While visually different many of these HUD bugs seem to be converging on the same thing. The latest effect I've been on the recieving end of is the map and compass spinning around wildly. Walking in a perfectly straight line evened so that the map and compass where rotating at a fixed speed - adjusting throttle or looking around would then throw the rotation spinning again.
Combined with seeing what seem to be map coordinates being plastered over the mech name and even above the compass (in one match the compass direction number was replaced by a long string of coordinates and values seperated by |s) it seems like you have an ever growing race issue when setting up the UI elements in CryEngine during match initialization.
Something, either from your code or a process in CryEngine that is maybe not well documented or buggy, is modifying that list in another thread. The more HUD elements you throw on, the more space there is for the two threads to collide on and screw up the link between view and model, leading to the wrong data being linked (crazy behavoir) or it just pointing right off the end of the list (WWWWWWWWW). It's obvously been around for a long time, maybe even from the first public beta, there was just less going on so it was a million to one to trigger it. This bug will get worse every time the UI is enhanced until the root bug is fixed, either in MWO's code or by isolating what part of CryEngine doesn't work as advertised.
Map/compass Orientation Bug
Started by ArcDemon, Apr 29 2013 09:24 AM
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