Re: Buglist
Insane lag near the enemy buildings (10-14k)
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086
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Insane lag near the enemy buildings (10-14k)
Crashing attempting to view PBS Log. Unable to view anything and click refresh may or may not have caused the crash.
Edit- Reproduced:
Upon Selecting a island (Neuhorn) it instantly crashes the client.
Fixed, patched.
Lemon wrote:Crashing attempting to view PBS Log. Unable to view anything and click refresh may or may not have caused the crash.
Edit- Reproduced:
Upon Selecting a island (Neuhorn) it instantly crashes the client.
Fixed, patched.
Confirmed. Working very smoothley
Is it known that intrusion SAP's come active and de-active at a rapid rate? (5 times a hour)
The T2-T4 EM-gun require a lot less materials the "slightly less" then before
Robots self-moving to the right after undocking
No keyboard problems on other applications. Relog and client restart doesn't solve.
Clear the key " Move right" and after set your key
Helped, thx
*UPDATED*
Noralgis incubators can be deployed, but do not show up on the terrain, so don't work. *FIXED*
Bug persisting from live, opening a observer/infestation, breaking lock by moving away and moving back, the npc's do not attempt to relock.
Facility upgrades/Energy backbones do not block passable terrain.
Buildings can be shot through *FIXED*.
Mining outpost can be repeatedly turned off and on again, and players in the area will recieve a buff
Able to dock up while pvp-flagged on alpha. Suppose that on beta too but didn't checked.
Every time someone jumps through an inter-island teleport everyone gets the teleporter option to jump to the place that person selected. When pushed, you get an error.
The t4 prototype enwar tunings have no different stats then regular t4 enwar tunings, unlike all other prototypes. As in, no reduced fitings or anything.
Every time someone jumps through an inter-island teleport everyone gets the teleporter option to jump to the place that person selected. When pushed, you get an error.
Actually it's been like this since it was introduced, with the exception of the error of course. What is the error?
Just an error that you can't jump through, teleport not found or so.
Is it actually supposed to give everyone on the server the jump option that you took?
Currently, it gives everyone on the server a pop up like that of a regular teleport with a single option.
Yes, it's intentional.
Can you give a teleport example where it gives an error? I tried but worked for me.
Have say 3 characters, one of which near an inter island teleport.
Only a single 1 has selected the inter-island teleport and jumps through.
Without any further action on their part a teleport option now pops up on the other 2 characters to the teleport where that first character jumped through using the inter-island teleport.
It's not a specific teleport, its every inter-island teleport.
Have say 3 characters, one of which near an inter island teleport.
Only a single 1 has selected the inter-island teleport and jumps through.
Without any further action on their part a teleport option now pops up on the other 2 characters to the teleport where that first character jumped through using the inter-island teleport.
It's not a specific teleport, its every inter-island teleport.
is that the same bug when that appears on all of our screens ?
Shaedys wrote:Have say 3 characters, one of which near an inter island teleport.
Only a single 1 has selected the inter-island teleport and jumps through.
Without any further action on their part a teleport option now pops up on the other 2 characters to the teleport where that first character jumped through using the inter-island teleport.
It's not a specific teleport, its every inter-island teleport.is that the same bug when that appears on all of our screens ?
That's the one I'm talking about.
Undocked with some empty terraform module and terrafrom charge in Cargo. When try to load nothing happens. Retry bring message that module is still reloading, but ther is no visual lafding nor show the charge up in the next 2 mins.
Edit propably crash on server/island? I can't finish lock either
If on deploy you will get on the tile closest to unpassable terrain under the building you will stuck.
is that the same bug when that appears on all of our screens ?
I fixed that today after a long session of "there must've been a reason why we did it like this."
is that the same bug when that appears on all of our screens ?
I fixed that today after a long session of "there must've been a reason why we did it like this."
It informs people of where they teleported too, but it's really annoying.
Must have been fun.
Unable to deconstruct building if it wasn't constructed first (just deployed and activated).
5 mins on PTS and already found several bugs:
Passable slope not updated, i can walk through some plants but cannot over some empty flat tiles
Defense turrets stripe color are not affected by corp setting
some defense turrets show up as holograms, and cann be walked throuth even though they are finished
everytime i lock back in, the network manager shows my turrets as not-connected, until i force a refresh by changing a connection anywhere
Defense turrets and repair nodes are not blocking enough terrain.
Missile turrets locking, but not shooting anymore
some defense turrets show up as holograms, and cann be walked throuth even though they are finished
I just tried a few ones and they worked - which ones are you referring to?
some defense turrets show up as holograms, and cann be walked throuth even though they are finished
I just tried a few ones and they worked - which ones are you referring to?
Yesterday I saw one turret like that east of "ATG Main Terminal" on Chalydor.
UPD: is test server closed already?
I think buildings placed when they had still bad blocking won't be updated when the blocking gets fixed in the model, you'd have to replace them.
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