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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190132 Posts in 11016 Topics by 18640 Members
Latest Member: MrCnR
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16  Off Topic / Chat / Re: Picture topic! on: August 19, 2018, 08:06:34 pm
Tjens?
17  Savage XR / Mapping & Modding Forum / Re: SUPPORT: Ask for mapping help here! on: August 12, 2018, 09:18:46 pm
Hello kllik,

I tried similar thing back then: http://www.newerth.com/smf/index.php/topic,7080.msg203103.html#msg203103

Only difference was that I used onInside (instead of onEnter)... and that resulted into a never ending explosion loop Cheesy

I'll try with onEnter next
18  Savage XR / Bug Reports / Re: Invisible walls and Infirmary on: August 04, 2018, 02:46:44 pm
Yes, and there has been this issue for a longer time:
Community Servers have bugged pinetrees

I wonder what could possibly bug maps just on Community server...
19  Savage XR / Bug Reports / Re: Altars can be built on steep walls on: May 27, 2018, 11:46:26 am
A bug which derives from this:

An altar / a cache built on steep wall sometimes slides down (much like f.ex. sensors do). But only the graphical model slides down while the actual physical and damageable model stays in place. So as the two models are separated, the physical model becomes invisible. If you look at the invisible model, you see its name so at least you know where to shoot to kill it  Smiley
20  Savage XR / Bug Reports / Altars can be built on steep walls on: May 14, 2018, 02:19:08 pm
The conflux seems to build altars on its left side. If there is a steep wall left to the conflux and you build an altar, it's built on the steep wall.

This can make it pretty hard for the enemy team to destroy such exploit altars.
21  Savage XR / Bug Reports / The worker exiting a transport inherits transport's angle on: May 14, 2018, 01:59:52 pm
If you move transport to a place where it's angled, and then use the "exit worker" ability, the worker will inherit the same angle and will look pretty silly  Grin

22  Savage XR / Bug Reports / Transport can climb certain props on: May 14, 2018, 01:47:30 pm
The transport can climb certain props such as moss stones, huts and aztec walls. Or pretty much any prop with an angled side.

I think this happens because the unit pathing system was made for thin workers. When a bulky transport follows the same unit paths and collides with a prop, it either stops or climbs the props because it can't go inside them.

This allows commanders to exploit intentionally or unintentionally.

See the images attached.
23  Savage XR / Bug Reports / Re: Destroyed gate is missing 3d models on: May 08, 2018, 05:11:02 pm
Okay, I saw a gate corpse now on the Community server so its not missing afterall. I guess it just often falls below the ground.
24  Savage XR / Bug Reports / Re: Stockade log walls bug worker pathing on: April 28, 2018, 06:57:50 am
Your map probably lacks some nav_floodfillpoint objects. Look it up, can't tell you how they work, map making eludes me.

like...
http://www.newerth.com/smf/index.php/topic,1527.msg26110.html#msg26110
I have tried those but they don't help in this case unfortunately. They add worker paths in places where worker paths don't exist. They cannot be used to remove unwanted worker paths.
25  Savage XR / Bug Reports / Re: Stockade log walls bug worker pathing on: April 27, 2018, 11:19:33 am
A screenshot from SavageBeard's dagger_island map. Red lines are drawn across a big building next to log fences.
26  Savage XR / Bug Reports / Stockade log walls bug worker pathing on: April 27, 2018, 10:28:39 am
These stockade wall props bug worker pathing near them. For some reason they draw forced worker path lines which will ignore the fact that they go through other objects.

See the image attached. Yellow lines are worker path lines. The ones surrounded with red are the troublesome lines which workers will follow and get stuck.

EDIT:
Same thing with log fences. Check second image.

I'm new to mapping so I don't know if this is already known... but it gave a lot of headache and spend hours in testing before I figured out what was the deal.

This might boil down to worker pathing code. I'm guessing it's the props though.

EDIT2:
For reference the old fences work fine. Check third image.
27  Savage XR / Bug Reports / Re: Destroyed gate is missing 3d models on: April 26, 2018, 12:10:20 pm
It's either all or nothing, individually removing isn't reasonable.
(There is a server setting to disable all the building destruction goodies.)
Ahh, I guess we have to bear with it if it's not that simple.

This is what gate corpse looks like:
https://youtu.be/NvXTF_tw15k?t=1m18s

Haven't seen it for a long time... but no idea for how long.
28  Savage XR / Bug Reports / Re: Destroyed gate is missing 3d models on: April 26, 2018, 11:54:36 am
IMO, they could be disabled since there is such a rare occasion players can even pick them up and since the 3d model is not finished. Only 4-player maps have 2 beasts by default. My initial reaction was that my Savage install is messed up and considered re-installing. I'm sure it's confusing to others too.


Not totally sure if gate's corpse is missing. The ground might eat it on angled terrain.
29  Savage XR / Bug Reports / Re: Destroyed gate is missing 3d models on: April 25, 2018, 04:26:33 pm
Destroyed gate is shown as question mark models lying on the ground.
Those are "Entropy"-resource bags.
Are they some new collectable drop? Gate pieces used to lie on the ground though as far as I remember.
30  Savage XR / Bug Reports / Destroyed gate is missing 3d models on: April 25, 2018, 03:51:23 pm
Destroyed gate is shown as question mark models lying on the ground. Other people on the server confirmed the same issue.

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