derived from how Object Programming works, comes from a long line of objects.

The foundation you place in a building for example comes from the foundation “master”, which is the code “common” to all foundations. That code comes from the “Building base”, common to all the objects that can be built, which comes from another building foundational object, which is common to objects that are “buildings”, being them built by players or inserted as built things on the whole level, and those come from others all the way to the basic class from Unreal Engine, all the way to the actor class.

Every object might have code that is added during this “nesting”. For example, a building that will never be destroyed does not have a component that account for damage or integrity. Once at some point it is the code of something that can be damaged, it receives a component that account for damage.

The same way, there are specific components that look for collision, building position, building slot attachment. So for example a wall has a component that checks if it is slotted in another building, a foundation also have that, but while the foundation does not require it, the wall does. All of it is done by different components, added along the inheritance hierarchy.

If something is wrong up there in the more basic levels of hierarchy, and it does not show to be bugged, but then somewhere down the hierarchy it does, you might not be able to fix that even if you know what the problem is.

That simply because you build a long hierarchy of code that rely on the bugged code to work. So not only you need to know how to fix the code, but you need to know how to do it in a way it does not change the whole other stuff you do that rely on that code.

So while it might seem to the amateur that not solving something means you dont know what the problem is, the people who are dealing with the problem have other things to think about other than “reading some google page and thinking they know everything”.

Game is not playable in this state.

Hard to be excited for Dune, if this is what we’re going to get.

See what I mean?

You just typed a mini novel rambling on about the basics of object oriented programming and class hierarchy and inheritance…

that entire wall of text translates to “the issue is somewhere in the base class…” (which is C++ and not supplied to modders as we know it)
:man_shrugging:

I’m not trying to be mean here despite some of my remarks being a bit sarcastic (for very good reasons)… but come on now… as for trying to do personal insults by calling me Elon Musk… aaaaaaaa

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Update did not fix this problem.

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This is not the same problem as previous versions, this is new and was introduced in chapter 3. There is 2 things happening when the bug is ‘active’

  1. Every player on the server falls through any kind of foundation and can ‘swim’ through foundations until it fixes itself
  2. During the bug the player cannot interact with any other inventory except their own.

The bug was first active for about 1-2 minutes but has increased duration lately, last time it was active for over 40 minutes on #1520

This makes the official servers broken and unplayable

This bug has absolutely NOTHING to do with previous bugs of this nature.

To me this looks like a server de-sync issue, probably caused by someone updating the network code and introducing a new bug. But I could be wrong because I have no evidence to support my theory.

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Yea, this is the current version of the bug.

Randomly player foundations/windows/roofs etc. stop functioning for all players and thralls/pets on the server for 1-2 minutes and we can go through them. It’s pretty fun vaulting through the windows mind you, but not being able to stand on a roof/floor is less fun. Also containers refuse to work. Not fun.

And then it randomly fixes itself without doing anything. Magic.

The bug is not related to server load or even restarts or logging in, I have seen it happen on an almost empty private servers at off hours where ping was extremely low (30ish ms aka the lowest I can get on that server). That server also has 2 automatic reboots per day. And everytime I saw this bug it was not on a fresh login, me and others had been playing for a while with no issue before it came, and went.

This is different from the old and common bug where you load in and find your thralls underground etc.

I have no clue what causes the bug and how to reliably reproduce it, I had one theory that when specific players with a massive/complex build log in they might cause a server wide desync but that would need testing and I might be far off the mark.

I do not understand why this is not a priority for fix. Not only things fall though the foundations and ceilings but there is two other bugs almost related to this. When you die during purge or during active combat in sizable base and respawn in it. It takes ages for things to “load in” including your corpse.

Another, more serious issue which I feel somehow related to this issue is walking though almost everything. I am not going to tell how to do it but right now it is extremely easy to cause a bug where you can just walk though walls, closed doors, foundations, roofs, you name it just by holding W. It is very easy to trigger this bug and I am baffeled how this is still in the game after hotfix because on officials people could abuse this thing to get into player bases.

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