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Everything posted by badgyver
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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- 2 comments
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- #umbrella
- #umbrella corps
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(and 55 more)
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- #umbrellacorps
- #umbrella corporation
- #umbrellacorporation
- #resident evil
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The new update is available. Have a great day.
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Hi, thanks for the report. All the errors you describe are issues with the map editor; the NPCs are designed to appear by default, but the map editor sometimes doesn’t save the data properly; the ceiling height is designed so a player can walk underneath it, but the problem lies with the navmesh, and even the map editor itself has a bug with the NPCs: sometimes it doesn’t save the NPC type and replaces it with a random one. These are just some of the bugs in the map editor. Give me a few hours, and I’ll include a patch to fix these issues, because no matter how many times I fix them in the map editor, the errors might still occur.
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I just verified that the map is correct; the error is in the RustEdit DLL extension. Additionally, several people have already reported this and a few other errors, so we'll have to wait for the developer to release a new update for the RustEdit DLL extension.
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As soon as I receive the Rust update and it's available in RustEdit to fix the issue, I'll take care of it—don't worry.
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That's understandable; let's wait a couple of days for RustEdit to update and fix the error. Also, I should mention that I'm from Spain and I haven't even received the Rust update yet, but as soon as RustEdit updates, I'll fix it. Thanks for letting me know.
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- 4 comments
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- #thedayaftertomorrow
- #the day after tomorrow
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(and 40 more)
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- #rustedit
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- #custom monument
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- 4 comments
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- 1
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- #thedayaftertomorrow
- #the day after tomorrow
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(and 40 more)
Tagged with:
- #thedayaftertomorrow
- #the day after tomorrow
- #movie map
- #moviemap
- #map
- #custom
- #custommap
- #custom map
- #rust
- #rust map
- #rust edit
- #rustedit
- #apocalypse
- #apocalypse map
- #custom monument
- #custom prefab
- #snow
- #snowmap
- #jungle
- #helitower
- #arena
- #dome
- #zipline
- #trainstation
- #station
- #pve
- #pvp
- #roleplay
- #oxide
- #carbon
- #facepunch
- #steam
- #jungle biome
- #world 2.0
- #buildarea
- #build area
- #skyscraper
- #city
- #puzzle
- #parkour
- #tower
- #apartment complex
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I just checked and rustedit has the HQM resources—as I told you, it should have them. Plus, the extraction map was updated a few days ago, so it should detect the new resources.
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Hi, it should be automatic, although, in any case, it's not up to me. The question is whether RustEdit already has that feature built in; I'll check, but I have a feeling that the new mineral resources should appear when the map loads. In any case, I'm working on releasing my own DLL extension for all my maps, which will fix many serious bugs in RustEdit.
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A new update is available. I'm sorry for the inconvenience. The error was a classic RustEdit bug that duplicates objects when the map is edited. Thank you for reporting it, and have a great day.
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I'm sorry you were disappointed, but this happens with all custom maps: every time Rust is updated, something breaks in the custom maps. I'll look into it.
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Thank you for your purchase and for letting me know; I'll look into the error right away.
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I'll take a look at it in a few hours; in the meantime, I recommend that you use this plugin:
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I'm running the final tests; I need to make sure everything works properly. The editor will be available to everyone.