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Thread Statistics | Show CCP posts - 17 post(s) |
ViolenTUK
Gallente Vindicated Exiles V.I.R.A.L.
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Posted - 2008.12.17 11:01:00 -
[91]
Edited by: ViolenTUK on 17/12/2008 11:02:18
This patch is crap just like the rest of ccp's patches. Full of memory leaks and glitches.
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Hywang
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Posted - 2008.12.17 11:06:00 -
[92]
Confirming that my Cap usage on my perma run Domi has changed since the last patch. It used to run at around 40% quite happily, now it is scratching 20%-25%. It may just be a display bug though, because i'm pretty sure once it goes past peak recharge it should die. It was a pretty tight margin to begin with.
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ISquishWorms
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Posted - 2008.12.17 11:11:00 -
[93]
Thanks very much for the patch CCP my Eve is running a lot smoother now. There are just a couple of little problems that seem to still br around. Firstly when using my jump clone I have to log out and back in otherwise I do not seem to change to the station that my jump clone is in having jumped. I also from time to time still get vertical text when typing in rooms, but other than that this patch improves playability greatly. :)
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StarStryder
Zero-Hour
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Posted - 2008.12.17 11:54:00 -
[94]
Originally by: ISquishWorms Firstly when using my jump clone I have to log out and back in otherwise I do not seem to change to the station that my jump clone is in having jumped.
That's unrelated to this patch. I've been getting that for a while. Can't remember if it predated QR though.
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CCP Gangleri
Minmatar
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Posted - 2008.12.17 12:03:00 -
[95]
We are looking into the cap issues, there is nothing in 1.0.4 that could affect actual cap usage of modules or setups. That doesn't mean we won't look into why people are reporting issues like this, it merely means that it is not due to a direct change of functionality in the 1.0.4 patch.
Please report bugs if you have any information that you think may help us narrow down the cause of this, How to create a bug report.
For those getting stuck at the "entering space" loading bar, filing a stuck petition should get your issue resolved, however we would appreciate it if you could file a bug report with logs so that we can pinpoint what is causing this. We have been unable to reproduce it ourselves so far with the info we have.
If your client is crashing at startup then please file a detailed bug report with information on your system setup and logserver output, this is a separate issue from the one above which is most likely connected to your system settings or drivers. Filing a stuck petition will not help in these cases so please do not file one. The issues and workaround forums are more likely to have solutions to your technical difficulties. ------------------
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Ardvaark Ratnik
Minmatar Voice of the Blood Raiders
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Posted - 2008.12.17 12:09:00 -
[96]
Also confirming Cap issues... Perma run Raven is down from around 40% to 33%, Paladin down as well. The raven is what really showed it too me, it is if I am using 2 invulnerability fields instead of 2 specific resist hardeners.
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BalderDK
Gallente Sekura-Corporation
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Posted - 2008.12.17 12:14:00 -
[97]
I too am having cap issues my logistics cruiser that prior to the patch was cap stable, isent anymore, you can proberly imagen the look on my face when i notished the reppers on the logistics was shutting down due to cap problems in my lvl 5 mission :D
I havent changed a single module on the ship but sinch the patch i can only keep 3 Large remote repper runnig instead of the usual 4.
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Silam Ryder
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Posted - 2008.12.17 12:14:00 -
[98]
Also noticed cap stability problems, Im using 2x t2 invulns and 2x pithi B type boosters, used to run stable on my hulk, now it doesnt.
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MMXMMX
Caldari Resistance is Futile
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Posted - 2008.12.17 12:19:00 -
[99]
Ok let me make a note here to about the CAP PPROBLEMS !!
With the setup i make for my CNR in EFT i get cap stable 49%
But when i use that setup in eve the cap is stable ad 41 %
This started after the patch and i remember that this happened already before to me 1 time also after a patch I askt others and the have the problem to .
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David Grogan
Gallente Crusaders of the Darkstar Warp to Desktop
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Posted - 2008.12.17 12:22:00 -
[100]
i get random errors......... such as undocking from a station with 33% shield despite noone in system but me
the module graphics (weapons and mid and lo slot buttons) appear as being offline instead of online even though they do work when u click them
lag still steadily gets worse over time (60 mins average time in between needed relogs this is only on my 2 xp machines running 1 ac each - no issue with my vista machine running two acs)
lag at gates (this affects all 4 acs) sometimes it gives a stupid random error message such as the time to undock from a station message when im trying to jump at a gate. but more often session change errors or preventing me entering a system cos fleet is handshaking despite me not being in a fleet.
skill training completed but reverts back to previous level..... a relog corrects this until next time a skill completes then u need to relog for it to take affect.
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Kulmid
The Bastards The Bastards.
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Posted - 2008.12.17 12:34:00 -
[101]
Edited by: Kulmid on 17/12/2008 12:35:43 has anyone experiencing cap problems actually ran their ship out of cap on a ship that says it should be cap stable and seen modules start to deactivate. maybe its just a graphical bug that is saying you cap is lower than it should be. so if you fit a ship that could be cap stable and it runs out of cap, and modules to indeed deactivate then I guess the "issues" you are experiencing have some merit. But if they continue to run while the ship displays it is out of cap, then its just a client display bug. Which easily could pop up with CCP messing around with the client.
Edit: please keep in mind this is intended for people experiencing their cap stable ships hovering around different levels. This does not apply to people who are just running themselves out of cap. (this is to stop people from going "I ran outta cap running 8 neuts and they shut off, not a graphical bug!")
_________________
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Jilly Serkov
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Posted - 2008.12.17 13:19:00 -
[102]
Originally by: ViolenTUK Edited by: ViolenTUK on 17/12/2008 11:02:18
This patch is crap just like the rest of ccp's patches. Full of memory leaks and glitches.
Care to be a little more specific ?
This thread is only 4 pages long so far so it is hardly as bad as you describe for everybody. There are people posting here (like myself) for whom the memory leak issues are dramatically better after 1.0.4 - if your experiences are different, enlighten us and CCP, and file a bug report. This way you help the game and potentially other people too.
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Antalor Maskari
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Posted - 2008.12.17 13:40:00 -
[103]
Edited by: Antalor Maskari on 17/12/2008 13:41:36 Edited by: Antalor Maskari on 17/12/2008 13:41:12 Since 1.0.3 i had crash due to memory leak. It seems that this problem was solved with the 1.0.4.
However, i can't test really this memory leak problem because i can't have a connexion of more than 5 to 10 mn. Sometimes i count in second.
Since the 1.0.4 p atch, i had more than 70 connexion lost due to socket error. My network configuration didn t change since before the 1.0.3 where everything worked fine for me.
Thus, since yesterday 13:00 EVE time i couldn t play at all. changing skill sometimes required me 2 or 3 connexion. I just had 1 hour quiet yesterday evening without socket lost.
But Today after DT nothing has improved except that i can't play anymore.
And it is NOT a question of lag. I have no lag when the game is working.
And lag can't be the response to this socket loss problem.
And actually with all my petitions post i had no answer from anyone from CCP.
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Khlitouris RegusII
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Posted - 2008.12.17 14:25:00 -
[104]
Originally by: Katana Seiko I like the fact that I can see the memory usage now.
But what's up with the FPS? As soon as I go fullscreen, I have like 20 FPS more than in window mode. With the same resolution.
Probably your graphics card switching to full screen 3d app clocks.
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2008.12.17 14:52:00 -
[105]
Originally by: Kulmid
has anyone experiencing cap problems actually ran their ship out of cap on a ship that says it should be cap stable and seen modules start to deactivate. maybe its just a graphical bug that is saying you cap is lower than it should be. so if you fit a ship that could be cap stable and it runs out of cap, and modules to indeed deactivate then I guess the "issues" you are experiencing have some merit. But if they continue to run while the ship displays it is out of cap, then its just a client display bug. Which easily could pop up with CCP messing around with the client.
Shield booster doesn't activate (with displayed warning message) due to cap being too low. Ran it over the stability limit with additional remote repper... seems like not to be a reading error.
Okay, ran another test today, and cap stays close enough to EFT limits (stable at 39%). Another setup slowly goes according to numbers (is actually far more stable than EFT says, due to staggered cap use / module timings).
Servers had hickups, someone else reported the same... if no other news appear I'd say fixed with the wait-until-next-DT cure again, or what-ever.
Prolly should go back to the old wait one day after any patch before logging in routine... -- V.H.
"Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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JSquared
Quantum Warfare Research and Development
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Posted - 2008.12.17 14:56:00 -
[106]
Quote: For those getting stuck at the "entering space" loading bar, filing a stuck petition should get your issue resolved, however we would appreciate it if you could file a bug report with logs so that we can pinpoint what is causing this. We have been unable to reproduce it ourselves so far with the info we have.
I am having this issue and have figured out how to reproduce it (and work around it)
If the following 3 things are true I get stuck logging in:
I logged out in space (not in a station) I am trying to log in with classic graphics client I am trying to log in with windowed mode.
If any of those 3 are NOT true.. I log in fine. This is tested with other accounts and other computers too.
The work around is to alt+enter at the log in screen to full mode, wait till I appear in space and then alt+enter back to windowed mode.
That should be enough data to track down this issue and fix it please. Also note.. if you can't reproduce this bug with the above info.. it might have been necessary for those things to be true when patching from .3 to .4 patch (because that's the state all of my accounts where in when I patched and now they all act this way unless I log in full screen.
One last item.. I filed a stuck petition yesterday and that got me in the game.. but when I logged out and back in from space.. I was stuck again. Unless you want the "stuck petition guys" to go on strike.. please fix quickly.
Grin. JŚ
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Napro
Caldari
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Posted - 2008.12.17 16:03:00 -
[107]
Fix POSs, break caps
WTG CCP
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The Vixen
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Posted - 2008.12.17 16:17:00 -
[108]
This Christmas/Holiday gift straight up sucks.
Can we exchange this gift for something else?
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william adrax
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Posted - 2008.12.17 16:35:00 -
[109]
anyone else having problems getting the program to boot up right now? Have been trying to access the game for the past three hours no luck.
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Assimil8r
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Posted - 2008.12.17 16:57:00 -
[110]
Originally by: Vir Hellnamin Okay, ran another test today, and cap stays close enough to EFT limits (stable at 39%). Another setup slowly goes according to numbers (is actually far more stable than EFT says, due to staggered cap use / module timings).
Posting to confirm that cap usage and/or readings appear to be back to normal. Just tested my Golem again and it's stable at 49% cap, exactly like it was on Monday. Back to mission running for me!
I'm glad this issue has been fixed, but I'd still like an acknowledgement (and explanation!) from CCP regarding it. Either something changed on TQ, or 10+ people across different continents experienced a shared delusion... hmmm, which one is more likely?
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CCP Gangleri
Minmatar
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Posted - 2008.12.17 17:10:00 -
[111]
So far we have this workaround:
1. Dock 2. Repackage your ship
As before, if you are stuck at the loading bar then please file a petition in the stuck category. Most likely cause is inventory corruption when clone jumping, so please include info on your last clone jump if you are posting here regarding either the cap issue or the stuck at loading bar issue.
We are still investigating, any info you can provide is helpful. If you find a new workaround then please post it, if the one I posted above works for you then please let us know. ------------------
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CCP Gangleri
Minmatar
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Posted - 2008.12.17 17:17:00 -
[112]
Originally by: Antalor Maskari Edited by: Antalor Maskari on 17/12/2008 13:41:36 Edited by: Antalor Maskari on 17/12/2008 13:41:12 Since 1.0.3 i had crash due to memory leak. It seems that this problem was solved with the 1.0.4.
However, i can't test really this memory leak problem because i can't have a connexion of more than 5 to 10 mn. Sometimes i count in second.
Since the 1.0.4 p atch, i had more than 70 connexion lost due to socket error. My network configuration didn t change since before the 1.0.3 where everything worked fine for me.
Thus, since yesterday 13:00 EVE time i couldn t play at all. changing skill sometimes required me 2 or 3 connexion. I just had 1 hour quiet yesterday evening without socket lost.
But Today after DT nothing has improved except that i can't play anymore.
And it is NOT a question of lag. I have no lag when the game is working.
And lag can't be the response to this socket loss problem.
And actually with all my petitions post i had no answer from anyone from CCP.
See this reply in an issues and workarounds forum thread on the "socket closed" issue. ------------------
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gfldex
Evolution Band of Brothers
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Posted - 2008.12.17 17:52:00 -
[113]
Originally by: moosecheeks Just curious as to what page faults mean in the memory graph. And are they bad?
It means it's not finding the memory page in RAM but has to fetch it from swap space. No problem if it doesn't do that all the time. --
There are countless games in the world. There are at least as many ppl that dont like one or more rules of said games. That never stopped smart game designers from creating good games.
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Vir Hellnamin
Gradient Electus Matari
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Posted - 2008.12.17 18:08:00 -
[114]
Edited by: Vir Hellnamin on 17/12/2008 18:08:27
Originally by: Assimil8r acknowledgement (and explanation!) from CCP regarding it. Either something changed on TQ, or 10+ people across different continents experienced a shared delusion... hmmm, which one is more likely?
We had a chat in corp yesterday, and thought that this felt like old days, when you had all kinds of weird desync with servers when running missions or pretty much anything - sometimes had something to do with crap motherboard clock going at wrong pace compared to server clocks etc... all sorts of weird thingamagik stuffs - like all of a sudden during missions cap would stop recharging or you would not do any damage / receive any...
server hickups. happened before, happens still after patches. :) -- V.H.
"Entering MH means instant death. It's worse than 0.0. Even the asteroids shoot back." - Alex Harumichi [GRD]
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beyonderLover
Freelancing Corp Confederation of Independent Corporations
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Posted - 2008.12.17 18:36:00 -
[115]
i just bought his rohk. had not even insured it, but had gotten it fitted and rigged. i warp to a gate and jump thru and was cloaked. i got kicked from the game, don't know why, cause all i had running was one client. when i logged back in, i warped to the gate and clicked on my cloak, and after a minute or so, realized i was froze. i logged on again frozen, unable to do anything and looking at 4 neutrals on a gate. i should have been safe, as i was cloaked waiting on a friend to join me, when the game booted me the first time. sad that i don't eve run my premium graphics and cannot eve functionally operate only one account running using the fullscreen mode.
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Rock'n'Roll Lady
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Posted - 2008.12.17 18:53:00 -
[116]
confirming my hawk which was running perma run with 40% cap now run out of cap and that means yes zero cap so its nothing like client is showing something different reading. please CCP do something so that my holidays don't suck as i planned on playing a lot :)
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CCP Explorer
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Posted - 2008.12.17 18:58:00 -
[117]
Originally by: Assimil8r
Originally by: Vir Hellnamin Okay, ran another test today, and cap stays close enough to EFT limits (stable at 39%). Another setup slowly goes according to numbers (is actually far more stable than EFT says, due to staggered cap use / module timings).
Posting to confirm that cap usage and/or readings appear to be back to normal. Just tested my Golem again and it's stable at 49% cap, exactly like it was on Monday. Back to mission running for me!
I'm glad this issue has been fixed, but I'd still like an acknowledgement (and explanation!) from CCP regarding it. Either something changed on TQ, or 10+ people across different continents experienced a shared delusion... hmmm, which one is more likely?
We changed nothing in 1.0.4 on Tuesday regarding cap usage and we changed nothing today. I vote for no. 2
But as CCP Gangleri said above then we are looking into these reports.
Erlendur S. Thorsteinsson Software Director EVE Online, CCP Games |
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Roan Keltizar
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Posted - 2008.12.17 19:23:00 -
[118]
Hey, I just wanted to submit my bug/suggestion report. Take it or leave it. Just thought the EVE team would find it helpful.
Actual Bugs:
--For the beginning mission where you have to scout out the jump gate (for the Minmator) I am stuck because I can't approach the jump gate structure. It is stuck at 0 meters. When I go out of a certain radius the distance begins to fluctuate normally. I also difficulty physically approaching the structure. This makes it impossible for some reason to progress with the mission.
--Whenever I come out of a warp the game will glitch for a few seconds zooming in and out, or my ship appears to simultaneously transport from place to place.
Minor Annoyances that might be bugs or might not. Also Some general suggestions to improve the game
--I am able to warp through planets and other objects! This is quite impossible. It would be better if you could implement a kind of collision and "object warning". You also simply move the planets and other objects that you frequently warp through. Seems like it wouldn't be that difficult, and wouldn't mess things up too badly.
--weird sound played when jumping, which sounds disturbingly like evil laughter?? wtf
--if you try to sell a ship (like one of the ships that you are given in the missions) you cannot do it. However you can break it down into minerals and sell those, which is actually quite profitable. So I think it would be a good idea to make the mission given ships have some value equal to the value of raw materials that you can get out of it.
--The rocket trails won't follow my ship. They get bent when I'm turning. It would be nice if the trails matched the position of my ship. This is also a problem when I'm coming out of a warp.
--You shouldn't have to expend extra energy to keep moving forward once you get going. There is not friction in space. I know a lot of games don't do this, but maybe it would work to cut the burners once you've reached the max speed. Also, I believe that if you apply more energy you will go faster and faster to infinity. It is only the rate of acceleration that is determined by the hardware. And also the amount of fuel on board. Might be interesting to simulate this. Further more, in order to maneuver well in space you need more than one rocket booster on the ship. Forward, back and all sides. This is because, unlike driving a car, you can't just turn your wheels where you want to go because there is no ground and no friction. When you want to stop you must apply an equal and opposite force. When turning you need to engage the other rocket boosters. Once again, it would be awesome if you could simulate this.
--I think you should consider making it much easier to approach smallish objects. You should slow down gradually before you get there, and not fly fast it again and again!
--Why not animate the jump gates!!?? You have such awesome models and stuff. It's lame to just disappear and somehow get magically transported to some other place. It is glitchy too, and somewhat annoying. Why not, on activating the jump gate, automatically align the ship so that it is directly facing the gate, then go forward, then play an animation similar to the warp, but briefly, fade to black, show a loading screen and then briefly animate the player emerging on the other side. All in the space of about 10 seconds. I really think you should work on this, as jumping is a very big part of the game!!
--Targeting things in this game is somewhat of a chore, and difficult to do when in combat. I'm still just a newb, but I think you should find out how to make this easier, maybe through shortcuts/hotkeys. Double clicky the enemy could simultaneously lock on and start shooting
--Lastly I miss the ability to fly manually using my own skill from games like freespace. I think you could give us a manual mode where we can adjust our speed and direction of flight using the movement of the mouse and the arrowkeys.
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Treelox
Amarr Market Jihadist Revolutionary Party
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Posted - 2008.12.17 19:45:00 -
[119]
While it has improved with what 1.0.3 gave me, 1.0.4 still has a lot of mem leakage, page faults, and really starts to gobble CPU the longer I am logged in. These are not problems I had pre-1.0.3.
As a hauling/trader, I jump often, stayed logged in for hours(active), and have the market and wallet screens open constantly.
One thing I did notice, that unlike with the mem issues in 1.0.3, docked inactivity will slowly cause mem usage and cpu cycles to drop. Although still not to pre-QR levels. -- Chribba's LoveQuest 17:00hrs Dec. 20th (Prizes!!)
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SSgt Sniper
Gallente MAIDS
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Posted - 2008.12.17 20:04:00 -
[120]
poasting to confirm minor cap bugs on setups that used to be more than cap stable. Currently, most of them still are, but barely. One or two are no longer stable.
Investigate! ------- CEO of Maids. No I didn't pick the name. I've grown rather fond of it though.Poor PR in progress!
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