• Regarding the bugs
    413 replies, posted
[QUOTE=garry;41699518]These are all bridges we'd have to cross when we come to them. When a problem like this comes up - we're asking ourselves.. why doesn't this happen in real life?[/QUOTE] But how long would it take to salvage somebody's home? Too short and it would be unfair to everyone, too long and it would not be worth it, I don't really like the idea at all until we get concrete structures, and once that happens, wooden structures will be reduced to a fast decay again most likely.
[/QUOTE]When a problem like this comes up - we're asking ourselves.. why doesn't this happen in real life?[/QUOTE] 1. It's a house. It's usually large, well-built.. and LARGE! 2. There are LAWS in real life. There's only guns in rust.. :P 3. People generally don't need to kill their neighbhors and take loot from their backpack. 4. People in rust.. don't really care about dying as much as they do in real life. 5. Vote Blaze for president...
You didn't get that right did you? Plus, you didn't even quote properly.
[QUOTE=BlazingSarge;41700947]*snip*[/QUOTE] If there was a rating for "missing the point" I would select that instead of replying. Bring back Bad Reading for the Rust subforum! :v: Now, to salvage this post, regarding decay... Would it be feasible to have Rust try to "intelligently" identify structures and determine their center of mass? The reason for this is, you could have decay work from the outside in, making it strategic for people to construct (if resources are available) a bit of a Matroshka nesting doll structure where the outermost walls decay away without completely compromising the whole structure by decaying the door to the main hallway away. Have a saferoom in the middle, then other walls and larger rooms around it and above it. As the structure decays, it becomes less defensible, but not instantly breached all the way through. Perhaps Rust could also try and be smart and recognize linear wall sections and dynamically snap them together into one collider until interacted with. This process would have to be reasonably efficient, and you'd of course want to put a delay on resetting to a group collider until players have finished interacting with the wall.
[QUOTE=elixwhitetail;41701033]If there was a rating for "missing the point" I would select that instead of replying. Bring back Bad Reading for the Rust subforum! :v: Now, to salvage this post, regarding decay... Would it be feasible to have Rust try to "intelligently" identify structures and determine their center of mass? The reason for this is, you could have decay work from the outside in, making it strategic for people to construct (if resources are available) a bit of a Matroshka nesting doll structure where the outermost walls decay away without completely compromising the whole structure by decaying the door to the main hallway away. Have a saferoom in the middle, then other walls and larger rooms around it and above it. As the structure decays, it becomes less defensible, but not instantly breached all the way through. Perhaps Rust could also try and be smart and recognize linear wall sections and dynamically snap them together into one collider until interacted with. This process would have to be reasonably efficient, and you'd of course want to put a delay on resetting to a group collider until players have finished interacting with the wall.[/QUOTE] Alright, sorry. Yes. Back onto the point of the current decay problem. Having buildings become a single collider until interacted with might be slightly complicated to do, right? Because your making interchangable entities, i.e a doorway.. into a single object instead of pillars, doors, etc. I've seen this done on a smaller scale in strategy games to conserve memory usage awhile back.. Never in a 3D game like rust.
Well, you'd probably not want to aggressively convert [I]doors[/I] into bunched colliders (i.e. multiple colliders converted into one) unless you really, really were straining to keep the server from hitting the limit. But stretches of wall can be abstracted into long mostly-flat panels controlled by a single collider/hitbox until it becomes important to affect a single object making up that wall. i.e., attempting to blow a hole through one section with charges would require the engine to unlink the wall and allow the wall being attacked to be its own collider. At that point, you could then re-abstract the wall on that side to be two larger wall collider bunches, and then the individual colliders being affected by the attacking players. This sort of dynamic switching could be powerful, or it could lag the entire server to hell and back from updating and grouping colliders every time a stray bullet trace hits a piece of wood, anywhere. I really have no idea how Unity implements collider management.
Kinda buggy not sure if its intentional recently when i've been attempting to gather from wood piles i very occasionally seem to hit myself with my pickaxe, its weird.
[QUOTE=potatospirit;41709682]Kinda buggy not sure if its intentional recently when i've been attempting to gather from wood piles i very occasionally seem to hit myself with my pickaxe, its weird.[/QUOTE] My guess you're dying of hunger.
The fulll wipe seems to have affected the settings menu. It can't be accessed anymore. People in the chat have also reported issues with campfires not working.
The server is back up but i cant do anything at all. Im sort of a ghost that cant even take the hatchet out what is this?somebody help me my nickname is The_french_guy
[QUOTE=Strelo;41721266]The fulll wipe seems to have affected the settings menu. It can't be accessed anymore. People in the chat have also reported issues with campfires not working.[/QUOTE] Maybe if y'all read the fucking changelog you wouldn't look this dumb. It says :[QUOTE]You need to hold down E to open fires.[/QUOTE] It also says:[QUOTE]Options Doesn't work.[/QUOTE]
[QUOTE=Owsen;41724055]Maybe if y'all read the fucking changelog you wouldn't look this dumb. It says : It also says:[/QUOTE] And maybe if you had fucking read the fucking timestamps you would have fucking realized that my fucking report preceded the fucking changelog. Fuck.
[QUOTE=Strelo;41724316]And maybe if you had fucking read the fucking timestamps you would have fucking realized that my fucking report preceded the fucking changelog. Fuck.[/QUOTE] It fucking doesn't display the fucking minutes in your fucking post if the post is older than 1 fucking hour you dumbfuck. Fuck. You. End of discussion.
[QUOTE=Owsen;41724874]It fucking doesn't display the fucking minutes in your fucking post if the post is older than 1 fucking hour you dumbfuck. Fuck. You. End of discussion.[/QUOTE] Oh, so you want to fucking count the minutes, seconds and fucking milliseconds now, Mr. bean-fucking-counter. Here's what you don't fucking know: The fucking timestamp on playrust.com does not fucking refer to the fucking time published but the fucking time created. So the fucking announcement you think was fucking posted at around the same fucking time I made my fucking post at, was actually submitted a few fucking hours later. But I am sure that doesn't satisfy your meticulous fucking need for accuracy, yet. Well, in that fucking case just hold your fucking horses until the next time the fucking clock turns to the full fucking hour and observe which fucking counter goes up first. The one on my fucking post or Garry's fucking blog entry. Please report back with the fucking results. [highlight](User was banned for this post ("Shitpost" - Craptasket))[/highlight]
[QUOTE=korpijeesus;41710500]My guess you're dying of hunger.[/QUOTE] I can assure you I wasn't dying of hunger. I had at least 1500 on the hunger bar and no radiation. Furthermore the hit from it was 60 damage about equivalent to what a pick axe hits I'm pretty sure.
When I try to login - I get the message " You are already logged inn to another server"
[QUOTE=Jammal;41727517]When I try to login - I get the message " You are already logged inn to another server"[/QUOTE] You probably bought an account that the seller sold to several other people.
I cant login to server. I get massage "you are already connected to another server" It was after sing out.
No, I did not buy an account- I am the only owner of it
i am getting the same issue, says i am logged into the server. happened just after the game engine crashed, changing browser used to fix it now its not. i am the only owner of the account.
Plus, the Event log if Frozen since 5 hours... and if I try to login I always get the same message : " You are already logged in to another server"... WQhen I look at people online playing, I can see my name as well.. BUT I am THE ONLY OWNER OF THIS ACCOUNT... so something is wrong here
The game is saying * Failed to recconect, retrying in 10 sec* and it keeps so .... I've played it 3 times, then it just begin this :pwn:
Server is down
and when its coming back ?
[QUOTE=Cdds123;41747817]and when its coming back ?[/QUOTE] Eventually, be patient.
[QUOTE=Owsen;41747837]Eventually, be patient.[/QUOTE] Well ,Ty , i though i would never play Rust more :smile:
So strelo is banned yet he was replying to this [QUOTE] It fucking doesn't display the fucking minutes in your fucking post if the post is older than 1 fucking hour you dumbfuck. Fuck. You. End of discussion. [/QUOTE] Owsen reply.. Not sure that makes any sense. Anyway it was reported but structures built on hill tops / angled are prone to being glitched into the foundation. [highlight](User was banned for this post ("This isn't the place to discuss bans" - Craptasket))[/highlight]
I have a really bad glicth with a metal door. It now opens in the wall (not every door) so basicly i have to blow it up and put a new one because the door is just in the wall... someone fix that!:D in my house those 4 doors that doenst work are very important)you basicly can go on the second floor like that;(
I kinda stopped following the updates after getting bored of being M4'd and I tried playing again today. Is it normal that blueprints dissappear from your inventory after you use them or is that some kind of a glitch?
[QUOTE=karpik232;41751990]I kinda stopped following the updates after getting bored of being M4'd and I tried playing again today. Is it normal that blueprints dissappear from your inventory after you use them or is that some kind of a glitch?[/QUOTE] Yes that's normal. They can only be used once.
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