Bethesda Investigates Shivering Isles Bug 54
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."
Broken script (Score:2)
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Re:Broken script (Score:4, Informative)
It is caused by the exaustion of IDs in the low 24 bits of the ID. The field was intended to roll over back to 0 since the majority of the IDs are only needed temporarily. Unfortunatly they bugged the implementation, failing to preserve the 8 high bits (normally FF) in all rollover cases thus generating much internal confusion.
The problem was exascerbated by the new guard scripts which really burned through the IDs fast.
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Either way it's sloppy. You should never have anything in your code that just keeps growing every time you run the code, unless you're keeping time or something...Because this issue is continuing after they stop and start the game...It's saving this crap on the hard drive somewhere, and that's just damn sloppy.
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Or you're simulating something which has the ability to just keep growing. It's not necessarily a memory leak if it's actually using that.
And by the way, if you are keeping time, note that we won't run into trouble for at least a few decades, by which point we'll all be on 64-bit, and it should be trivial to switch to a 64-bit integer for timekeeping.
News from the future... today! (Score:4, Funny)
Deja vu (Score:5, Funny)
Ha! (Score:1)
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
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Also, if you read the post right after yours, you'll see that this wasn't even the problem. The problem in the weird
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Prefixing, in my mind, is the wrong word for what they did...They started numbering at FF000000 or whatever, assuming it'd never roll over. So first off, that's just dumb. You should never start an incrementing counter from anything but zero...To point at your original argument, they used way the hell more space than they needed, because, in their minds, all they were ever going to need was FFFFFF, not FFFFFFFF.
Second, it's still a size issue.
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And you replied:
It's at this point I realize you are not really reading my posts. You must be reading them somewhat, but maybe "skim" is a better word. But this reply makes me understand why you're absolutely not getting what I'm saying about
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I understa
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This bug is clearly due to amaturish code.
Seen it Myself (Score:5, Informative)
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
Re:Seen it Myself (Score:4, Insightful)
You should never make the "size" of a variable part of it's identifying factor.
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That's just silly. People do this all the time for a variety of reasons (often for space concerns). Hell, IP address are just 32-bit numbers, and if the lower 8-bits of an address roll over, the address is in a different subnet. Sounds like a violation of your rule to me. And I'm sure I could come up with myriad other examples.
What you shouldn't do is make such an assumption *unreasonable* (obviously 1000 codes is ridiculousl
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The thing with IP addresses is that they don't just keep incrementing...There is a hard limit on how many you get, even for an internal subnet, though it's unlikely anyone would ever max one out. If they did just keep incrementing, the internet would flop because the system would be re-assigning addresses to different people all the time. As a semi-relevant aside,
Official patch (beta though) is available already (Score:3, Insightful)
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
Re:Official patch (Score:1)
As if I somehow was paid for something that should have been freely given.
Next time I leave out the link.
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fills up faster? (Score:1)
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http://www.uesp.net/wiki/Shivering:Reference_Bug#
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Hah, I used to collect arrows by dodging them. Probably another reason I hit the bug so early in the pre-expansion game. =P
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Guess that beats collecting arrows by NOT dodging them...
-l
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Bethesda and the Time Bombs (Score:2)
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I think it makes a big difference, but others don't think it makes as much of one. The main change is in outdoor areas - the Level-Of-Detail method for bringing foliage in from a distance is much smoother.
For the record, it still doesn't make things look quite as nice as the PS3, and
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I stopped playing Oblivion only a couple months after release because of this. I had (for the time) a relatively fast computer and I loved to collect and gather tons of herbs and junk. I started having this problem at around 200 hours into the game.
I always suspected that the amount of stuff I was collecting probably had some co-relation to the "slow animations" bug.
It was a very elusive sort of problem because nothing seemed t
Quick! (Score:2, Troll)
Oblivion = too many bugs... (Score:4, Insightful)
Re:Oblivion = too many bugs... (Score:4, Funny)
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Ummm, you do know that the XBox 360 version has the exact same bugs as the PC version, right? And at least on the PC, you can avail of an unofficial patch which includes about a 1000 bugfixes. No such patch for the XBox 360. I can't see why you think that console programming inv
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People are actually still playing this POS? (Score:1)
Makes me wonder... (Score:2)
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
Bethesda games have always (Score:2)
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.