nutchyleo Posted May 28, 2013 Share Posted May 28, 2013 My clan has build 2 x "T" junction at left and right of cross junction but at each "T" junction have 1 node that show "DEAD END"but it have enough space to build some building for example "every lab room", "oracle room""Elevator","Reactor Room" .next i will show you what that mean in this picture.if you can see Oracle room that have the same model with every Lab Room but at the right node of "T" junction it show "DEAD END" that my clan can't build a Lab roomand another room that smaller than Lab room.and I know that why it show "DEAD END" because we can't build Great Hall at that node because it will overlap with a first Clan Hall.but this not make sense you waste all room and space because you can't build only one room(a Great Hall) ?can you fix that Please.......P.S.Sorry i not have any idea how to fix that but I'm sure DE is have A GREAT PERSON that can fix this problemP.S. very sorry with my grammar. Link to comment Share on other sites More sharing options...
--Q--NoeleVeerod Posted May 28, 2013 Share Posted May 28, 2013 Got this problem as well. Weird thing. Link to comment Share on other sites More sharing options...
Azure_Kytia Posted May 28, 2013 Share Posted May 28, 2013 (edited) So instead of having the incompatible rooms blocked from creation, all rooms are blocked? That is silly. Still, this feature is only in the alpha stages, and am looking forward to more refinements as time comes along. It would be a simple manner of changing it from: if (room.isIncompatible) { building.disable(); } to something like: if (room.isIncompatible) { room.disable(); } with the appropriate function defined. It wouldn't even necessarily need to be done server side, as the client is simply reading the initial data of the dojo from the server, it shouldn't be incorrect in the first place, and if a client did detect that there is an invalid building, it could just send a message to the Server to refund the costs for that room and destroy the node. Edited May 28, 2013 by Azure_Kyte Link to comment Share on other sites More sharing options...
Strac_CRO Posted May 28, 2013 Share Posted May 28, 2013 (edited) https://forums.warframe.com/index.php?/topic/52932-dojo-dead-end-fix/ ... at least give us elevator door Edited May 28, 2013 by Strac_CRO Link to comment Share on other sites More sharing options...
ThexDLolNoob Posted May 28, 2013 Share Posted May 28, 2013 So instead of having the incompatible rooms blocked from creation, all rooms are blocked? That is silly. Still, this feature is only in the alpha stages, and am looking forward to more refinements as time comes along. It would be a simple manner of changing it from: if (room.isIncompatible) { building.disable(); } to something like: if (room.isIncompatible) { room.disable(); } with the appropriate function defined. It wouldn't even necessarily need to be done server side, as the client is simply reading the initial data of the dojo from the server, it shouldn't be incorrect in the first place, and if a client did detect that there is an invalid building, it could just send a message to the Server to refund the costs for that room and destroy the node. There's no way you can throw suggestions about the code like that, I'm sure it's a bit more complicated than that. :D Link to comment Share on other sites More sharing options...
DistantVocoder Posted May 28, 2013 Share Posted May 28, 2013 (edited) Same problem with a cross..... Edited May 28, 2013 by BlingBling Link to comment Share on other sites More sharing options...
HeatHunter Posted May 28, 2013 Share Posted May 28, 2013 So instead of having the incompatible rooms blocked from creation, all rooms are blocked? That is silly. Still, this feature is only in the alpha stages, and am looking forward to more refinements as time comes along. It would be a simple manner of changing it from: if (room.isIncompatible) { building.disable(); } to something like: if (room.isIncompatible) { room.disable(); } with the appropriate function defined. It wouldn't even necessarily need to be done server side, as the client is simply reading the initial data of the dojo from the server, it shouldn't be incorrect in the first place, and if a client did detect that there is an invalid building, it could just send a message to the Server to refund the costs for that room and destroy the node. I think this has to be done on both sides, not doing the check serverside could end in users changing the client to built wherever they want ^^ (seen this in other games with hacked clients that have missed the serverside checks... wired things can happen...) Link to comment Share on other sites More sharing options...
Ced23Ric Posted May 28, 2013 Share Posted May 28, 2013 The UI of the Dojo, like many other aspects, are built with webpages, flash and Lua. Code actually can be just that simple. Nevertheless, good stuff to point out. Link to comment Share on other sites More sharing options...
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