big red bugs

fix pls
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Nicboone
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big red bugs

Post by Nicboone » 04 Mar 2017, 20:52

Bug Description:
Issues with beacons as SL. Kept saying I was inside, and not on the planet

Steps to reproduce:
1. go planetside on big red
2. use any beacon anywhere
3. freak out when your fellow players need strikes and supplies
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Nicboone
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Re: big red bugs

Post by Nicboone » 04 Mar 2017, 20:55

to add to this, some byond issues occured more than usual on this map- maybe just a high playercount....but I noticed after a crash and reload the game would continually crash. After 4 attempts to get in and insta crashing i gave up. This may be clientside as well, but figured I would add that
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chaplin
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Re: big red bugs

Post by chaplin » 04 Mar 2017, 21:04

Gonna leave this here, Hivelord's dig tunnel doesn't work on big red. Tried dirt everywhere on the map and even on wet grass tiles, no dice.
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Mattmaster77
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Re: big red bugs

Post by Mattmaster77 » 05 Mar 2017, 19:13

Leaving this here as well since there isn't an official thread.

There is an issue with the vents shown here: https://gyazo.com/b57c2a07403382ca597f7b0bdcc9f498
The pipe manifold isn't connected to the pipe to the south of it, and there is a corner piece it seems to the south of the manifold.
It's here in accordance with the rest of the map. https://gyazo.com/cf64c9ec51d45336f95a344a9bdd9c76

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Artouris
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Re: big red bugs

Post by Artouris » 07 Mar 2017, 16:18

I would hold off on actual weird placement of stuff mapping wise. Although stuff like beacons not working is alright. The map is undergoing major changes in terms of like pipe placements and stuff like that.
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Nicboone
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Re: big red bugs

Post by Nicboone » 07 Mar 2017, 17:38

Artouris wrote:I would hold off on actual weird placement of stuff mapping wise. Although stuff like beacons not working is alright. The map is undergoing major changes in terms of like pipe placements and stuff like that.
If you plan on testing this map more often, maybe a more official thread should rerplace this one- now that you know the few issues listed in this one. Excited for it though, that map is huge.
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Artouris
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Re: big red bugs

Post by Artouris » 08 Mar 2017, 00:01

Nicredax wrote:If you plan on testing this map more often, maybe a more official thread should rerplace this one- now that you know the few issues listed in this one. Excited for it though, that map is huge.
Yeah after this third iteration, there probably will be a offical thread for bug fixes. I've been writing down notes of whats been bugging out but stuff that pertains to stuff on the map such as pipe placement or weird signs floating out in the middle of a room should perhaps be delayed to the point where the actual map is sort of done. Since its like undergoing major overhauls every time its played. Just to give you a example:

Big Red V2.0:
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Big Red V2.1:
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As you can see massive changes. I mean there will definately be messed up map bits. But Im asking that it gets held off until the map sort of reaches its final form instead reporting right now since those aren't exactly expected to be permanent.
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TopHatPenguin
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Re: big red bugs

Post by TopHatPenguin » 25 Apr 2017, 01:42

Bumping this as we're now on big red and also that this bug is still an issue:
chaplin wrote:Gonna leave this here, Hivelord's dig tunnel doesn't work on big red. Tried dirt everywhere on the map and even on wet grass tiles, no dice.

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ZDashe
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Re: big red bugs

Post by ZDashe » 25 Apr 2017, 03:32

Bump. The supply beacon still doesn't work, but the OB works fine.
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Sailor Dave
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Re: big red bugs

Post by Sailor Dave » 25 Apr 2017, 20:35

There are two Colonist Ted Jarkas in engineering, the far east side. I thought that was pretty funny, but probably not intended:
► Show Spoiler

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Re: big red bugs

Post by Casany » 25 Apr 2017, 22:16

Sailor Dave wrote:There are two Colonist Ted Jarkas in engineering, the far east side. I thought that was pretty funny, but probably not intended:
► Show Spoiler
Twins given the same name
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

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ZDashe
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Re: big red bugs

Post by ZDashe » 07 May 2017, 05:17

There's an atmos issue inside the small power station room(SE of LZ2):
power_storage.png
You can tell by analyzing the air inside the room with generators as a ghost at round start.
Air_results.png
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Re: big red bugs

Post by Boredone » 10 May 2017, 23:27

So, this is pretty recent, with the hugger change just merged, but the medicine closets are invisible for some reason.
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There are supposed to be medicine closets all along the walls here, with the sink bein' the only empty tile next to the walls without a closet. But, you obviously can't see them. I confirmed with someone else in deadchat I wasn't the only one seein' them as invisible, so probobly not just me.

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Re: big red bugs

Post by ZDashe » 12 May 2017, 09:05

Mobs on the colony sometimes randomly accumulate Toxins damage. This can happen to people, but their liver usually removes the toxins. On a few occasion, this kills some of the spawned monkeys on the planet for no apparent reason, as they die of toxins and oxyloss damage.
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