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Everything posted by Bxrflip
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- 29 comments
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- #map
- #synecdoche
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oh, that's interesting! Does it reverse when crossing roads on procedural maps? The issue must be that the railroad crossing prefab in those locations is causing it to think that it hit an obstacle or something. I don't want to remove them from the base map because they look pretty, but they aren't functional. You can delete them in rustedit and the tracks and everything will work fine. However, at the triangle track intersection you might have issues there since those are prefab-based tracks. Hmm. I'll work on replacing the unnecessary prefab pieces with path tracks, since that should be done for functional reasons. You might also have issues with the bridges and tunnels, but those kinda can't change because there's just no way around it to make that work and still have tunnels. You should report this to the plugin creator; tell them that the collision detection is too sensitive on prefab clearance and explain that maps need to have prefabs that will be at rail height to make things like bridges work, as well as using rail prefabs for switches and stuff.
- 29 comments
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- #map
- #synecdoche
- (and 8 more)
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- 29 comments
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- #map
- #synecdoche
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Thanks! I'll take a look and let you know.
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I see; The trees are procedurally generated on this map. I think maybe this is a graphics glitch on the client it was captured on. Like maybe using the debug camera far away from the player, or maybe an invisibility plugin?
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Changed Status from Pending to Work in Progress Changed Fixed In to 2.2.1
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Thanks for reminding me! I'll get them fixed in the next patch
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Changed Status from Pending to Fixed Changed Fixed In to 2.2.1
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Changed Status from Pending to No Response Changed Fixed In to 2.1.123
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Changed Status from Pending to Fixed Changed Fixed In to 1.7.37
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- 29 comments
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- #map
- #synecdoche
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ok, I can help with that! I prefer to communicate through discord; you can find the invite link to my discord community by typing bxrflip.gg into your browser url. It will redirect to the invite link. What hosting provider are you using for your server? Are you hosting dedicated on a panel like pterodactyl? What software are you using? How are you hosting the map file? (dropbox, mapstr, etc.)
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- 29 comments
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- 1
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- #map
- #synecdoche
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- 29 comments
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- #map
- #synecdoche
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yeah, on Synecdoche, those labels were only used to show the name of the map in the corner, there are no custom monuments that require labels on Synecdoche. I will include the map name in the coming update tho
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what labels are you referring to?
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- 27 comments
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- #copter
- #helicopter
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Hey, I just checked this and I'm not able to replicate the bug. can you tell me more about your server, maybe send me a log and a list of all the other plugins your running?
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oof, that's not good. I'll check it out rn
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Possibly! tbh I hadn't studied how the barrel spin works, and didn't think it mattered, but I'll check it out!
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Howdy! Thanks for letting me know, I just pushed the fix! There is a global setting that disables the individual weapon permissions by default, called: "DisablePermissionCheck" If you set that to false, then players will only be able to use weapons they have permission to use
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- 27 comments
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- 1
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- #copter
- #helicopter
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- 27 comments
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- 1
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- #copter
- #helicopter
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