Bethesda Investigates Shivering Isles Bug
Gamespot reports on a glitch in the recently-released Shivering Isles expansion to Elder Scrolls IV: Oblivion. It's unclear at this time if the Xbox 360 version of the title also has it, but on the PC side of things a game-breaking snafu can arise after 50-120 hours of gameplay post-Isles installation. "The bug apparently starts affecting the game as soon as the expansion pack is installed for the PC version of Shivering Isles. The problem arises because the game generates a huge number of identification numbers internally for objects, and once the allotted space for those numbers becomes exhausted, newly created objects will disappear from the gameworld and the game could simply crash ... It appears that the more frames per second the game runs at, the faster that space of identification numbers fills up."
Seems it's a broken NPC script with 6 of the new additions (all generic guard characters, amusingly). Time to move to 64bit? :-P
Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
This happens in World of Warcraft: The Burning Crusade as well. It occurs when a character casts too many beneficial spells in a short period of time. Blizzard is reporting that it is a Buffer overload.
"By the time they had diminished from 50 to 8, the other dwarves began to suspect 'Hungry.'" -Gary Larson
Hey, this kinda reminds me of the time Slashdot hit the comment limit in its database.
Reviewing just the first hour of video games.
So the number field they chose to represent the key for these objects was too small, so after a period of time it fills up and causes unstable behavior?
Who says programmers never learned from Y2K?
I did some Y2K work in Y1.998K, and it's stuck with me...All my auto-numbering keys are as big as I can make 'em. Any number that grows, I figure out the largest possible size that number could be, and then put it in a datatype that's capable of hold a number at least twice as big.
Sure it's a waste of space, but on a small system, the performance hit is negligible, and on a large system, the odds are higher that they'll run out of numbers! When you try and optimize variable size in situations like this, you end up with problems like this...
ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
I'm armpit-deep in Oblivion these days, and Niner bought me the SI expansion for my birthday.
When I saw the announcement about the bug, I tested it for myself, and it is very real. Happily, there is a community-produced script patch that disables the problem.
Interestingly, the root cause of the problem isn't so much the broken scripts that consume ObjectIDs, but rather that some intelligence was baked into the ID instead of it being just a raw counter.
The ObjectID is prefixed with "FF" and the remaining bytes are the counter values. When the counter hits FFFFFFFF it rolls over, and the "FF" prefix no longer applies. *That* is the problem - the game code no longer recognizes the ObjectID as valid without the FF prefix.
It seems that the code that generates the next ObjectID is smart enough to skip IDs that have been assigned; hacks that reset the ObjectID counter back to FF000000 appear to do the right thing. If the counter had no prefix, the bug wouldn't affect the game - the counter would roll over, but any objects that had been around since the start of the game (with low ObjectIDs) would be properly skipped and all would be well. Unless you managed to have FFFFFFFF objects extant in the game world, there'd never be a way to run out.
Happily, my counter was at FF4xxxxx so my game save is OK. I feel for the guys who discovered they were at FFFxxxxx.
DG
Want to learn about race cars? Read my Book
so it fills up faster and crashes sooner the higher the fps? well then i should be able to play the game for about 500 hours cause i cant get more then 15fps in that game... :(
A tested patch is clearly only a short way away.
c hnotes12.htm
This story broke about 4 or 5 days ago... and the longer you put off patching the more likely the problem is to hit.
http://www.elderscrolls.com/downloads/updates_pat
This sounds almost like the Slow Animations bug that happens after roughly 200 hours of gameplay and has never been fixed. People playing on the PC can hack their saves to reset a 32bit float value to temporarily work around the problem, though those with the Xbox (and probably PS3 too) version of the game are SOL.
I feel strangely dirty...
;}
As if I somehow was paid for something that should have been freely given.
Next time I leave out the link.
You can say a lot about Bethesda, but their code have some amazing "features" sometimes, one would think they have learned by now. Take Battlespire (released in 1997 I think), playing that over a LAN and tradeing stuff had some interesting effects. Give another player a pair of boots, and they would recieve a spear, hilarious.
Somebody should submit this to http://www.worsethanfailure.com/
Ouch, Bethesda seems to be making a bad name for themselves with Oblivion, in terms of software bugs. I don't mean to "troll" but my girlfriend's game has been screwed up multiple times, including the health bar no longer increasing, or the game bugging in such a manner that a quest could never be completed. We searched forums and contacted support about these issues (among others), with no solution ever found. Luckily I haven't encountered such extreme problems myself, but I have noticed small bugs from time to time. Regardless, such showstoppers as mentioned above are pretty unbelievable for a $70+ game of such supposedly high stature.
i was cheating using player.additem
i thought it was becauze i was adding nirnroots 99999 of them
Bethesda has always made buggy games. I'm not saying the games aren't fun, but anyone who says they don't make buggy games is a liar. Ever heard of Redguard? They recalled it it was so buggy. I'm kinda surprised it didn't make it into the Wiki.
I liked the one where shooting arrows over water made it so you couldn't drop anything any more.
Took me a moment of "where the hell are the Shivering Isles and why is Bethesda Hospital involved instead of the CDC" before I realized what was going on.
Wow. It's a dumbed down, albeit pretty, game. It's hardly much of an RPG, and I got bored after 15 hours when I realised how utterly shallow and moronic the game was. The patronising inbuilt quest walkthrough comments and complete lack of choice is most situations is absolutely unbelievable. It's a crying shame the direction the current bunch of idiots at Bethseda, lead by Todd 'boobies' Howard, has taken the ES series. I loved Daggerfall, and Morrowind was pretty good - Oblivion should have taken the strong points of both instead of being dumbed down for the masses, even if it did make a large amount of money.
if Bethesda ever figured out the reason for the "Stutter Bug"?
Common factor seemed to be 200+ hours of gameplay and the animations for doors (fire, too) would
"Stutter" so badly in ruins it was impossible to do anything.
Thank $deity for the mod community and someone with a savegame 30'ish seconds before the bug.
Sounds very similar to this particular bug, but where I stopped playing was a month or so
after that bug was fixed by the mod community.
Several long continuous threads might still exist on elderscrolls.com.
(edit before post: and the disappearing items "fix" was to "take all" and place the items back one at a
time...thx a lot, Bsoft...how about a "Put all" button, or, "always keep this item".
Simple this to make the game less tedious/annoying.
(Ignoring the book shelf, display case perfectionists.
Yeah, yeah, I was one, too, to a degree).
Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
been chocked full of bugs, or hugh areas of nothing.
And I mean serious bugs. They should get a QA specialty consultant to go over there QA process.
They could be good games, but I know when I see a bethesda game there will be bugs that should have been showstoppers and will crash the game, if not the computer.
Exactly why I haven't picked up one of there games in a number of years.
The Kruger Dunning explains most post on