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Revision 1020 deconstructing bug
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Topic: Revision 1020 deconstructing bug (Read 1775 times)
Scam
Turrets: +1/-2
Posts: 27
Revision 1020 deconstructing bug
«
on:
October 01, 2007, 09:01:31 PM »
I downloaded revision 1020 of tremulous' source, applied benmachine's backport to it and compiled QVM and tremded. As I started the server, everything worked perfectly until I tried to deconstruct a building. It didn't get deconned immedetiately.
After building turrets etc., I reached BP limit. After this, when I build another turret the building, which I deconstructed before, disappears. How to fix this?
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waflz
Guest
Revision 1020 deconstructing bug
«
Reply #1 on:
October 01, 2007, 09:28:12 PM »
set g_markdeconstruct 0;echo you have a tiny penis
// in server console, not client
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next_ghost
Turrets: +3/-6
Posts: 892
Re: Revision 1020 deconstructing bug
«
Reply #2 on:
October 01, 2007, 09:29:30 PM »
Quote from: "Scam"
I downloaded revision 1020 of tremulous' source, applied benmachine's backport to it and compiled QVM and tremded. As I started the server, everything worked perfectly until I tried to deconstruct a building. It didn't get deconned immedetiately.
After building turrets etc., I reached BP limit. After this, when I build another turret the building, which I deconstructed before, disappears. How to fix this?
It's not a bug, it's a feature.
Code:
g_markdeconstruct 0
Logged
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.
waflz
Guest
Re: Revision 1020 deconstructing bug
«
Reply #3 on:
October 01, 2007, 09:34:59 PM »
Quote from: ""
Quote from: ""
I downloaded revision 1020 of tremulous' source, applied benmachine's backport to it and compiled QVM and tremded. As I started the server, everything worked perfectly until I tried to deconstruct a building. It didn't get deconned immedetiately.
After building turrets etc., I reached BP limit. After this, when I build another turret the building, which I deconstructed before, disappears. How to fix this?
Quote
Code:
It's not a bug, it's a feature.
Code:
g_markdeconstruct 0
Logged
benmachine
Turrets: +99/-76
Posts: 915
Revision 1020 deconstructing bug
«
Reply #4 on:
October 01, 2007, 09:46:45 PM »
In order for markdecon to make any sense, it's probably a good idea to use the cgame you compiled as well, otherwise you won't be able to see which buildings are marked. Even then, you might lack some assets which I believe aren't in SVN but you may be able to acquire from tjw's server pk3.
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b
en
machine
Odin
Spam Killer
Turrets: +113/-204
Posts: 1764
omgwtfbbq
Revision 1020 deconstructing bug
«
Reply #5 on:
October 02, 2007, 12:23:00 AM »
I think the game should tell you you've marked the structure for deconning by throwing a non-interactive text infobox on the screen, so dumb people know what's going on.
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Scam
Turrets: +1/-2
Posts: 27
Revision 1020 deconstructing bug
«
Reply #6 on:
October 02, 2007, 08:59:56 AM »
Yep, but it need support from client side in order to see marked buildings as benmachine said. But thanks for answers. Funny feature though.
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