Architect Archive
Thread: They fixed the harvester animation!!!!!!
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HuntsBBQ
Tue Oct 26, 2004 8:14 pm
#14
YAY my harvs are moving again have not seen that in a long time 
Quadork
Wed Oct 27, 2004 12:09 am
#15
If it causes lag, they should re-disable it. Who wants to see giant phallic symbols pumping up and down at 2 FPS?
Elyssa
Wed Oct 27, 2004 12:11 am
#16
Me!
...well, only so I know that they're still operating.
Not for any other reason, tho.
Yeah.
FoPJester
Wed Oct 27, 2004 12:14 am
#17
Yes, I drooled for several minutes when I came across my animating minerals a few minutes ago.
I might be mistaken, but I have the impression that they also fixed ambient lighting in corellia houses. Can someone confirm this? They seem to be a lot darker now and the personal light does no longer cause an optical flashover.
I might be mistaken, but I have the impression that they also fixed ambient lighting in corellia houses. Can someone confirm this? They seem to be a lot darker now and the personal light does no longer cause an optical flashover.
Jake-MP
Wed Oct 27, 2004 3:53 am
#18
I don't know if this qualifies as a total fix, but it is certainly a nice start. What I'm refering to is being able to use the animation to see if the harvestor is still running. I noticed my harvestors were animating, but decided to check them anyway. Sure enough, the spawn under one of them had shifted out. Once I selected "operate" and noticed this, the thing stopped animating (even though the control pannel seemed to think the harvestor was still on, strange).
Don't get me wrong, I'm really happy to see harvestors animating again, I just want to see the other part fixed, too
.
Don't get me wrong, I'm really happy to see harvestors animating again, I just want to see the other part fixed, too
HuntsBBQ
Wed Oct 27, 2004 5:11 am
#19
Jake-MP wrote:
I don't know if this qualifies as a total fix, but it is certainly a nice start. What I'm refering to is being able to use the animation to see if the harvestor is still running. I noticed my harvestors were animating, but decided to check them anyway. Sure enough, the spawn under one of them had shifted out. Once I selected "operate" and noticed this, the thing stopped animating (even though the control pannel seemed to think the harvestor was still on, strange).
Don't get me wrong, I'm really happy to see harvestors animating again, I just want to see the other part fixed, too.
The harvestors use to do this same thing before when they were working. So the bug of them still moving even if the spawn is not there has been there since day 1
but the harvestors are moving again.
Message Edited by HuntsBBQ on 10-27-2004 08:11 AM
Garr_Castelle
Wed Oct 27, 2004 2:12 pm
#20
There working but nowhere near the speed they used to. I remember heavy harvesters pounding away at about 3x the speed they do now.
Bandola
Wed Oct 27, 2004 11:33 pm
#21
Garr_Castelle wrote:
There working but nowhere near the speed they used to. I remember heavy harvesters pounding away at about 3x the speed they do now.
Yes, but the patch just before the one that stopped the animation was responsible for that, this patch (I think it was around Publish 4 or something) introduced a new element called Viagra, which was responsible for the above described phenomenem. After it was discovered that the presence of Viagra did not actually improve the performance, but merely allowed for a longer more 'frantic' and less controlled motion the devs decided to remove all supplies. The result of this was that having become dependant upon Viagra units could no longer 'perform' without it. This is why the animation stopped. I believe that what has happened now is that a 'placebo' has been introduced without any of the side effects that Viagra had (prematurely ejaculating resources, continuing to 'pump' even when no resources were left, etc.). As this is only a placebo the effect is not as dramatic as it was with Viagra, but nonetheless units now pump albeit at a slower rate, but with a more 'natural' speed and rhythm.
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