Conan Exiles

Conan Exiles

ExtendedCartography
darcro  [developer] 1 Feb, 2019 @ 12:59pm
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Showing 1-15 of 35 comments
fbenoitiii 6 Feb, 2019 @ 3:53pm 
when i try to create the measuring stick it removes the items needed but does not create a stick
darcro  [developer] 6 Feb, 2019 @ 11:12pm 
Originally posted by fbenoitiii:
when i try to create the measuring stick it removes the items needed but does not create a stick
Thank you! I will fix that asap.
DougieFresh 10 Feb, 2019 @ 6:08am 
The picture, in inventories, is not showing. I can see the item and the cursor, they place perfectly and when they stack it show the number so they are there theres just no pic.
darcro  [developer] 10 Feb, 2019 @ 1:27pm 
Originally posted by DougieFresh:
The picture, in inventories, is not showing. I can see the item and the cursor, they place perfectly and when they stack it show the number so they are there theres just no pic.
Thanks! I will fix this tomorrow.
I really like your take on extending cartography.

I'm the author of the Map Room Teleport Crystal mod and noticed a problem I've had in my mod.
When a player uses the replica to teleport they can fall through the terrain or buildings. This usually happens when the server (doesn't matter if SP/Coop or Dedi) doesn't have the target chunk loaded, e.g. because no player was active in that or a neighbouring chunk recently.

Because of that I'm guessing you're currently using the `Teleport` node. Using the node `Teleport Triggerbox Activated` can prevent that happening.

The `Teleport` node immediately moves the Actor to the target location - if the terrain and/or buildings at the target aren't loaded however the Actor falls through them (since the engine doesn't know they're there yet).

The `Teleport Triggerbox Activated` node will force a loading screen for players on teleport - which first loads in the target area and then moves the Pawn controlled by the Controller to the target location.

You can look at the usage of the node in the maproom blueprint `BP_PL_Maproom`, function `TeleportPlayer` right before the rightmost return node.
Milla_M 15 Apr, 2019 @ 2:13am 
Last name on the list of obelisks resets to coordinate display

I have 15 active obelisks. Every time I shut down the game and start it up again, the teleport list "forgets" the name of the last obelisk. It always displays the coordinates instead of the name I entered during the previous gameplay session into the text field. The other obelisk names are okay, only the last one behaves in this way.

(Single player game.)
Last edited by Milla_M; 15 Apr, 2019 @ 2:13am
darcro  [developer] 15 Apr, 2019 @ 7:17am 
@Medardusai Hi, thanks for all the information! The function I used to get around this problem on Single Player is the 'Teleport Player Server' function. Unfortunately this function does no space checking so you can get teleported inside walls with it. I tried the 'Teleport Triggerbox Activated' you suggested and it appears to behave in the same way. Both of these functions also do not give any indication of success. So far the standard 'Teleport' function seems to work well on dedicated servers with the added benefit of space checking and a success indication. Sometimes the player appears to fall through the floor but snaps back to the surface once it loads.

@Milla_M Hi. I am struggling to reproduce this on my side. Is there anything special or unusual about the name you are using or the location of the obelisk? It's consistently happening with the same obelisk? Did this happen before 15 of them, and have you added any extra since then? Thanks
Thanks; though the Character doesn't always snap back to the surface or on top of buildings unfortunately.

E.g. on our server we have a building where the first floor starts has two foundation levels below it (first foundation level is on the ground, second foundation level is on top of that) - when teleporting to the replica in there the player character always lands inside those foundations and has to jitter around until they pop out of the foundations.

I believe the map room blueprint also has a node that chooses a random free spot around target coordinates, which is passed to the `Teleport Triggerbox Activated` node - you could replace the `Teleport` node's space checking with that.
Another example just happened to me that may be easier to replicate - we have a treehouse in the Djungle, teleporting to the replica there will have the Character fall to the ground because the building around the location isn't loaded in.
Milla_M 15 Apr, 2019 @ 11:52am 
I destroyed the last (15th) obelisk and crafted a new one: the issue remains. The obelisk list forgets the 15th obelisk's edited name. I crafted another obelisk (16th) and dropped it elsewhere in the game world then renamed it. After quitting the game and restarting it, the last two obelisks' name was reset to the default coordinate display. It seems for some reason the list is unable store more than 14 custom obelisk names.
Milla_M 15 Apr, 2019 @ 1:32pm 
I think I found the root cause of the issue: I named one of the obelisks "Sinner's Refuge Shack." Apparently, the " ' " character messed up the edit function. I could not even rename that obelisk "Sinners Refuge Shack" because while the obelisk seemingly accepted the new name, after restarting the game the name was reset to the old version. The only way to fix the issue was to pick up the obelisk (I have the PickUp mod so I can do that) and then place it again. Now that I've given it a name without an apostrophe, the other obelisks behave normally (they no longer "forget" their names).
darcro  [developer] 16 Apr, 2019 @ 5:04am 
@Milla_M Aha thanks for figuring that out! I've added a function to strip out all potentially poison characters for the game's db. So if a name uses an apostrophe for example, it will be the same but without the apostrophe. e.g. Sinner's becomes Sinners. I also took your previous comments about moving the teleportation end point and have made a change for all future obelisks you might place. (This includes if you pick one up with pickup+ and place it again).
@Medardusai Thanks for the feedback! I have reworked the teleportation system to consistently use the Teleport Player Server function and have a defined exit point that is collision-checked as part of the object's placement. I had to add it for newly placed obelisks only so that I don't break any existing ones that do work.
Awesome, thank you!
andrewx1988 5 Jul, 2019 @ 2:03pm 
Hi.
My server keeps crashing when moving between the obelisks... It always seems to happen when I teleport back to my base.
iCraft 8 Aug, 2019 @ 9:12pm 
I have my own server, and for some reason I can't get this mod to install server side. I'm using g-portal, I installed (subscribed) on Steam and on g-portal, activated, restarted server, installed through the game, but still not showing up.

When I try to start the game I keep getting the Mod Mismatch screen and the new mod isn't showing up. I'm trying to replace a mod with this one (due to the 7 mod limit) and that one disables and reinables with no issues.
Last edited by iCraft; 10 Aug, 2019 @ 6:51am
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