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keithvsmith

Posted

So, I want to point out the latest Oxide Update is what's breaking the save file and stuff not showing up. I had the older version installed and my saves worked until i decided to update it. Also, the Green Door for the Recycler and the Recycler itself both disappeared. I quickly backed up the save, restored to older version of Oxide and everything went back to the way it was before. My base is back, stuff is showing up again, but the green door and its button inside the room is still broken. I think the version of Oxide I am running is from October 20th, as that's the date marked in Windows. I am going to test the October 25th patch and see how that one works.

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keithvsmith

Posted (edited)

Never mind, looks like all of the "history" is Linux builds only for some reason. Also, crates and some barrels fail to respawn while other barrels and those small toolboxes spawn like every 5 minutes. Either way, something is definitely broken with Oxide causing problems with this map.

Edited by keithvsmith
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LazyPVE

Posted

Same after updating rust/oxide withthe free version.

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mofokk

Posted

Bugger!  I even tried the 1.4 version of the map. i'll post this on the off chance it helps identify something. I don't recall the same message from 1.6 but could be wrong.

 

Error loading save (server/identity/UKoR6Kv1.0.4.230.sav)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

NullReferenceException: Object reference not set to an instance of an object

at NPCPlayerCorpse.PreDropItems () [0x00006] in <6bdd0f2aa91540b0817851fabb5dde07>:0

at LootableCorpse.DoServerDestroy () [0x00006] in <6bdd0f2aa91540b0817851fabb5dde07>:0

at BaseNetworkable.DoEntityDestroy () [0x00026] in <6bdd0f2aa91540b0817851fabb5dde07>:0

at BaseNetworkable.Kill (BaseNetworkable+DestroyMode mode) [0x00033] in <6bdd0f2aa91540b0817851fabb5dde07>:0

at SaveRestore.ClearMapEntities () [0x00034] in <6bdd0f2aa91540b0817851fabb5dde07>:0

at SaveRestore.Load (System.String strFilename, System.Boolean allowOutOfDateSaves) [0x0012f] in <6bdd0f2aa91540b0817851fabb5dde07>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

SaveRestore:Load(String, Boolean)

ServerMgr:Initialize(Boolean, String, Boolean, Boolean)

<StartServer>d__19:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

 

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keithvsmith

Posted

Checked with today's patch and map is still broken. Saves still not working, shelves and doors not loading, etc. 

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mofokk

Posted

I had the old 1.0 version saved on my Dropbox. Even that is broken in the same way, considering that version's got much less going on than the current one, it does seem to be a fundamental issue with the map.  I'd bin my current map in an instant if this gets fixed. Really hope 808 Designs can sort it.

  • Like 2
keithvsmith

Posted

6 hours ago, mofokk said:

I had the old 1.0 version saved on my Dropbox. Even that is broken in the same way, considering that version's got much less going on than the current one, it does seem to be a fundamental issue with the map.  I'd bin my current map in an instant if this gets fixed. Really hope 808 Designs can sort it.

Yeah, I agree, I paid for the premium version and understand that an update broke stuff, but the map is basically useless if stuff isn't spawning properly, and a server restart wipes everything. 

  • Like 1
8o8 Designs

Posted

I'm in the process of dismantling the map and testing as I do. I have no clue what's causing it but I will find out eventually 🤷‍♂️

  • Like 4
8o8 Designs

Posted

Well.. It's 100% a prefab because when I wiped the entire map of prefabs and just keep the topology and splat, it works fine. I'm still in the process of clearing prefab groups and also deleting sections of the map, but time is an issue nowadays. I do what I can, when I get a minute spare. It's looking promising though! A fix is possible, I just have to comb through all those prefabs.. and there's a lot 🤦‍♂️

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8o8 Designs

Posted (edited)

I think I have it!!! 😄

Edit: I guess not.. Back to the drawing board!

Edited by 8o8 Designs
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mofokk

Posted

Wharra tease, Saw the new comments and got excited 🙂

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keithvsmith

Posted (edited)

I think it might be something to do with the loot crates. The toolboxes and some barrels respawn, but none of the crates are not, most of the barrels are not, there's a pallet on the crane in Cobalt Harbor, it despawns after time and never comes back. The green door in Cobalt Harbor is broken. 

Edited by keithvsmith
  • Like 1
8o8 Designs

Posted

2 hours ago, mofokk said:

Wharra tease, Saw the new comments and got excited 🙂

I was excited too! 😁 Now i'm gutted again..

8o8 Designs

Posted (edited)

51 minutes ago, keithvsmith said:

I think it might be something to do with the loot crates. The toolboxes and some barrels respawn, but none of the crates are not, most of the barrels are not, there's a pallet on the crane in Cobalt Harbor, it despawns after time and never comes back. The green door in Cobalt Harbor is broken. 

I'll try a version with all barrels and crates deleted 👍

Also, after a restart, it's pretty much wrecked regarding rustedit ext dll features. All IO is wrecked.. custom loot respawns too

Edited by 8o8 Designs
  • Like 1
keithvsmith

Posted (edited)

1 hour ago, 8o8 Designs said:

I'll try a version with all barrels and crates deleted 👍

Also, after a restart, it's pretty much wrecked regarding rustedit ext dll features. All IO is wrecked.. custom loot respawns too

I hate to say it, but it might require rebuilding all of the custom prefabs, AKA, deleting all of the loot container and replacing them, replacing the key card doors and anything like that with fuses, etc. I noticed even my RustEdit has had a few updates and I assume this update must have broken some paths or something in the backend. I am just guessing. My suggestion would be test with a blank map and just 1 prefab, ex. cobalt harbor, and try replacing all of the loot containers and the key card door and test it with just that one rebuilt prefab to see if it works.

Edited by keithvsmith
  • Like 1
keithvsmith

Posted

Oh, and one for the train cars in Cobalt Harbor wasn't loading, the one with a Low Grade/Oil barrel on it. The barrel just loads floating in the air.

  • Like 1
8o8 Designs

Posted

Update: I tested with all the loot removed and it still failed. 

I'll try deleting all the IO electrics next.

  • Like 1
keithvsmith

Posted (edited)

So, I noticed something interesting today that I haven't seen before. Those shelves in the warehouses in Cobalt Harbor. When I looted the crate, the shelve got destroyed.

EDIT: I think the loot not respawning and maybe the doors not working may be a clipping issue. Those crates that weren't respawning before now are that the shelves broke after I looted them the first time. 

Edited by keithvsmith
  • Like 1
8o8 Designs

Posted (edited)

Thanks for the info Keith 👍

Are these issues after a restart or a fresh wipe? I don't see any issues after a wipe, but once restarted.. it goes tits up 🤷‍♂️ 

I've removed Scotland, Ireland and England/Wales and tested separately and the problem persists. Im almost certain its a group of prefabs so I will continue to dismantle the map by removing wholoe groups of prefabs and then test. Just a matter of time till I find it.  

Edited by 8o8 Designs
  • Like 1
keithvsmith

Posted

This was after a full wipe, I deleted everything, BP/sav/map/etc. It's weird, it's the first time I've seen this happen and I've done a few complete wipes like this. Previously, the shelves didn't break, and the loot wouldn't respawn, but this last time, the shelve broke as soon as I looted the containers and ONLY those loot containers on those shelve will respawn, some shelves didn't break and those loot containers still fail to respawn. I'll do a few more full wipes and see if I can get it on video.

  • Like 1
8o8 Designs

Posted

Thanks for the effort Keith

I'll look into replacing all shelves with one type. I suspect some prefabs aren't correctly spawning because there's some prefabs that have duplicates with the same or similar names. I always used the ones with the longest draw distance to avoid pop up with graphics loading in, but that could well be the issue. Same with concrete barricades and sandbags.

  • Like 1
8o8 Designs

Posted

I have narrowed it down to 7 things removed/replaced on the last test version. Tested 3 times and it works perfectly, so I'm pretty sure I will have it fixed today. Just need to narrow down this list of 7 prefab groups. Half are useless prefabs, a couple were London outpost scientist spawners and the other was replacing shelves with shelves 300

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8o8 Designs

Posted

Well I'm 99% sure it's fixed 🙂 I will test again now I'm home and upload if all goes well.

  • Like 1

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