Tremulous Forum

General => Feedback => Topic started by: Benny Lava on October 28, 2010, 01:54:26 pm

Title: unpowered armory
Post by: Benny Lava on October 28, 2010, 01:54:26 pm
In Niveus, when RC is built in new base location, with armory and some other stuff already in place, the armory at the new base is not powered even when the RC is next to it.  I observed this happening twice in the same map.  Any ideas why?
Title: Re: unpowered armory
Post by: superspirality on October 28, 2010, 02:07:13 pm
You forgot to plug it into the wall socket. :police:
Title: Re: unpowered armory
Post by: c4 on October 28, 2010, 04:00:50 pm
You forgot to plug it into the wall socket. :police:

ohi quintin
Title: Re: unpowered armory
Post by: RoHAK on October 28, 2010, 04:36:48 pm
I think I may have seen the same problem. We resolved it by building a repeater (which then destroyed itself because of the RC), but then the arm had power... No idea what was wrong tho.
Title: Re: unpowered armory
Post by: superspirality on October 28, 2010, 05:58:38 pm
You forgot to plug it into the wall socket. :police:

ohi quintin
f1 or bus won't leave
Title: Re: unpowered armory
Post by: Haraldx on November 02, 2010, 05:48:59 pm
Lol, once all our base got unpowered  ;D Strangely, we could build, but the buildings didn't work ;D
Title: Re: unpowered armory
Post by: c4 on November 08, 2010, 06:50:22 pm
Lol, once all our base got unpowered  ;D Strangely, we could build, but the buildings didn't work ;D

Reset the wall socket.
Title: Re: unpowered armory
Post by: superspirality on November 08, 2010, 07:09:09 pm
Lol, once all our base got unpowered  ;D Strangely, we could build, but the buildings didn't work ;D

Power cycle the map.
Fixed a little bit.
Title: Re: unpowered armory
Post by: cron on December 11, 2010, 04:17:30 pm
It's pretty easy to replicate this bug on Niveus. If done right, it can easily ruin the round, or at least cause the entire human team to freak out for a couple minutes as half of their new base blows up around them.
Title: Re: unpowered armory
Post by: Undeference on December 12, 2010, 03:15:22 am
Video or it didn't happen. (But really, put a demo and/or instructions to reproduce on Bugzilla (http://bugzilla.icculus.org/enter_bug.cgi?product=Tremulous)—which is where bug reports belong, after all.)
Title: Re: unpowered armory
Post by: cron on December 17, 2010, 03:05:48 pm
Video or it didn't happen. (But really, put a demo and/or instructions to reproduce on Bugzilla (http://bugzilla.icculus.org/enter_bug.cgi?product=Tremulous)—which is where bug reports belong, after all.)

http://www.youtube.com/watch?v=9g6dJG7zYkM (http://www.youtube.com/watch?v=9g6dJG7zYkM)

Here's a video showing this happening. At the end, you can see how the armory and medistation have no power. It's possible to build a base that will be almost completely unpowered after the rc move, in which almost every structure will blow up if not deconstructed in time.
Title: Re: unpowered armory
Post by: Teapot on December 18, 2010, 06:06:43 pm
I've seen this a few times too. I believe the bug is related to having the sum of all buildings near the RC greater than the build points the team has minus the build point queue (or something, not really sure about this whole sentence). I'm not sure that's possible (with repeaters maybe?) but I'll think about it later. My suspicions come from discovering a bug like this in a mod I made. I'll see if I can dig up a patch but iirc I just powered everything near the RC for simplicity -- which only worked because of the nature of the mod. It might help though.