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Jazz Bo
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Posted - 2004.12.02 21:50:00 -
[1]
Happened three times today, to several people at once, in the Yulai solar system.
When you open fire on a target your guns only fire once. After that it still looks like you're attacking but ammo is not depleting, you're not doing any damage, and modules cannot be turned on/off (they just keep flashing red or green).
Warping out normalises it but if you warp back and attack it happens again.
I have a minute of fraps of a Taranis and a Catalyst firing at a Bestower, and a couple minutes of fraps of a group of people firing on a Moa (the Moa pilot actually managed to save his ship the first time by logging off and waiting for the ship to disappear)
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Jazz Bo
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Posted - 2004.12.02 21:50:00 -
[2]
Happened three times today, to several people at once, in the Yulai solar system.
When you open fire on a target your guns only fire once. After that it still looks like you're attacking but ammo is not depleting, you're not doing any damage, and modules cannot be turned on/off (they just keep flashing red or green).
Warping out normalises it but if you warp back and attack it happens again.
I have a minute of fraps of a Taranis and a Catalyst firing at a Bestower, and a couple minutes of fraps of a group of people firing on a Moa (the Moa pilot actually managed to save his ship the first time by logging off and waiting for the ship to disappear)
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Nitros
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Posted - 2004.12.02 23:38:00 -
[3]
I has this problem with mission NPC's and rocket launchers. I can to do only first shoot after warp\rewarp!
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Nitros
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Posted - 2004.12.02 23:38:00 -
[4]
I has this problem with mission NPC's and rocket launchers. I can to do only first shoot after warp\rewarp!
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Snake Jankins
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Posted - 2004.12.02 23:52:00 -
[5]
Edited by: Snake Jankins on 02/12/2004 23:58:53 Same here. I had the problem mutliple times in missions after the patch today. Sometimes only one weapon refuses to shoot, sometimes you can't activate the mwd, the shield and sometimes you can't activate any module at all. I've almost lost a ship this way. But I had luck, because I relogged fast enough to escape. Relogging helps, but this problem comes again and again and again.
/edit my solarsystem was Aitide, so the same happens in different systems
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Snake Jankins
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Posted - 2004.12.02 23:52:00 -
[6]
Edited by: Snake Jankins on 02/12/2004 23:58:53 Same here. I had the problem mutliple times in missions after the patch today. Sometimes only one weapon refuses to shoot, sometimes you can't activate the mwd, the shield and sometimes you can't activate any module at all. I've almost lost a ship this way. But I had luck, because I relogged fast enough to escape. Relogging helps, but this problem comes again and again and again.
/edit my solarsystem was Aitide, so the same happens in different systems
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darth solo
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Posted - 2004.12.03 11:20:00 -
[7]
stop whining celestial apocalypse scum.... get back to ur safe spot, u never fight fair, and u exploited, and "" "" ""
av always wanted to say that.
d solo.
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darth solo
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Posted - 2004.12.03 11:20:00 -
[8]
stop whining celestial apocalypse scum.... get back to ur safe spot, u never fight fair, and u exploited, and "" "" ""
av always wanted to say that.
d solo.
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Weirda
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Posted - 2004.12.03 23:29:00 -
[9]
Ditto with problem - only it seem to be a bit different. If you reproduce - try firing a ranged module (nos or something) - it was saying that stuff that was at 4km was 'out of range'.
Warped off only to have NPC still nailing Weirda from 4 million Kilometers!!!
The screenshot is cool - can't be assed to post it though... -- Thread Killer
<END TRANSMISSION> |
Weirda
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Posted - 2004.12.03 23:29:00 -
[10]
Ditto with problem - only it seem to be a bit different. If you reproduce - try firing a ranged module (nos or something) - it was saying that stuff that was at 4km was 'out of range'.
Warped off only to have NPC still nailing Weirda from 4 million Kilometers!!!
The screenshot is cool - can't be assed to post it though... -- Thread Killer
<END TRANSMISSION> |
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lickspittle
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Posted - 2004.12.04 11:01:00 -
[11]
Originally by: Snake Jankins Edited by: Snake Jankins on 02/12/2004 23:58:53 Same here. I had the problem mutliple times in missions after the patch today. Sometimes only one weapon refuses to shoot, sometimes you can't activate the mwd, the shield and sometimes you can't activate any module at all. I've almost lost a ship this way. But I had luck, because I relogged fast enough to escape. Relogging helps, but this problem comes again and again and again.
/edit my solarsystem was Aitide, so the same happens in different systems
If you are consistently experiencing this, please run the logger the next time you log in and reproduce it and submit it in a bug report with as clear a description of what you are experiencing as possible. I haven't received any reports of this problem and I would hope that a log where it is happening would point out exactly what is happening.
Thanks
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
lickspittle
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Posted - 2004.12.04 11:01:00 -
[12]
Originally by: Snake Jankins Edited by: Snake Jankins on 02/12/2004 23:58:53 Same here. I had the problem mutliple times in missions after the patch today. Sometimes only one weapon refuses to shoot, sometimes you can't activate the mwd, the shield and sometimes you can't activate any module at all. I've almost lost a ship this way. But I had luck, because I relogged fast enough to escape. Relogging helps, but this problem comes again and again and again.
/edit my solarsystem was Aitide, so the same happens in different systems
If you are consistently experiencing this, please run the logger the next time you log in and reproduce it and submit it in a bug report with as clear a description of what you are experiencing as possible. I haven't received any reports of this problem and I would hope that a log where it is happening would point out exactly what is happening.
Thanks
-- Richard CCP Programmer. Anything said above is not the official line, but my own take or opinion. |
Jazz Bo
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Posted - 2004.12.04 11:19:00 -
[13]
I sent in a report (at least I think I did), more or less a copy-and-paste of my post here.
I'll try to remember to run the log thingymabob from now on.
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Jazz Bo
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Posted - 2004.12.04 11:19:00 -
[14]
I sent in a report (at least I think I did), more or less a copy-and-paste of my post here.
I'll try to remember to run the log thingymabob from now on.
Originally by: DB Preacher
Celestial Apocalypse - Brave souls fighting the endless smak.
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Vector Shaheed
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Posted - 2004.12.04 11:23:00 -
[15]
Originally by: lickspittle
If you are consistently experiencing this, please run the logger the next time you log in and reproduce it and submit it in a bug report with as clear a description of what you are experiencing as possible. I haven't received any reports of this problem and I would hope that a log where it is happening would point out exactly what is happening.
Thanks
I wrote a bug report some days ago already.
Its easy to reproduce lickspittle:
Use a ship with a cloaking device and sensor boosters.
Activate the sensor boosters in autorepeat.
Activate the cloaking device.
Now the sensor boosters don't swicth off. They continue to blink in green.
When u try to deactivate them they start blinking in red.
When you then deactivate the cloaking you are unable to activate the sensor boosters.
Thats the same problem with the guns. They stop working when the target vanish (e.g. warp out)
And it seems that the same problem with mining lasers. Every time a module can not continue to work for some reason they don't deactivate but get stuck.
I will open an additional bug report including the logserver log with the sensor boosters because its simple to redo.
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Vector Shaheed
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Posted - 2004.12.04 11:23:00 -
[16]
Originally by: lickspittle
If you are consistently experiencing this, please run the logger the next time you log in and reproduce it and submit it in a bug report with as clear a description of what you are experiencing as possible. I haven't received any reports of this problem and I would hope that a log where it is happening would point out exactly what is happening.
Thanks
I wrote a bug report some days ago already.
Its easy to reproduce lickspittle:
Use a ship with a cloaking device and sensor boosters.
Activate the sensor boosters in autorepeat.
Activate the cloaking device.
Now the sensor boosters don't swicth off. They continue to blink in green.
When u try to deactivate them they start blinking in red.
When you then deactivate the cloaking you are unable to activate the sensor boosters.
Thats the same problem with the guns. They stop working when the target vanish (e.g. warp out)
And it seems that the same problem with mining lasers. Every time a module can not continue to work for some reason they don't deactivate but get stuck.
I will open an additional bug report including the logserver log with the sensor boosters because its simple to redo.
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Vector Shaheed
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Posted - 2004.12.04 11:24:00 -
[17]
I guess the deactivation message from the server is missing if the server decides that the module can not work anymore.
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Vector Shaheed
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Posted - 2004.12.04 11:24:00 -
[18]
I guess the deactivation message from the server is missing if the server decides that the module can not work anymore.
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Vector Shaheed
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Posted - 2004.12.04 13:16:00 -
[19]
Hehe,
I tried to reproduce it today but it seems that the bug was resolved today.
Yesterday night it was still there and today (after the server reboot) it vanish. (at least with the sensor boosters and cloaking. I will see about the guns and targets warping away soon)
Good work CCP! You saved my EVE weekend :)
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Vector Shaheed
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Posted - 2004.12.04 13:16:00 -
[20]
Hehe,
I tried to reproduce it today but it seems that the bug was resolved today.
Yesterday night it was still there and today (after the server reboot) it vanish. (at least with the sensor boosters and cloaking. I will see about the guns and targets warping away soon)
Good work CCP! You saved my EVE weekend :)
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Thomas Covenant
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Posted - 2004.12.05 09:58:00 -
[21]
What still amazes me is that after having 50,000 account pay 12.95/mo, these guys still expect us to do find their bugs....... astounding!
Yes, this is my main account
2004.08.06 09:21:49combatYour 1400mm 'Scout' Artillery I perfectly strikes Guardian Elder, wrecking for 1443.0 damage. |
Thomas Covenant
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Posted - 2004.12.05 09:58:00 -
[22]
What still amazes me is that after having 50,000 account pay 12.95/mo, these guys still expect us to do find their bugs....... astounding!
Yes, this is my main account
2004.08.06 09:21:49combatYour 1400mm 'Scout' Artillery I perfectly strikes Guardian Elder, wrecking for 1443.0 damage. |
Discorporation
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Posted - 2004.12.05 18:24:00 -
[23]
Originally by: Thomas Covenant What still amazes me is that after having 50,000 account pay 12.95/mo, these guys still expect us to do find their bugs....... astounding!
Yes, this is my main account
The bug reports are a way of saying to CCP, we found a bug, here it is. The logserver identifies the lines of code where the bug occurs, making it FAR easier for a programmer to re-create the bug on his lil server and fix it.
If they didn't get bugreports (good ones, with logserver files and reproduction steps, the rest are crap and worthless), then they'd have to try again and again till they get the bug, taking a lot of time and costing money/resources.
You can see why submitting BR's is a good idea. You're not finding their bugs for them, you're helping them to fix 'em.
[Heterocephalus glaber]
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Discorporation
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Posted - 2004.12.05 18:24:00 -
[24]
Originally by: Thomas Covenant What still amazes me is that after having 50,000 account pay 12.95/mo, these guys still expect us to do find their bugs....... astounding!
Yes, this is my main account
The bug reports are a way of saying to CCP, we found a bug, here it is. The logserver identifies the lines of code where the bug occurs, making it FAR easier for a programmer to re-create the bug on his lil server and fix it.
If they didn't get bugreports (good ones, with logserver files and reproduction steps, the rest are crap and worthless), then they'd have to try again and again till they get the bug, taking a lot of time and costing money/resources.
You can see why submitting BR's is a good idea. You're not finding their bugs for them, you're helping them to fix 'em.
[Heterocephalus glaber]
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