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Changes made to Teleporters

torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
There have been some changes made to teleporters.. I assume to fix the 3D interact crash?

We can now rotate in degrees (not radians) yay!

BUT- Whenever I "use" the teleporter in foundry mode, it completes the mission and I'm unable to progress with beta testing the rest of my quest. (foundry breaking) I say "completes" because instead of my next quest objective, it states "COMPLETED" and nothing else.

ALSO- Teleporters used to be instantaneous as long as it was on the same map screen. My teleporter's entry and exit ARE on the same map screen, but there's still a loading time window. (before auto-"completing" my quest. ) Is this just in foundry? or is this on Live aswell?

Going back ingame now to test my live teleporters. I hope they arent finishing the quest. =X
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Post edited by torontodave on

Comments

  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited May 2015
    More info - I didn't get a screenshot but did the teleporter create its own <Unnamed> objective? I saw it in a dropdown list of objectives, but then I couldnt find it again. (It was located where the COMPLETED took place)
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited May 2015
    ALSO- Teleporters used to be instantaneous as long as it was on the same map screen. My teleporter's entry and exit ARE on the same map screen, but there's still a loading time window. (before auto-"completing" my quest. ) Is this just in foundry? or is this on Live aswell?

    Published teleporters are still instantaneous. Only in the foundry editor do they break the quest chain. Makes testing *very hard* =X
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited May 2015
    Hey there, I reported this as a bug and submitted a support ticket concerning this issue on 4/20 here.
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2015
    essenti wrote: »
    Hey there, I reported this as a bug and submitted a support ticket concerning this issue on 4/20 here.

    Yep - just added it to my buglist a couple days ago I think.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited May 2015
    I really hope thye fix this, it's basically impossible to test quest with teleporters on them now...
    2e2qwj6.jpg
  • myrandarmyrandar Member Posts: 4 Arc User
    edited June 2015
    Oh good...I thought it was just me. And since I'm new to the Foundry, I thought that meant I was just being noobish. (I probably still am, but nice to know it's elsewhere and not something I did wrong.)
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    edited June 2015
    1 month and 1 week later. =Z
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • myrandarmyrandar Member Posts: 4 Arc User
    edited June 2015
    I guess the testing workaround is to perhaps insert a null objective at the teleport spot just so you can play from it after making sure the prior ones work. It's what I'm having to do, anyway.
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    Yea I just use a 'reach point' objective on the storyboard and then fly to the teleporter exit location..

    Things are acting funny today though.. Invisible Sphere teleporter isnt showing up at all.. No interaction prompt. I can't really progress with my contest entry. =X Anyone else having problems with an invisible sphere teleporter?
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • torontodavetorontodave Member, NW M9 Playtest Posts: 992 Arc User
    nevermind. I was forgetting to set the third invisible part to zero altitude
    NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments
    NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
    Thanks for all the fish.
  • myrkolithmyrkolith Member Posts: 212 Arc User
    So here we are almost to August and still no fix for this...

    Basically the Teleporters are now making you travel to a new temporary version of your map (This is why there is a load screen and not just hopping quickly around the map) So on this new map you have no objectives, and everything is automatically visible.

    Hopefully this will help, if they ever get around to fixing this before next year with what is going on. It's literally changing maps to a temporary duplicate. This is why things go really wonky if you try to open 3d edit mode and keep working. To all authors, after you use a teleporter to make sure it works, and verify the angle you pop out of, DO NOT work on that map (since it's not really your map) Just exit back out to Foundry.
    Conduit of Time: 7 Chapter Campaign in progress (Currently Chapter 6 Released)
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