Author Topic: ► V12 Bugs  (Read 26070 times)

-regusnip-

That happens to me when I join a server. I just ignore it.

When I change maps it says the file name of the map instead of the map name.
Example:

Current:
Jasa changed the map to JasaSlateEdits

Should be:
Jasa changed the map to Slate Grass
Its been here for versions. I first saw it in v9

Whenever you go to a server and then start a single player game, if you look at the player list, the server name is the name of the last server you were on.

Whenever you go to a server and then start a single player game, if you look at the player list, the server name is the name of the last server you were on.
In V12 Explained, it says when you host a server after being on one, the Player List name does not update. This is only a cosmetic issue; it does not affect gameplay.


Can you give a scenario where I can duplicate this?  I am not seeing this as a problem.
I beleive you can see this by firing the bow at a wall at point-blank range. It's most annoying when you're walking backwards and shooting at following zomies.

I beleive you can see this by firing the bow at a wall at point-blank range. It's most annoying when you're walking backwards and shooting at following zomies.
Or a gun.

Anyone else having your brick colors stretch way past your brick?

Probably already mentioned, but I'll post it anyway:
The Spray Can and FX Can cannot paint non-raycasting bricks. A datablock option like "collideWithFxBrickAlways" (similar to "collideWithPlayers" for the Radio Wave) would be helpful. Perhaps even a field where you can enter several type masks? (e.g. $TypeMasks::PlayerObjectType | $TypeMasks::StaticObjectType | $TypeMasks::VehicleObjectType)

We have $TypeMasks::FxBrickObjectType and $TypeMasks::FxBrickAlwaysObjectType, but yes we should probably be able to paint non raycasting bricks.

We have $TypeMasks::FxBrickObjectType and $TypeMasks::FxBrickAlwaysObjectType, but yes we should probably be able to paint non raycasting bricks.

Yeah, Badspot had some idea for revamping the paint system, but I haven't heard him talk about it since v9.

We have $TypeMasks::FxBrickObjectType and $TypeMasks::FxBrickAlwaysObjectType, but yes we should probably be able to paint non raycasting bricks.
Yeah, that's the kind of thing I meant - choosable typemasks for a projectile with those as options. You can already do it with raycasts but not projectiles.

Yeah, that's the kind of thing I meant - choosable typemasks for a projectile with those as options. You can already do it with raycasts but not projectiles.
Ah alright, I'm sorry I misunderstood.

In my server, I went over the max emitters/lights limit, so I bumped it up to 200 in RTB.  It then told me i was over the limit after just trying to put down one more light.

Is this a problem with RTB or BL?
think you have to restart server for it to take efevt i have no idea why

We have $TypeMasks::FxBrickObjectType and $TypeMasks::FxBrickAlwaysObjectType, but yes we should probably be able to paint non raycasting bricks.
So basically give the paintcan properties of other tools?

So basically give the paintcan properties of other tools?
Sort of. The Spray Can fires a projectile - it takes time to travel from when you fire it so it lines up with the spray clouds effect. The Hammer and Wrench use instant-hit raycasts which can hit non-raycasting bricks: a projectile currently cannot do this.