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Messages - Styg

Pages: 1 ... 77 78 [79] 80 81 ... 139
1171
General / Re: Afk for a couple of weeks
« on: September 18, 2014, 06:56:37 am »
My condolences.
How was the holiday? :)

Too long, got tired of resting.

1172
Bugs / Re: THE CORE-UNCONTROLED ZONE
« on: September 17, 2014, 08:14:49 am »
Changed it to a controlled zone now.

However, keep in mind that zone control settings are not directly related to faction hostility propagation. They only dictate hostility detection of stuff like traps (mouse over the symbol for details).

1173
Bugs / Re: Crash after failed quicksave
« on: September 17, 2014, 07:15:20 am »
I think I found it. It should happen when you manage to issue a move command to the player just as it's about to save. Anyway, should be fixed in the next version.

1174
Bugs / Re: Crash while looting Ironhead Gunners
« on: September 17, 2014, 07:01:54 am »
Ok, found it. It happens when you loot everything from a despawnable container, but open it again while its despawning (by clicking on it again while it's still open for example) and then when you try to close it game crashes when it attempts to play the closing sound.

Will be fixed for the next version.

1175
General / Re: Afk for a couple of weeks
« on: September 17, 2014, 06:34:07 am »
Aaaaand... we're back. :)

1176
General / Re: Seek Acid Hunters [Praetorian Security]
« on: September 02, 2014, 10:40:41 am »
Ok, we'll look into this when we get back to work.

1177
General / Afk for a couple of weeks
« on: August 26, 2014, 10:46:48 am »
Hey, guys, just wanted to let you know that the team will be taking a collective vacation until September 16th, so don't expect much forum activity from us until then.

Enjoy your summer and we'll be back developing in full force before you know it. ;)

1178
Bugs / Re: Transition and save failed. Save screenshot problem?
« on: August 25, 2014, 07:39:37 am »
.NET memory handling, spefically the garbage collection mechanism, is infamously bad and unpredictable. My best guess at the moment is that the memory pile up occurs in the pathfinding which causes some people/machines problems during prolonged sessions and currently the only way to fix is to restart the program.

I will be looking into way to minimize these sorts of problems further down the road (closer to release).

1179
General / Re: Seek Acid Hunters [Praetorian Security]
« on: August 25, 2014, 07:29:40 am »
You should be approach by a messenger telling you to speak with Straford if you have done sufficient arena and got the "look for the acid hunters" quest. :/

Try walking around Core City (near the elevators specifically) to see if that will trigger the messenger.


1180
Bugs / Re: Respawning Muties
« on: August 22, 2014, 12:10:19 pm »
I don't think this has anything to do with the respawning mechanics, but is caused by memory issues instead. Parts of the dynamic layer of the map might no be loading because of the memory piling up like it sometimes happens with transitions.

epeli, can you actually reproduce the bug by following the steps you described below at will?

1181
Bugs / Re: Faction allegiances (spoilers)
« on: August 22, 2014, 11:52:36 am »
Are you sure that's the reason and you didn't just waltz into the embassy without removing your weapons?

1182
Bugs / Re: Acid Blob Trap hard to craft
« on: August 15, 2014, 07:36:27 am »
Both fixed now.

1183
Bugs / Re: New meds/plot items
« on: August 14, 2014, 09:18:35 am »
Former fixed.

Latter... kinda intended.

1184
Bugs / Re: 0.1.12.0 map glitches
« on: August 14, 2014, 08:36:42 am »
you can walk off the map in the last chamber of the large drain pipe in core city sewers (cc_s6)



Fixed.

1185
Bugs / Re: 0.1.12.0 map glitches
« on: August 14, 2014, 06:24:16 am »
Noticed one more glitchy NPC. One of the Gangsters in the southeast/bottom corner of cc_passage is a Lunatic Chiller.

Fixed for the next update. Thanks.

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