Development Cycle Archive

Thread: Test Center Update Notes Mar 11, 2004

Rogue_5
Thu Mar 11, 2004 5:42 pm
#14







DeQuosaek wrote:





Rogue_5 wrote:







Pets: Fixed Factional pets to be able to attack Covert targets and turrets.



Do you mean Covert targets (with a TEF) or any Covert target?








Good catch. That should be covert targets with a TEF.



Thanks,




Grant "Rogue_5" McDaniel
SOE Producer, Star Wars Galaxies
Ace4Brit
Thu Mar 11, 2004 10:02 pm
#15



erikAceman wrote:

HOT/BUG ->When incapped by a PC after 3 incap rule auto DB, decay occurs






This has been tested and confirmed... you ONLY Get Decay when your TEF has worn off, so try to get a hit in before you incap again so you re-tef



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DeQuosaek
Fri Mar 12, 2004 12:32 am
#16






Rogue_5 wrote:





Good catch. That should be covert targets with a TEF.


Thanks,




Don't mention it


Also, tonight is the first chance I've had to see it, but the changes to the way shadows work on Zabrack and Human faces was VERY well done.It used to be very irritating when trying to take screenshots, or just on a day to day playing basis. The shadows used to be blocky and generally not very good looking. It looks very smooth and 100% better now. Give someone a pat on the back for me.






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

Grimhand
Fri Mar 12, 2004 1:04 am
#17






Rogue_5 wrote:





Please Note: When the server comes back up the Corellian Corvette will be disabled so that we can do some testing. Please try to go through the Corellian Corvette ground missions to verify that the NPCs react appropriately. We will be turning the Corvette back on later today.



Corellian Corvette: Added some new Stormtrooper NPC variations to the corvette.

Corellian Corvette: Fixed a problem where the corvette would attempt to make neutrals overt.

Corellian Corvette: Updated all the loot in the corvette (more items, less power plants)

Corellian Corvette: Made it so you only win the mission for killing the assassination target if you're on the assassination mission

Droids: "Conversing" Droids can now be repair droids if they have a repair module in them.

HQ's: Added in a vulnerability reset option. Factional HQ admins will be able to reset their HQ timers every 2 weeks to whatever the current time is when this option is selected.

Knowledge Base: Updated knowledge base with player garages

Knowledge Base: Fixed a bug where the "Find garage" would not function in the knowledgebase

Missions: Added some more NPC's to one of the Lady Valarian missions.

New Lighting: Made all lights and candles a lot less bright. Removed the flicker from the candles as it caused a strobe effect when there was several candles in one area.

New Mounts: Fixed an art problem with the bantha saddle blanket.

New Vehicle: Fixed the AV21 landspeeder so that it can now be customized.

Pets: Fixed Factional pets to be able to attack Covert targets and turrets.

Pets: Pets lower than level 10 will now grow correctly and be called at the correct level.

UI: Added an icon for the /extinguishFire command.

Weapons: Fixed a code string on the Beserker Rifle.

Misc: Added new text descriptions to the loading screens with information on items in publish 7.

Misc: Changed e-mail that a mayor receives when a citizen goes inactive to reference the six week inactive period instead of a two week inactive period.



As always please post any problems with these items in this thread. (The Corellian Corvette will be active later today. I know they can't be checked out yet though.) For any other publish 7 issues please post the details of the problem in the appropriate In Testing thread.


Thanks everyone!



Message Edited by Rogue_5 on 03-11-2004 09:05 AM





Armor hole bug still unresolved?



Izu - Master Scounter


LeBob
Fri Mar 12, 2004 1:24 am
#18






Ace4Brit wrote:




HQ's: Added in a vulnerability reset option. Factional HQ admins will be able to reset their HQ timers [once] every 2 weeks to whatever the current time is when this option is selected.




HUGE Potential Exploit:

Reset the faction HQ to be vulnerable during the hour downtime every morning.

If you set your Faction HQ to go vulnerable right before the downatime, then players only get about an hour to actually take down the base.

How are you dealing with this?








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Scorus
Fri Mar 12, 2004 1:27 am
#19

Misc: Added new text descriptions to the loading screens with information on items in publish 7.

That's a great idea. For people who don't visit these boards or go through the pages of notes for a big publish, this will help clue them in.



Scorus
Rhoubhe
Fri Mar 12, 2004 1:33 am
#20

Ace4Brit: Well, he has a point here. If an HQ goes vulnerable and then the server goes down, when it comes back up, even though it immediately 'picks up' where it left off, the terminals do not pop up again. I've personally tested this on Live. So, in a sense, you could use this to an unfair advantage.

Grimhand: As far asI know, si, still unresolved.


Irott:



THIS looks like a job for__________________________________
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erikAceman
Fri Mar 12, 2004 1:44 am
#21

HOT/BUG ->When incapped by a PC after 3 incap rule auto DB, decay occurs


HOT/BUG ->PCs can target and shoot thru base walls inside faction bases, check door/floor/ceiling code make sure it blocks LOS Pretty sure its the floors and cielings are not blocking LOS (Make players inside a base not see outside radar targets?)


MED/BUG ->Commando acid rifle skills increase not effecting its performance (speed/accuracy/etc)


OPINION/G_EXP ->Nerf CM's dots, everyone else's DOT/Beelds got nailed they should to? Or bring back bleeds and DoTs, DoT and Bleeds are the equalizers, because buffs and armor now make the uber guys indestructable with out bleeds, and DoT. Right now CM's are the only ones who can kill elites, with 80/38 stun comp, and fully buffed.





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TheOxygen
Sun Mar 14, 2004 9:37 pm
#22








Abominable-TCO wrote:


this won't work the game clock stop's when the server goes down if you ever start a factory run (that will take 2hrs say) just before the server reboots etc then when you come back online afterwoods its at exactly where it was before the reboot happened! This is probably why the window on bases shift in the first place tho.








You are correct here. As longstreet pointed out, bases are on a 23 hour clock (they attempt to account for an hour of downtime per day), as are resource shifts. However, it often times takes more than an hour for the server to reset, so these times can shift around quite a bit, generally getting later and later into the day. The biggest shifts occur when there is a new publish (resource shift time skipped ahead by about 5 or 6 hours after the last publish) or when there are major server malfunctions (again, the resource shift times skipped ahead by a bit a few weeks ago when we had the major e-mail and chat malfunctions, at least on Lowca). As far as I can tell, this system is probably ok the way it is, it's good so that there is randomization on when resources shift, and it can be argued either way in relation to base timers. The option to reset the base timers every two weeks should suffice in appeasing those who are frustrated with base vuln times changing.

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