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Author |
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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