Map bugs

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Infernus
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Map bugs

Post by Infernus » 18 Oct 2015, 13:41

Bug Description:
There are many misplaced or missing objects after the security update.

1. Duplicate pipe under cryo pod. FIXED
2. Missing 1 firedoor and 1 blastdoor in security under front window. FIXED
3. All 4 regular windoors in security gives out runtime errors upon round start. Probably a typo with variables when you mapped them. FIXED. it was because the floor was plating apparently...
4. Missing power cables for bridge APC (under commander's carpet) and cargo department APCs (under engineering tool locker and wall next to it). Possible more missing wires. FIXED
5. Firelocks on security walls -- I don't see this anywhere???
6. Isolation flash button is actually a door button. It needs a special button for flashers FIXED

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Infernus
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Re: Map bugs

Post by Infernus » 18 Oct 2015, 14:55

7. MP start locations are missing. FIXED
8. There is an invisible computer just above the security window, in the hallway. FIXED

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WyattH
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Re: Map bugs

Post by WyattH » 18 Oct 2015, 18:30

Here's one of the missing wire sections by the CO office
capofficewire.png
FIXED
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WyattH
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Re: Map bugs

Post by WyattH » 18 Oct 2015, 18:53

Here's the missing wire section for the engine SMES
wireSMESengineering.png
FIXED
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WyattH
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Re: Map bugs

Post by WyattH » 18 Oct 2015, 18:55

Here's the missing wire sections for the engineering APC as well as the wire leading into cargo for their power that should go through the wall
wireAPC_cargo.png
FIXED
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WyattH
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Re: Map bugs

Post by WyattH » 18 Oct 2015, 19:01

Here's the missing wire section for the north solar SMES in briefing
wireSMESnorthsolar.png
FIXED
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Mitchs98
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Re: Map bugs

Post by Mitchs98 » 18 Oct 2015, 22:13

Not sure if it's related, but for some reason SL's have full access to Req. Which..doesn't make much sense by far.

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apophis775
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Re: Map bugs

Post by apophis775 » 19 Oct 2015, 05:12

I've edited the posts and marked:

FIXED

Next to what I've repaired.

The wiring, was not my fault. For some weird reason, when I got the map, all of the left-right yellow wiring was gone. I thought i had replaced it all.





Let me know if there are any more issues.

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Infernus
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Re: Map bugs

Post by Infernus » 19 Oct 2015, 08:42

"5. Firelocks on security walls -- I don't see this anywhere???"

You must of fixed it with that spawn point fix push. There were 2 firelocks on the wall in the security hallway.

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apophis775
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Re: Map bugs

Post by apophis775 » 19 Oct 2015, 17:10

Didn't see them.

I DID however, discover the culprit behind all the wire shenanigans.

Apparently, byond crashed while saving/compiling on the remote, and when it did, i removed all references to the east-west running wires from the map, as well as added some random other objects around. It happpened again last night once, but it instead replaced all "empty space" tiles, with tiles that were empty space, but contained commander armor.

We have to be super vigilant, if byond crashes during a compile, make sure you double-check everything.

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Infernus
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Re: Map bugs

Post by Infernus » 20 Oct 2015, 11:22

Runtime error of windoors is still here, and I found out why. You set the access value to the wrong var.
You placed it in req_access, while it should be in req_access_txt

Liek dis:
(E) (C) (M) req_access = null
(E) (C) (M) req_access_txt = "3"

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Infernus
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Re: Map bugs

Post by Infernus » 16 Jan 2016, 13:00

Mostly fixed.

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