Garry's Mod

Garry's Mod

Rp_City17 - Build 210
This topic has been locked
BoyV (Kill22pro)  [developer] 6 Feb, 2014 @ 8:05am
[Build 167] Bug list
Please post any Bugs you find in this thread.



Current BUG list

1. Crushing wall moves a bit after every activation.
Investigating

2. Missing textures on cubemaps when Garry's Mod freezes for a second.
FIXED

3. A few missing textures when not having EP1, EP2 and CSS mounted.
Investigating

4. Two error models in the amputation room (the lights).
Fixing

5. Missing texture on the glass in the amputation room.
FIXED

7. One combine door does not automatically open for the pod if nobody is in it.
FIXED

8. The buttons in Breen's office do not work.
FIXED

9. The red carpet in Breen's office isn't there.
FIXED

10. No texture at parts in the apartment stairs. http://gyazo.com/306eca2a7a002f049edb146878a6ce80
FIXED

11. The lights at the citadel do not turn off when you turn off the alarm.
Fixing

12. The pipe doesn't touch the wall. http://gyazo.com/74d18aec0a27807898bd585b4dca2b29.png
FIXED

13. The nexus shooting range it's simulation spawns the right amount of soldiers 1st time activated, 2nd time it only spawns around 10 and stops, 3nd round and all that follow... nothing.
FIXED

14. When you turn the autonomous off 1 second after turning it on, constant sparks come out of the wall
Investigating

15. The nexus door doesn't open if there is nobody in the Pod.
FIXED

16. You can jump on top of the bridge and climb onto the rooftop.
FIXED



Statuses explained

Investigating means we are aware of a specific issue and working to reproduce it. Often, getting a solid reproduction is what actually allows us to eliminate a bug in the end.

Fixing means that we have been able to reproduce an issue and are working on a fix. This might be a simple line of code or a larger task. Once we have the solution, we code/rebuild, test and get it live. An issue with the label FIXING is on its way to being resolved.

FIXED means that we have fixed the issue and that the next patch will include this fix.



.
Last edited by BoyV (Kill22pro); 12 May, 2014 @ 11:26am
< >
Showing 1-8 of 8 comments
/// 28 Feb, 2014 @ 3:48am 
After a while the textures will go missing, if you need a screenshot ask me.
BoyV (Kill22pro)  [developer] 28 Feb, 2014 @ 3:55am 
Originally posted by Dr. Troll:
After a while the textures will go missing, if you need a screenshot ask me.
Yeah that is bug number 2, we are aware of it.
Thanks anyway.
DucksterSheriff 23 Mar, 2014 @ 7:54pm 
Bug: The POD is glitchy as all hell, once 'locked' the person in it can still walk out just fine, if you try to burn someone, they teleport to the spawn, if you send them up to the top, the pod usually doesn't open, if it does it sometimes wont close again. Plus it'd be nice if the pod didn't teleport back to where it was.
4214914124 19 Apr, 2014 @ 5:12pm 
Yeah thats teleporting to spawn means repsawing
Originally posted by Ultimate7Maker:
Bug: The POD is glitchy as all hell, once 'locked' the person in it can still walk out just fine, if you try to burn someone, they teleport to the spawn, if you send them up to the top, the pod usually doesn't open, if it does it sometimes wont close again. Plus it'd be nice if the pod didn't teleport back to where it was.
DucksterSheriff 19 Apr, 2014 @ 5:54pm 
Originally posted by God Clock:
Yeah thats teleporting to spawn means repsawing
Originally posted by Ultimate7Maker:
Bug: The POD is glitchy as all hell, once 'locked' the person in it can still walk out just fine, if you try to burn someone, they teleport to the spawn, if you send them up to the top, the pod usually doesn't open, if it does it sometimes wont close again. Plus it'd be nice if the pod didn't teleport back to where it was.

I know, but it'd be nice if it just went backwards, or had a new path to take once it's called back down rather than respawning.
4214914124 19 Apr, 2014 @ 5:55pm 
Well thats inpossible to change a spawn point after death
Originally posted by Ultimate7Maker:
Originally posted by God Clock:
Yeah thats teleporting to spawn means repsawing

I know, but it'd be nice if it just went backwards, or had a new path to take once it's called back down rather than respawning.
DucksterSheriff 19 Apr, 2014 @ 5:56pm 
Originally posted by God Clock:
Well thats inpossible to change a spawn point after death
Originally posted by Ultimate7Maker:

I know, but it'd be nice if it just went backwards, or had a new path to take once it's called back down rather than respawning.

Or he can redesign it so it does what rp_industrial's does, in my opinion. But every map has it's own speciality I suppose.
BoyV (Kill22pro)  [developer] 21 Apr, 2014 @ 7:43am 
Originally posted by DegenerateManiac:
Originally posted by God Clock:
Well thats inpossible to change a spawn point after death

Or he can redesign it so it does what rp_industrial's does, in my opinion. But every map has it's own speciality I suppose.

I talked to Apoc about it when I was making it (which must have been like 6+ months ago) and his pod system doesn't allow any kind of rotation and physics in movement of the pod, he designed his map this way that the pod didnt have to rotate, which is smart but impossible to do for this map.

City 17's pod system uses physics and is able to rotate, however... this caused a weird bug in the go backwards command, so respawning was the only way to do it.
< >
Showing 1-8 of 8 comments
Per page: 1530 50