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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Tuxford
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Posted - 2011.09.02 12:39:00 -
[1]
If there has been an underlying theme to this release then it's "stuff that used to be online is now offline". A lot of report has been made about this on forums and bug reports and then we release with a problem where modules that used to be online are now offline.
Now it may seem that we didn't care about this issue but let me assure you that we very much do. There were a few different causes of this and there wasn't much detail in the log server on neither server nor client. Whenever we found one cause we'd wait for that to be deployed only to discover that there was some other case that would cause this as well. Finally we decided to take a step back and see if we couldn't find a better solution to fix all of those problems. The fix worked perfectly and for a little while we stopped getting reports about this, people were happy and high fives where made.
However on the 24th of August a new bug was introduced into the codebase and deployed to SISI on the 25th I'd guess. It basically caused a check on your ship's modules online state and whether they actually had the powergrid and cpu to be online which would be fine except it was done on the ship you were leaving (Making not active). So all the character skill effects had been removed making you not have enough resources to keep your modules online. This was totally different then the other cases as in those cases something happened on the server that offlined the module/s but in this new case the client told the server to take the module offline.
I apologize for the invonvenience this has caused. A fix was deployed today to adress this issue as well as some others we discovered. If you see any issues with modules online state then please report it.
Best regards Tuxford _______________ |
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oematoema
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Posted - 2011.09.02 12:43:00 -
[2]
Thanks a lot! Nice work!
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Felicia Bastian
Caldari Tractus Rex Regis
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Posted - 2011.09.02 12:46:00 -
[3]
Hey good to see you guys are on it.
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Karia Sur
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Posted - 2011.09.02 12:47:00 -
[4]
Well I guess we should call Tuxford offlining modules a positive step after his previous escapade at offlining the server.
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Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 12:48:00 -
[5]
Edited by: Brooks Puuntai on 02/09/2011 12:51:26 Tuxford when are you coming back to game design? Where you at now?
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Bodwad
Gallente
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Posted - 2011.09.02 12:50:00 -
[6]
Hello,
I logged on after installing the first patch and everything was fine with no offlined modules. however i logged in about 1 hr ago and installed the #2 update and now all my weapons are offline. I am currently located in null sec and in space and not in a station if that helps
Bodwad
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Skippermonkey
Tactical Knightmare
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Posted - 2011.09.02 12:52:00 -
[7]
This 'bug' has been present for a LONG TIME if you have ever swapped ships in space using an Orca - - - - - - - - - - - - - - - - - - - - - EVE: TESTING GROUNDS FOR WoD & DUST SINCE 2011 |
Garia666
Amarr T.H.U.G L.I.F.E Xenon-Empire
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Posted - 2011.09.02 12:53:00 -
[8]
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? Do not click this ad. |
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CCP Tuxford
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Posted - 2011.09.02 12:54:00 -
[9]
Originally by: Bodwad Hello,
I logged on after installing the first patch and everything was fine with no offlined modules. however i logged in about 1 hr ago and installed the #2 update and now all my weapons are offline. I am currently located in null sec and in space and not in a station if that helps
Bodwad
few questions 1. Did you log in in space 2. Have you moved locations since (I need that to take a look at the relevant logs) _______________ |
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Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 12:55:00 -
[10]
Originally by: CCP Tuxford
2. Have you moved locations since (I need that to take a look at the relevant logs)
Just to save you the time... They show nothing.
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CCP Tuxford
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Posted - 2011.09.02 12:57:00 -
[11]
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?
Like I said there were a lot of reports and we chased up and fixed them. This then got broken again close to release and by that time I guess people weren't reporting modules going offline because it had repeatedly been reported and we told people that we were working on it. When we did our final fix we really should have communicated better that this was fixed. _______________ |
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Felicia Bastian
Caldari Tractus Rex Regis
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Posted - 2011.09.02 12:58:00 -
[12]
It has happened after DT im in hi sec docked changed ship 1 mid slot off undocked redocked change ship no modules off change to another ship - 2 hi slot modules off.
Hope this helps
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CCP Tuxford
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Posted - 2011.09.02 13:01:00 -
[13]
Originally by: Felicia Bastian It has happened after DT im in hi sec docked changed ship 1 mid slot off undocked redocked change ship no modules off change to another ship - 2 hi slot modules off.
Hope this helps
oh right there was an optional patch that fixed this. Did you install that? _______________ |
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Felicia Bastian
Caldari Tractus Rex Regis
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Posted - 2011.09.02 13:13:00 -
[14]
Yes patch was installed. Ive just rellogged and have no modules going offline.
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Ishtanchuk Fazmarai
Amarr
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Posted - 2011.09.02 13:18:00 -
[15]
Originally by: CCP Tuxford If there has been an underlying theme to this release then it's "stuff that used to be online is now offline". A lot of report has been made about this on forums and bug reports and then we release with a problem where modules that used to be online are now offline.
Now it may seem that we didn't care about this issue but let me assure you that we very much do. There were a few different causes of this and there wasn't much detail in the log server on neither server nor client. Whenever we found one cause we'd wait for that to be deployed only to discover that there was some other case that would cause this as well. Finally we decided to take a step back and see if we couldn't find a better solution to fix all of those problems. The fix worked perfectly and for a little while we stopped getting reports about this, people were happy and high fives where made.
However on the 24th of August a new bug was introduced into the codebase and deployed to SISI on the 25th I'd guess. It basically caused a check on your ship's modules online state and whether they actually had the powergrid and cpu to be online which would be fine except it was done on the ship you were leaving (Making not active). So all the character skill effects had been removed making you not have enough resources to keep your modules online. This was totally different then the other cases as in those cases something happened on the server that offlined the module/s but in this new case the client told the server to take the module offline.
I apologize for the invonvenience this has caused. A fix was deployed today to adress this issue as well as some others we discovered. If you see any issues with modules online state then please report it.
Best regards Tuxford
Nice, but you only got one reputation to tarnish, so beware of using that apology again.
-- I should had never left X3: Reunion... |
Living Dead Girl
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Posted - 2011.09.02 13:22:00 -
[16]
Originally by: CCP Tuxford If there has been an underlying theme to this release then it's "stuff that used to be online is now offline". A lot of report has been made about this on forums and bug reports and then we release with a problem where modules that used to be online are now offline.
Now it may seem that we didn't care about this issue but let me assure you that we very much do. There were a few different causes of this and there wasn't much detail in the log server on neither server nor client. Whenever we found one cause we'd wait for that to be deployed only to discover that there was some other case that would cause this as well. Finally we decided to take a step back and see if we couldn't find a better solution to fix all of those problems. The fix worked perfectly and for a little while we stopped getting reports about this, people were happy and high fives where made.
However on the 24th of August a new bug was introduced into the codebase and deployed to SISI on the 25th I'd guess. It basically caused a check on your ship's modules online state and whether they actually had the powergrid and cpu to be online which would be fine except it was done on the ship you were leaving (Making not active). So all the character skill effects had been removed making you not have enough resources to keep your modules online. This was totally different then the other cases as in those cases something happened on the server that offlined the module/s but in this new case the client told the server to take the module offline.
I apologize for the invonvenience this has caused. A fix was deployed today to adress this issue as well as some others we discovered. If you see any issues with modules online state then please report it.
Best regards Tuxford
For what its worth, Thanks for the heads up.
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Fillingkillboards
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Posted - 2011.09.02 13:26:00 -
[17]
It's not 100% fixed, but it takes plenty of switching to get one module offlined |
Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.02 13:31:00 -
[18]
I'm guessing the session timer was there for a reason then
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Intangible X
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Posted - 2011.09.02 13:32:00 -
[19]
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.
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Abrazzar
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Posted - 2011.09.02 13:50:00 -
[20]
Well. For this, good work!
Keep it going like that and you might even regain the faith of the more bitter people. --------
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Othran
Brutor Tribe
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Posted - 2011.09.02 13:53:00 -
[21]
Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
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CCP Tuxford
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Posted - 2011.09.02 13:55:00 -
[22]
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging _______________ |
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CCP Guard
C C P C C P Alliance
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Posted - 2011.09.02 13:59:00 -
[23]
Originally by: Brooks Puuntai I'm guessing the session timer was there for a reason then
We didn't put them there because they look good in a bikini! :D
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.09.02 13:59:00 -
[24]
Originally by: CCP Tuxford
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging
If it's any help it only seems to be happening on my ships where the CPU is tight. Powergrid doesn't seem to matter.
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. |
Othran
Brutor Tribe
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Posted - 2011.09.02 14:02:00 -
[25]
Originally by: Malcanis
Originally by: CCP Tuxford
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging
If it's any help it only seems to be happening on my ships where the CPU is tight. Powergrid doesn't seem to matter.
Well spotted that man. I confirm its modules dropping out to cpu, not grid. There are people in the npc corp chat who are still seeing problems too.
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CCP Tuxford
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Posted - 2011.09.02 14:02:00 -
[26]
Originally by: Malcanis
Originally by: CCP Tuxford
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging
If it's any help it only seems to be happening on my ships where the CPU is tight. Powergrid doesn't seem to matter.
That actually sounds exactly like the bug I fixed. Powergrid didn't matter because the stuff that was supposed to offline your modules did not do that.
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? _______________ |
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2011.09.02 14:04:00 -
[27]
Edited by: Malcanis on 02/09/2011 14:07:17
Originally by: CCP Tuxford
Originally by: Malcanis
Originally by: CCP Tuxford
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging
If it's any help it only seems to be happening on my ships where the CPU is tight. Powergrid doesn't seem to matter.
That actually sounds exactly like the bug I fixed. Powergrid didn't matter because the stuff that was supposed to offline your modules did not do that.
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?
Yes I'm sure. The turret icons are dark, but RF PP L isn't, so the difference is pretty clear
EDIT And it's not happening to all ships with snug CPU either. I have a Typheen Fleet Issue with 821/825 CPU used, and no mods offline on that.
Hmmm the ships that I'm seeing it on are all shield tanked. Shield Upgrades skill, perhaps? Or Energy Grid Upgrades? The TFI has no shield or grid mods, but the mach has shield mods and a power diagnostic.
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. |
Othran
Brutor Tribe
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Posted - 2011.09.02 14:06:00 -
[28]
Originally by: CCP Tuxford
Originally by: Malcanis
Originally by: CCP Tuxford
Originally by: Othran Its not fixed. It is in fact identical to this morning. Patch#2 applied and no difference at all.
Swap between ships in station and they all have at least one module offline. Online the module, switch ships again and there's a module offline again due to cpu/grid reqs when my skills are not applied (ie I'm out of the ship).
So I have no idea what you think you fixed but its made zero difference here.
I couldn't repro on my player character and noone in house could either so that's what I thought I'd fix. That doesn't necessarily mean all cases are fixed so I'll keep digging
If it's any help it only seems to be happening on my ships where the CPU is tight. Powergrid doesn't seem to matter.
That actually sounds exactly like the bug I fixed. Powergrid didn't matter because the stuff that was supposed to offline your modules did not do that.
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?
Its not guns going offline. On the ranis it's either the scram or the mag field stab going offline - this morning it was mainly the mwd going offline.
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Ciar Meara
Amarr Virtus Vindice
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Posted - 2011.09.02 14:13:00 -
[29]
Originally by: CCP Tuxford
That actually sounds exactly like the bug I fixed. Powergrid didn't matter because the stuff that was supposed to offline your modules did not do that.
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?
Wow there is so much fail in this response it's hard to grasp what goes on during testing. You do realise your working on the live server now? -
English only please. Zymurgist |
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CCP Tuxford
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Posted - 2011.09.02 14:16:00 -
[30]
Originally by: Othran
...
Thanks looking now. _______________ |
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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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Whatisthis Idon'teven
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Posted - 2011.09.02 17:26:00 -
[61]
Originally by: supersexysucker 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.
When you understand what's involved in coding, maintaining and upgrading a system as complex as an MMO that has a decade's worth of extra code shoehorned into it, your comments might develop some weight.
While the bugs are frustrating, claiming CCP 'can't program' can be refuted by one simple fact: I am currently flying an internet spaceship in a CCP program and kersploding stuffs quite happily.
You should try it, it's really quite fun. Much better graphics than these text-only forums too.
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Alexandra Alt
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Posted - 2011.09.02 17:31:00 -
[62]
Sorry if this might come out as trolling, it's not intentional, it is a real doubt, you guys do realize many players are actually software developers (some in the game industry others not, the principal remains though) do you guys use test cases ?? do you guys actually test case every little change made in the code prior to releasing stuff to live ?
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SexxxSlave
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Posted - 2011.09.02 17:34:00 -
[63]
Originally by: Brooks Puuntai Tuxford when are you coming back to game design?
never...CCP dont design their game anymore. They just apply "fixes" to make it seem like the still give a damn about Eve
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Othran
Brutor Tribe
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Posted - 2011.09.02 18:04:00 -
[64]
Originally by: Alexandra Alt Sorry if this might come out as trolling, it's not intentional, it is a real doubt, you guys do realize many players are actually software developers (some in the game industry others not, the principal remains though) do you guys use test cases ?? do you guys actually test case every little change made in the code prior to releasing stuff to live ?
While its probably not the case now there was a period in the early years of Eve where it was pretty clear version control was optional. Now I know nobody is going to admit to this but there were several cases where the modules being linked for the build were NOT current, they were what was on the machine.
I think if you were to think of the original Eve devs as bodgers who just about got it working; then think of the current Eve devs as people who have to expand/maintain that. That's not an excuse though, there has been some ****-poor work in the last year.
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theteck
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Posted - 2011.09.02 19:54:00 -
[65]
Hey
i understand the programe have somes routines and when they changes something a bug happen :)
my problem with this is
im there at the first test on sisi (the mass test) and when we all exit i think half of the the fleet have to redock for this problem
and i eard half the people working at ccp have this problem and tell to people how to bypass this problem etc....
and after this im sure you are aware of the probleme...
i think i see 2 month this bug on test and happen so many time and im so frustrating to test on sisi ... and now i see this bug goto the real database
i think its a failure on communication ... or when you goto test you dont listen what people say and just test the little part you supposed to test
i dont know but ... sure we have this problem on all mass test we do and its passtrough
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SilentSkills
Gallente Tax Evaders Inc.
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Posted - 2011.09.02 20:18:00 -
[66]
If part of the offline issues had to do with skills not being applied, then check if cpu/pg grid implants are working as they are supposed to and not contributing to the mess. The Monocle Definition |
KISOGOKU
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Posted - 2011.09.02 20:20:00 -
[67]
Edited by: KISOGOKU on 02/09/2011 20:25:20
Not related to shield upgrade or energy grid modules/skills effect pg/cpu .And i had no problem until tuxford's latest "try to bug fix but introduce moru bug " update . I have not got any module/implant effect powergrid/cpu on my golem ,skills not appliying plain and simple. My x-l booster went offline when i switched to golem .I only have modules for cap recharge btw.
Originally by: Malcanis
EDIT And it's not happening to all ships with snug CPU either. I have a Typheen Fleet Issue with 821/825 CPU used, and no mods offline on that.
Hmmm the ships that I'm seeing it on are all shield tanked. Shield Upgrades skill, perhaps? Or Energy Grid Upgrades? The TFI has no shield or grid mods, but the mach has shield mods and a power diagnostic.
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Denidil
Gallente Rape Pillage and Burn
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Posted - 2011.09.02 20:24:00 -
[68]
Originally by: KISOGOKU Edited by: KISOGOKU on 02/09/2011 20:21:35 Not related to shield upgrade or energy grid upgrade module/skill .It hppened on my golem without any shield upgrade or energy grid modules .And i had no problem until tuxford's latest "try to bug fix but introduce moru bug " update . I have not got any module/implant effect powergrid/cpu on my golam ,skills not appliying plain and simple. My x-l booster went offline when i switched to golem
Originally by: Malcanis
EDIT And it's not happening to all ships with snug CPU either. I have a Typheen Fleet Issue with 821/825 CPU used, and no mods offline on that.
Hmmm the ships that I'm seeing it on are all shield tanked. Shield Upgrades skill, perhaps? Or Energy Grid Upgrades? The TFI has no shield or grid mods, but the mach has shield mods and a power diagnostic.
yes, the skills weren't getting applied. and it is semi-random. but once it starts happening on a specific ship, it will continue on that ship based on what he said.
it has to do with the order in which the modules on the ship are processed.
him partially fixing it would explain why the game would change it's processing order for your ships between the one client patch to the next, and thus a ship that wasn't exhibiting it is now exhibiting it.
CCP - What are you going to do to make a Commitment To Quality in your patches going forward? |
Worstluck
Dead Pilots Society Chaos Theory Alliance
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Posted - 2011.09.02 20:40:00 -
[69]
Originally by: CCP Tuxford
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)
The time was roughly 16:20 in the Ivar system. I had just logged in, was in my tengu, in station. Four the six launcher were offline. Sorry for the delay in response! I have not had any problems since then however with offline modules. I do still have the odd problem of ammo not loading correctly.
Good luck in the bug hunt
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Ethan Bejorn
Caldari Provisions
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Posted - 2011.09.02 21:43:00 -
[70]
I am glad that the members of FHC could give you the code to fix your own game.
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Herzog Wolfhammer
Gallente Sigma Special Tactics Group
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Posted - 2011.09.02 22:56:00 -
[71]
*HATE*HATE*RAGE*RABBLE-ALT-QUIT*Marsha Marsha Marsha!!!!1!!!
Wait, what?
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Optional Patch
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Posted - 2011.09.02 23:21:00 -
[72]
CCP Tuxford shows how it should be done.
Obviously most players are less than thrilled with the perceived disregard for the QA process but disclosure of info, status updates, and ccp mea culpa go along way to give the playerbase some respect which is reciprocal.
He's like the opposite of CCP Fallout.
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Yumar Almasy
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Posted - 2011.09.02 23:28:00 -
[73]
Originally by: Optional Patch CCP Tuxford shows how it should be done.
Obviously most players are less than thrilled with the perceived disregard for the QA process but disclosure of info, status updates, and ccp mea culpa go along way to give the playerbase some respect which is reciprocal.
He's like the opposite of CCP Fallout.
It's too bad he's probably not going to show himself around here again. Too many burger flippers thinking they can program better than an actual programmer. Dear QQers...
Take your QQ to another thread; not the one where we are getting INTELLIGENT replies to a very annoying bug.
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Frank Millar
Gallente
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Posted - 2011.09.02 23:58:00 -
[74]
Edited by: Frank Millar on 02/09/2011 23:58:38 A few hours ago, I got out of a Myrmidon and into a Hurricane.
Warp Disruptor, Large Shield Extender and MWD were offline. The rest of the slots were unaffected.
Edit: this was after an update.
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Cyra Mangeiri
Minmatar
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Posted - 2011.09.03 05:13:00 -
[75]
Edited by: Cyra Mangeiri on 03/09/2011 05:13:29 First they cry about no replies by ccp, no fixes by ccp and barbie dolls by ccp.
Then, when a ccp person comes around asking questions in an obvious effort to fix things, they cry about how he sucks in his job, how he should've performed flawlessly the first time around, and how everyone and their mother could do a better job (which they still won't, though).
Funny, innit? If there was a perfectly executed content update with zero bugs and stuff to appease every single player ever, the same crowd would still find something to whine about. If nothing else, then how the stuff that they don't use should never have been invented, the time spent doing it should've been spent bringing them their warm milk at night and how anyone who ever thought of anything they don't want should never have been born.
(I know, offtopic)
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Indy Rider
Amarr Firebird Squadron Terra-Incognita
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Posted - 2011.09.03 05:20:00 -
[76]
Launched a Anathema from a maintenance array, had an offline Sensor Booster.
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Kesshisan
Minmatar
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Posted - 2011.09.03 07:56:00 -
[77]
My Scimitar requires some powergrid boosting to fit everything. Each time I log on my Shield Extender is offline. I have not left this ship. Log ins have been from Amarr, Dodixie, and one other system I forget the name (every time I was in station.) In all 3 locations my Shield Extender was offline when I first logged in.
Optional patch is installed.
The fit:
[Scimitar, Dual Links] Type-D Power Core Modification: Reaction Control Power Diagnostic System II Capacitor Power Relay II Capacitor Power Relay II
Large F-S9 Regolith Shield Induction Phase Switching I Targeting Nexus Phase Switching I Targeting Nexus Invulnerability Field II Invulnerability Field II
Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter Large S95a Partial Shield Transporter
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I
If it matters, I have nearly perfect fitting skills, and if you really need my skills they're in my signature.
If you need anything else let me know. . |
Zifrian
Deep Space Innovations
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Posted - 2011.09.03 15:06:00 -
[78]
Has this fix gone live? I'm still having issues and have been away for a week so not sure what has been done or not.
Also, I'm getting kicked out of my ship each time I dock? --- Maximize your Industry Potential! Download EVE Isk per Hour Here! |
Lilith Ishanoya
Lai Dai Shipments
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Posted - 2011.09.03 15:07:00 -
[79]
Edited by: Lilith Ishanoya on 03/09/2011 15:07:48 Logging off your modules, sometimes the whole server. All in a day's work for Tuxford.
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Jack Tronic
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Posted - 2011.09.03 15:13:00 -
[80]
Yea there are ammo loading bugs with modules now where it will refuse to load some ammo type unless you **** with the stacks and drag and drop.
Alos I am experiencing module desync where the mods refuse to stop cycling even though they are being used in tiny tiny 3v3 engagements(and they keep being desynced afterwards and cycling while in warp and 5 jumps later LOL)
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Zendoren
Aktaeon Industries The Black Armada
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Posted - 2011.09.03 16:12:00 -
[81]
Edited by: Zendoren on 03/09/2011 16:13:20 I have to say that with this most recent patch (1.1), my confidence in CCP as a company has been shattered. After striping out the CarbonIO from deployment and delayed the release of the new forums, the patch notes boiled down to 2 things new API and no more undock timers. Like most things that CCP puts out on the live server, they might as well not have a QA department since all that was needed to reproduce the issue is to switch ships as fast and as many times as they can before they undock. Pair this with what I just read over at FHC about how ****ty the actual coding was for this release on this very issue, I have come to one of two conclusions; Either CCP enployess' hands are so tied with coding standards that they cant do their job, or they just don't give a rip anymore and just get by with the minimum.
I'm sure most of you CCP alts out there in internet spaceship land are wondering, "Since you are so ****ed off and care enough to post emo responses to CCP apology threads why don't you help my going over to SISI." Well I have! I even signed up to your volunteer program. However, like most things that CCP touches it seems that my app fell through the cracks.
Like most people around here that are not new, who have invested a lot of time money and effort into this game and made it into a hobby, we are looking for excellence. We understand that you guys mess up; however, if you continue to make the same mistakes over and over again people will be ****ed like I am now.
I appreciate the increased communications as demonstrated by this thread; however, that's only a start. Do what you have to do but stop the fail cascade that is EVE Online and lets make this game what it's meant to be about, and that's Internet spaceships!
Serious business like internet spaceships requires serious work! now get to it!
P.S. No you can't have my stuff because I'm not leaving (I got too much invested into this thing to dip quite yet)
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Bosquit
Minmatar
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Posted - 2011.09.04 07:58:00 -
[82]
It's nice to see players and CCP employees working together with little trolling
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Chopper Rollins
Minmatar
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Posted - 2011.09.04 08:40:00 -
[83]
OP-"This was totally different then the other cases..." This new use of 'then instead of 'than' really hurts my eyes. Don't say grammar police or whatever, just, don't.
My freighter cannot have any more cargo loaded because my skills don't apply to it's cargo capacity. I've tried relogging, switching around ships, flushing cache. Just the freighter, when active, doesn't have the skills-expanded cargo.
When in space, sometimes journal doesn't work, can't check mission details in space.
Cargo button on HUD doesn't close cargo when in space.
This modules offlining thing has been around for a long time on sisi, a whole slew of little crapness has arrived since last patch. Put. the beer. down.
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Dinta Zembo
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Posted - 2011.09.04 08:53:00 -
[84]
Modules are still offlining on my ships and when I switch a subsystem on a t3 all but 1 or 2 modules go offline. Fix plis.
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Brooks Puuntai
Minmatar Nomadic Asylum
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Posted - 2011.09.04 10:06:00 -
[85]
Originally by: Bosquit It's nice to see players and CCP employees working together with little trolling
Its a love hate relationship.
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Kimba 0rac
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Posted - 2011.09.04 13:04:00 -
[86]
I also had this glitch happen to me while undocking in Mani, various modules would mysteriorsly be offline on undock. The 2 most common offlined after docking modules were, Afterburners and core launcher.
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Sentient Blade
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Posted - 2011.09.04 13:26:00 -
[87]
I had the same situation in a dual prop Dramiel, when I logged in I always found my microwarp drive offline. I was able to activate it afterwards from the HUD though while in space.
Now to hunt down the fail in my Tengus 'reload all'.
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Non Serviam
Never Ask Why
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Posted - 2011.09.04 14:29:00 -
[88]
I'm not sure whether this is exactly the same bug, but it has been introduced with latest patch and it involves offline modules. In my case ALL modules are offline though and it happens when boarding a ship from a ship maintenance bay.
Anyone else got this behaviour? |
Crystal Liche
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Posted - 2011.09.04 17:10:00 -
[89]
Still happens, logged off last night in my Machariel and when I logged on today 5 modules were offline.
I ?think? the low slot which had a Power Diag. in it being offline was the trigger that caused the others to go offline.
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