Naht fixed.
Some bugs with map loading. http://c2n.me/3pRDkEm
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Fostik
- Posts: 2521
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Map bugs.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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marvi
- Posts: 138
- Joined: Thu Feb 18, 2010 3:41 pm
Re: Map bugs.
It's an issue with the custom client.
(also, try to update client now, it should be fixed)
(also, try to update client now, it should be fixed)
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Entering cave, map remains on surface
Merged several of the "cave map still showing on surface" threads.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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mipmiopin
- Posts: 245
- Joined: Thu Oct 07, 2010 9:18 am
- Location: Neverland, White Perl refugee
Minetiles glitching visual bug
After this new juicy update i rushed in the mines to diggy a hole, and some dug tiles do not change their appearance.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Minetiles glitching visual bug
Update your client.mipmiopin wrote:After this new juicy update i rushed in the mines to diggy a hole, and some dug tiles do not change their appearance.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Gunner53
- Posts: 29
- Joined: Mon Mar 14, 2011 5:34 am
Re: Entering cave, map remains on surface
Yea I had this problem with the standard as well, but maybe the last patch fixed it? I have not had the problem since, but I am having some issues with loading the new maps when entering/exiting houses as well as caves.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Entering cave, map remains on surface
You are actually one of the primary causes of the current server lag, since your client is totally spamming the server with map requests. May I ask what client you are using?Gunner53 wrote:Yea I had this problem with the standard as well, but maybe the last patch fixed it? I have not had the problem since, but I am having some issues with loading the new maps when entering/exiting houses as well as caves.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Entering cave, map remains on surface
@Loftar: would it be reasonable to ask client builders to transmit client name and version (build timestamp) on connect to ease debugging of such problems (or for you to be able to deliver a message to all users of a certain client in case a problem with it manifests)?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Entering cave, map remains on surface
That would probably be helpful, but I don't expect custom clients to do that in actual practice. I imagine most authors simply won't even notice that they should change whatever the code says to their own ID string, even before they render it a conscious choice.Granger wrote:@Loftar: would it be reasonable to ask client builders to transmit client name and version (build timestamp) on connect to ease debugging of such problems (or for you to be able to deliver a message to all users of a certain client in case a problem with it manifests)?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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marvi
- Posts: 138
- Joined: Thu Feb 18, 2010 3:41 pm
Re: Entering cave, map remains on surface
Maybe instead of hardcoding it's better to add this info to the JAR's manifest during build?loftar wrote: That would probably be helpful, but I don't expect custom clients to do that in actual practice. I imagine most authors simply won't even notice that they should change whatever the code says to their own ID string, even before they render it a conscious choice.
To illustrate the idea, build.xml can be modified like this: https://gist.github.com/k-t/467535ea3f7c9364b832
Then all is needed is to set up proper environment variables on the build machine and pull this info from the manifest at runtime. At the very least it should help to determine whether client is custom or not, unless someone intentionally masks as such.