Development Cycle Archive

Thread: Daily Test Center Bug Thread: Wednesday, March 11th 2004

Trayson_Antilles
Thu Mar 11, 2004 9:10 pm
#14

It appears that the 'Nested' Menu type are borked. Straight radial menus *do* work. Selecting Trade, watch, listen, etc will work fine. But Trying to train a pet, work with harvesters, etc... won't.



Regards,
Trayson Santiles

Former TC Correspondent and now Retired player.
Call me when there's a game to be played.

erikAceman
Fri Mar 12, 2004 1:37 am
#15






Rhoubhe wrote:





erikAceman wrote:

->Faction pets will not attack TEF'ed players, only overt (Declared players)






Did you bother to read today's update notes, ese? This got fixed.






Rgr sorry I missed that, keep up the great works dev's you guys are on a hot streek.



-Imperial Col Er'ik Striker-
-Guild Leader IEBO-
-Imperial from launch-
-http://www.iebo.net-

ThorsAnvil
Fri Mar 12, 2004 1:53 am
#16

TH, I want to do some testing of the loot drop changes that are comming. specificalyl crystalls? will i find the loot drops changed in Patch 7? or 8?


I wanted to ask this in an open thread , but anyone posting about crystal's gets instantly flammed, and i figured this was a good place to ask.




Crystals Says you? Roll out the SWG Credit Card says I.





Understand JEDI EXP (exp based on normalized kills)

Master Elite Prof 3,891,000 exp / 4200 exp = 926 Rancors for Master Elite anything
Master LightSaber 15,280,000 exp / 1000 exp = 15280 Rancors for Master LS
Lord_Lightning
Fri Mar 12, 2004 4:56 am
#17

Helpful Guidelines:




1. If you keep crashing to desktop, try doing a "Full Scan". You will find the Full Scan button at the bottom of your launchpad after you log in.






Can i please have that warning about "yeah, you should have done a full scan" BEFORE it is actually too late to do a full scan? when i log into the station perhaps? It's only been an annoyance until now, but i feel i have to say it.
Feisen
Fri Mar 12, 2004 5:36 am
#18


[Duplicated from the focus thread which has dropped to page 2:]


Test movement again this morning. It's working much better but still a little buggy if you have a Forward Outpost in the area.


With object targeted: /move forward 10 returns error :

Format: /moveFurniture <FORWARD/BACK/UP/DOWN> <distance>


With object targeted: /move up 10 returns error:

Format: /moveFurniture <FORWARD/BACK/UP/DOWN> <distance>


With object targeted: /move back 10 and /move down 10 continue to work with no problem. However, we still cannot move an object down below it's natural "drop" height, such as backpacks, wall data terminals, and torches. The latter would be particularly nice to lower to create fireplace effects.


Using the name the object workaround such as /move jar up 10 or /move jar forward 10 works fine. I note that you MUST have the object to be moved targeted now, or you get the error message "What do you want to move?" which is as it should be. There is an odd effect in this workaroundhowever...


I had two objects, a bone armor segment, which I had renamed "trophy," and "a striped fish". I moved trophy up the wall fine using the /move trophy up 10 command with the bone armor segment targeted. BUT I was also able to move the "a striped fish" up the wall with the /move trophy up 10 command when I targeted the striped fish. Thus, for the workaround to work, I didn't have to name the exact object I was moving, only have the object targeted and use some sort of name.


Oh-kari (Skystone) Test Center



Lotus Industries
Tian Tian, Merchant | Song Wavestrider, Chef
Lotus Grill
, -4555 6860, Brethren City, Dantooine: 12-Point Food & Spirits
Lotus Industries, -6090 -3410, Tyrena, Corellia: Pre-Nerf Weapons and Loot


Feisen
Fri Mar 12, 2004 5:55 am
#19

I bugged this in game 10 days or so back when I first noticed it, but I'll mention it here too.


I have a structure crafting station that I drop in my house when I need to craft something. The bug is... once the crafting station is picked up, the ambient sound from it remains as if the crafting station were there in the room. This bug has persisted even after logging out for a couple days. I have a phantom crafting station in that location thatI can hear as long as the crafting station is in my inventory. (Sound fades as I move away from that spot and increases when I near it, etc.)


I "solved" the problem by placing the structure crafting station in a bag in my house. But now when I open that bag, the ambient sound can be heard. The sound ceases when I close the bag. It's sort of amusing really, but wanted to bug it again. I do not know if this is an "owner" only bug, or if other people could hear the same, or even if it is only that particular structure crafting station that is affected. If a dev wants to check that crafting station out, it's in a backpack named "crafting kit" in the backroom of my house at -249 3670 Tatooine. Help yourself.


Oh-kari

Skystone, Test Center



Lotus Industries
Tian Tian, Merchant | Song Wavestrider, Chef
Lotus Grill
, -4555 6860, Brethren City, Dantooine: 12-Point Food & Spirits
Lotus Industries, -6090 -3410, Tyrena, Corellia: Pre-Nerf Weapons and Loot


Feisen
Fri Mar 12, 2004 8:33 am
#20

Republic blaster certification not working properly.


Tested this morning with a pre-publish7 blaster at Marksman 0/2/0/1 and blaster still doing max damage.


Oh-kari



Lotus Industries
Tian Tian, Merchant | Song Wavestrider, Chef
Lotus Grill
, -4555 6860, Brethren City, Dantooine: 12-Point Food & Spirits
Lotus Industries, -6090 -3410, Tyrena, Corellia: Pre-Nerf Weapons and Loot


Karquile
Fri Mar 12, 2004 10:52 am
#21

Two non-holocron text things for Q-3PO. Don't lose em


1. Many trooper-type NPC's in the game have a chatter line that reads:


If you're careful with you weapon then you won't get hassled.


2. I was levelling Weaponsmith and I noticed that the trainer NPC describes Master Weaponsmith as follows: "The Master Weaponsmith is able to create the most deadly weapons one can find." Isn't it technically true that there are loot drop weapons deadlier than anything a WS can make? Just curious.
Feisen
Fri Mar 12, 2004 11:19 am
#22






Karquile wrote:

Two non-holocron text things for Q-3PO. Don't lose em



Which reminds me...heard on Radiant yesterday:


A gubber tries to hit <male player name> but him evades!





Lotus Industries
Tian Tian, Merchant | Song Wavestrider, Chef
Lotus Grill
, -4555 6860, Brethren City, Dantooine: 12-Point Food & Spirits
Lotus Industries, -6090 -3410, Tyrena, Corellia: Pre-Nerf Weapons and Loot


Shilak
Fri Mar 12, 2004 2:04 pm
#23

3. Please post Bugs, Gameplay Problems, Exploits, and stuff that's Broken.

Combat Medics. Totally broken, I suggest disabling/removing them.




M O R T A R I U S
Master Bounty Hunter / Master Pistoleer / Small Blue Fly on Chimaera

LuapLink
Sat Mar 13, 2004 12:41 pm
#24

Had a load of tickets for the corvette (got them the first day when the npcs weren't taking the dossier from you) so decided to have a peoper look round. All of this was done using tickets for the Rebel assination mission.


1. Locked doors open when you approach them. The only locked door that stays shut is the elevator, you should make sure that they all do this.


2. As a result of No. 1 it is possible to edge in to the room with the elevator control enough that you can see it and use it. This means that you can skip the droid repair entirely. Having the door stay closed until unlocked will fix this.


3. The room the prisoners is not locked so you can get to them without having to get the door code.


4. The darktroopers in black armour with blue detail (which looks cool) are too short, they are a head shorter than the other stormtroopers.


5. The normal stormtroopers in black armour are described as 'Blackhole troopers' but the ones in black armour with coloured detailing are called 'Stormtroopers'.


6. I was not getting the mission timer, every timI was there I never got a mission time update except once where on entering the corvette I got a message that I had 50 minutes left dispite the fact that I should have had 60 minutes left.


Thought I would also add some data on the items I looted while there, these were all from objects not npcs. This was obtained in 17 visits to the corvette.


10 Power Plant AV-21


15 LLCs


16 Stun batons


5 Ryyk blades


7 E11 Rifles


I also found Giggledust and Crash n' Burn, which I would suggest changing to a useful spice like Muon Gold, Neutron Pixie, or even Booster Blue.



Hope the info helps.





Orba Bunsen - Master Snuggler/Pistoleer(Test Center)
Oorba - Master Fencer/Brawler/Swordswookiee(Test Center)
Abor Ava - Master Commando(Test Center)
Karquile
Sun Mar 14, 2004 12:11 am
#25



I allowed Tus'kens Bane to drop a rank (5 to 4) to see how it works. It works. Stuff outside 400m was removed, and so were Trainers 13-15.


However, I got the following email for each decoration and terminal removed.






Mayor Elam Karquile,

Due to the fact that your city has been reduced in radius, the structure "%TT" has been removed. This structure was outside the new radius.




The dreaded %TT disease strikes again! Removed trainers were named correctly.

TheOxygen
Sun Mar 14, 2004 10:55 pm
#26






Karquile wrote:


2. I was levelling Weaponsmith and I noticed that the trainer NPC describes Master Weaponsmith as follows: "The Master Weaponsmith is able to create the most deadly weapons one can find." Isn't it technically true that there are loot drop weapons deadlier than anything a WS can make? Just curious.






At this time, only legendary weapon drops are better than what a master smith can make. So, 99.9 percent of looted weapons will be inferior (note: some looted weapons may have added skill bonuses or DoT attacks that may make them just as desirable as master smith creations, however damage and speed will always be better when looking at master crafted vs loot weapons). If your weapons are coming out inferior to loot drops, then you are probably not using good enough resources or correct experimentation. Components are a different story, I believe that any krayt tissues or gorax bone shards are better than the crafted versions of the components that they replace.


Whether or not this will change with the upcoming nerf on crafters remains undetermined. From initial tests from master weaponsmiths on the TC, the damage (and I believe the speed) is still better on crafted as opposed to loot, however there is a significant reduction in overall crafted item quality due to experimentation changes. There is already a huge thread discussing the crafter dissatisfaction with the upcoming crafting changes, so I'd direct you there for more information regarding this matter.
Page 2 of 3