Pages: 1 [2] 3 :: one page |
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Thread Statistics | Show CCP posts - 12 post(s) |
Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 14:18:00 -
[31]
Originally by: Othran [ Edit 2 - having just read Malcanis post, I wonder if its something to do with mods that boost the powergrid - ranis has a mapc on it
Interesting. Since 2 guns are offline every time I switch to my Brutix. Which has a reactor unit on it.
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Ghoest
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Posted - 2011.09.02 14:20:00 -
[32]
Honestly do you guys even try? Or is there just no one competent left to bug check this stuff?
Wherever you went - Here you are.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.09.02 14:21:00 -
[33]
Originally by: CCP Tuxford
Originally by: Othran
...
Thanks looking now.
This is the Machfit, if you need it:
[Machariel, MalcMael] Tracking Enhancer II Tracking Enhancer II Gyrostabilizer II Gyrostabilizer II Damage Control II Dark Blood Power Diagnostic System Signal Amplifier II
Core C-Type 100MN MicroWarpdrive Large Shield Extender II Invulnerability Field II Invulnerability Field II Photon Scattering Field II
1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L 1400mm Howitzer Artillery II, EMP L Medium Energy Neutralizer II
Large Core Defence Field Extender I Large Core Defence Field Extender I Large Core Defence Field Extender I
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |
KaarBaak
Minmatar Seatec Astronomy
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Posted - 2011.09.02 14:31:00 -
[34]
Translation: Computers are hard!
He who breaks the law shall be punished back to the House of Pain. -- Sayer of the Law |
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CCP Tuxford
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Posted - 2011.09.02 14:32:00 -
[35]
Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now. _______________ |
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Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 14:35:00 -
[36]
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
I don't know if its actually chance based since its been consistent for me on a single ship.
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Skippermonkey
Tactical Knightmare
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Posted - 2011.09.02 14:39:00 -
[37]
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
NEW FEATURE - chance based ship fitting
your modules might be online, they might not!
nice - - - - - - - - - - - - - - - - - - - - - EVE: TESTING GROUNDS FOR WoD & DUST SINCE 2011 |
Intangible X
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Posted - 2011.09.02 14:40:00 -
[38]
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
Originally by: Intangible X version=7.11 build=288329
Still getting modules offlined when switching to(or from, I can't tell) a ship that has a "Current Router" rig fitted to supply enough powergrid.
It happens every time I try this.
The other ship that doesn't have a Current Router does not get modules offlined.
Quoting myself.
Perhaps it's a good idea to check all kind of modules which have an effect on the ships cpu/powergrid. Unless they are treated the exact same way, I haven't seen the code :)
To me it looks like the ship decides if it has enough resources before calculating modules which enhances the resources.
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Othran
Brutor Tribe
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Posted - 2011.09.02 14:42:00 -
[39]
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
Remember to check the PDU as it boosts grid too
Nice to know (for once) forum whoring helped....
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Intangible X
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Posted - 2011.09.02 14:45:00 -
[40]
Originally by: Othran
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
Remember to check the PDU as it boosts grid too
Nice to know (for once) forum whoring helped....
If you repeat what I said with different words, perhaps it will make the point more clear!
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CCP Tuxford
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Posted - 2011.09.02 14:50:00 -
[41]
Originally by: Brooks Puuntai
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
I don't know if its actually chance based since its been consistent for me on a single ship.
Well it is chance based but sort of per ship. We're looping over a dictionary which isn't ordered. If the MAPC is the last thing to be added we'll actually fail to online some modules. It's pretty likely when looping over a dictionary of items then you'll loop over it exactly the same way the second time. So it's kind of chance based but consistent per ship.
This has happened on the server as well and was resolved by fitting the low slot modules first. Then it broke again when we introduced rigs that affected cpu and powergrid and yet again when we introduced subsystems. We have since then solved this in a bit more graceful (sane) manner. However I can't use the exact same method on the client which is what I got to fix. _______________ |
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Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 14:50:00 -
[42]
Pretty much any mod that effects grid or cpu is the root of the cause.
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Othran
Brutor Tribe
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Posted - 2011.09.02 14:51:00 -
[43]
Originally by: Intangible X
Originally by: Othran
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
Remember to check the PDU as it boosts grid too
Nice to know (for once) forum whoring helped....
If you repeat what I said with different words, perhaps it will make the point more clear!
When I started my reply you hadn't said anything. Get over yourself mmmm?
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Caladan Broood
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Posted - 2011.09.02 14:52:00 -
[44]
Originally by: Skippermonkey
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
NEW FEATURE - chance based ship fitting
your modules might be online, they might not!
nice
I for one lol'd at that statement. //Waiting for sub to end, not even motivated to log in and change training queue |
Othran
Brutor Tribe
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Posted - 2011.09.02 14:53:00 -
[45]
Originally by: CCP Tuxford
Originally by: Brooks Puuntai
Originally by: CCP Tuxford Ok I got it. It is the MAPC but it is also chance based so it of course doesn't happen to me (It's like Murphy's law of testing). I'm working on a fix now.
I don't know if its actually chance based since its been consistent for me on a single ship.
Well it is chance based but sort of per ship. We're looping over a dictionary which isn't ordered. If the MAPC is the last thing to be added we'll actually fail to online some modules. It's pretty likely when looping over a dictionary of items then you'll loop over it exactly the same way the second time. So it's kind of chance based but consistent per ship.
This has happened on the server as well and was resolved by fitting the low slot modules first. Then it broke again when we introduced rigs that affected cpu and powergrid and yet again when we introduced subsystems. We have since then solved this in a bit more graceful (sane) manner. However I can't use the exact same method on the client which is what I got to fix.
Makes sense. Sounds like horribly fugly code though.
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Intangible X
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Posted - 2011.09.02 15:08:00 -
[46]
Edited by: Intangible X on 02/09/2011 15:11:36 Edited by: Intangible X on 02/09/2011 15:08:37 So you just iterate through the entire list of items, adding them as they come.
I would do the following: 1. Hard-code to fit rigs first.
2. Check if modules that affect pg/cpu have some kind of common ID, and always put them second in the list, after rigs.
If success: jolly good.
If fail: 1. If that fails, I would temporarily hard-code to always try and fit those few item-ids that affect PG/CPU first. There aren't too many items that affect pg/cpu.
Deploy.
2. Ask the DB-guy to make foreign key for "order of priority to fit" to the module database-table. Not necesarily this, but something suitable to determine these modules from other modules in your db.
3. Remove temp solution.
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Mioelnir
Minmatar Cataclysm Enterprises Ev0ke
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Posted - 2011.09.02 15:23:00 -
[47]
foreach item ($dictionary) if ($modifies fitting) put_in($bucket_a) else put_in($bucket_b) end
foreach item ($bucket_a) make online end
foreach item ($bucket_b) make online end
Slighlty degrades runtime behavior since you loop over every item twice, but since the list is limited to a maximum of 8+8+8+3+5+10 = 42 items, and computers running the eve client tend to be faster than pocket calculators, I'd say you're fine.
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Shasz
Angels of Anarchy
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Posted - 2011.09.02 15:27:00 -
[48]
Originally by: CCP Tuxford
This may seem like a silly question but some of those Minmatar turret icons are really dark. Are you sure they are not actually online?
First let me say you're a brave brave soul Tuxford, and thanks for the updates and real-time feedback with the players in trying to get this resolved quickly.
Secondly, can you pass along to the art team how ******ed a black icon on a space background or dark fitting screen is? My wife flies Minmatar exclusively and she's ****ed as hell at these new icons.
Here's hoping you get this fixed with update #3 before my wife gets home in 4 hours :)
___________________________________
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Miss Rabblt
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Posted - 2011.09.02 15:34:00 -
[49]
Originally by: CCP Tuxford We're looping over a dictionary which isn't ordered. If the MAPC is the last thing to be added we'll actually fail to online some modules. It's pretty likely when looping over a dictionary of items then you'll loop over it exactly the same way the second time. So it's kind of chance based but consistent per ship.
heh. Have you ever seen Qt sources? Once i found and fixed bug like this. It was QPalette and dictionary with class names as keys. It's pretty funny to use "unordered" list (i mean it's order isn't what we need now) when you need some kind of ordering for your purpose. In Qt case it was ordering by pure strings comparison when you need to proceed inheritance of classes.
My advice (as can do developer): take some time and rewrite this part to use strong order of modules. Order must be: 1) modules which give some resources. 2) modules which only take resources. You solved this problem for now but in case of new module which will be placed into mid or high slot and give CPU or POWER you will get the same bug and will spent time again.
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usrevenge
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Posted - 2011.09.02 15:37:00 -
[50]
im under the impression this bug was reported in the sisi build much much earlier then this.... at least u fixed it, now give us the old hanger back and we are in buisness >.> |
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Apollo Gabriel
Mercatoris Etherium Cartel
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Posted - 2011.09.02 15:40:00 -
[51]
even the high five video lags ...
sorry couldn't resist.
Originally by: CCP Soundwave
I'll tell you what I believe we should never sell; Anything that messes with the competitive balance of the game. No + stat ammo, no + stat ships and anything of that type. |
Lykouleon
Wildly Inappropriate Goonswarm Federation
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Posted - 2011.09.02 15:59:00 -
[52]
I'm just going to put the obligatory "TTTTUUUUXXXXFFFFOOOOORRRRDDDDD *shakefist*" in this thread then thank Tuxy for looking into this. Lykouleon > CYNO ME CLOSER SO THAT I CAN HIT THEM WITH MY SWORD |
Verun Joral
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Posted - 2011.09.02 16:00:00 -
[53]
Originally by: usrevenge im under the impression this bug was reported in the sisi build much much earlier then this.... at least u fixed it, now give us the old hanger back and we are in buisness
Apparently this bug and the sisi bug that was reported although look the same are two different bugs with the same result. The previous bug was fixed and as nobody reported the bug anymore they assumed everything was ok, only to find the new bug in live.
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E6o5
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Posted - 2011.09.02 16:24:00 -
[54]
Does the word "unittest" ring a bell?
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CCP Tuxford
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Posted - 2011.09.02 16:28:00 -
[55]
I've become a bit silent in this thread it's just the fact that I'm really really busy right now. I probably won't get the fixes made today out until after the weekend but please keep on reporting issues about offlining modules if they don't fit into what we've been describing here.
As for me being brave then I'm really not. Being open and candid about mistakes made by us has always worked out for me so it's not something I'm afraid of doing although I have been doing far to little of open conversation with the community after I moved over to programming. _______________ |
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Worstluck
Dead Pilots Society Chaos Theory Alliance
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Posted - 2011.09.02 16:32:00 -
[56]
I am still experiencing the issue. Logged in today, after patch #2 was applied and four of the launchers on my ship were offlined. I am also having problems loading some ammo out in space. I will try load a random type of missile, and after the 10 seconds is up, i get a message about the ammo not being there. When I try to then unload launchers, it says they already are, even though it's showing it's still loaded. Confusing....but it's messed up regardless
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Ai Mei
Starfish Operating Syndicate
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Posted - 2011.09.02 16:34:00 -
[57]
Clear your cache. Even with fixes sometimes the cache still causes stuff to mess up.
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CCP Tuxford
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Posted - 2011.09.02 16:34:00 -
[58]
Originally by: Worstluck I am still experiencing the issue. Logged in today, after patch #2 was applied and four of the launchers on my ship were offlined. I am also having problems loading some ammo out in space. I will try load a random type of missile, and after the 10 seconds is up, i get a message about the ammo not being there. When I try to then unload launchers, it says they already are, even though it's showing it's still loaded. Confusing....but it's messed up regardless
Can you give me time and location (if you don't feel comfortable doing it here then just put it in a bug report) _______________ |
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Othran
Brutor Tribe
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Posted - 2011.09.02 16:44:00 -
[59]
Originally by: CCP Tuxford I've become a bit silent in this thread it's just the fact that I'm really really busy right now. I probably won't get the fixes made today out until after the weekend but please keep on reporting issues about offlining modules if they don't fit into what we've been describing here.
As for me being brave then I'm really not. Being open and candid about mistakes made by us has always worked out for me so it's not something I'm afraid of doing although I have been doing far to little of open conversation with the community after I moved over to programming.
This is a client-side issue (and hence patch) - yes? If so I don't think anyone wants you to roll it out at this time on a Friday ;)
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supersexysucker
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Posted - 2011.09.02 17:07:00 -
[60]
Originally by: Garia666 Ok but there supposed to be allot of people who reported this bug on SISI. How is it possible that such an bug makes it on the main server?
Cause ccp can't program, eve is nothing but a ton of patchs, the whole game's code is crap. Anyone know of any other software that has this many issues. Don't be saying windows... as that is HUGE compared to eve, and the issues are more people hacking than MS failing to make a window pop up.
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