Development Cycle Archive

Thread: Test Center Bug Thread: Friday May 28th, 2004

JaqUinRha
Fri May 28, 2004 1:42 pm
#27

The camps are not only reporting that you have entered them twice, they are reporting that there are double the number of occupants and giving the XP/timing based on this number.

Getting messages that my target is too far away (hunting gualama on Naboo) when the con numbersare telling me that I am within range (and I can eyeball that it is in range).



~ Iatie on TC -- Surveyer and (not quite)Novice Carbineer, so far.



....

Rowei and Elei on Kettemoor wish everyone the very best.
Accounts cancelled for May 25 and June 2, 2005 due to the Combat Upgrade changes. Came back to check out the NGE... 6 accounts pending...
zenbabe
Fri May 28, 2004 1:43 pm
#28


Spawn rates are pathetic. I roamed on foot for thousands of meters on Dantooine today without seeing one random spawn or lair. (But maybe Dant had a metric blinkton of people on it, creating problems. On Testcenter. On a Friday at noon.)


Group lists are not updating correctly, and there are several problems. Names are lost entirely, to be replaced by (planet) or (distance). New group members will sometimes not appear on the list at all. Names warp into another after you get about 150 meters away, giving you three or four listings of one person. Location arrows are sometimes lost completely.



-------- TC masochists --------
yChur MB M2H TK (Spy)y Hilfy MSm BH (BH)y Pyanfar MR Doc (Med)
-------- Live masochists --------
yShadowfire: Gurni: MB, M2H, TK: (Medic)y Gorath: Casuistry: BH path


jfang
Fri May 28, 2004 1:50 pm
#29


I have also had the problem with being kicked to the character selection screen when shuttling. This has also happened on live. Thankfully, when I log in, I'm at the destination city.


Also, I didn't see it mentioned already. All the draft schematics in the Ctrl-D data pad have red borders (maybe as designed, as the schematics themselves are not equipable or usable?). Also, my mineral survery device given by my helper droid was bordered in red (although it still worked). I had not died, so it in theory had no decay on it.


JaqUinRha
Fri May 28, 2004 1:53 pm
#30

Sorry about the Duplicate post --the web page told me it couldn'd post my message becasueI was not logged in, when in fact I was logged in and it had posted it. /rollseyes



....

Rowei and Elei on Kettemoor wish everyone the very best.
Accounts cancelled for May 25 and June 2, 2005 due to the Combat Upgrade changes. Came back to check out the NGE... 6 accounts pending...
Rostadroid
Fri May 28, 2004 2:53 pm
#31

Im not sure if this is just me or not, but when i log into the TC, through the company advertisements, intro screen, and when im actually in the game i do not have solid colors, the edges of everything i see are in rainbow instead of the color schem i choose, this does not happen to me on live, could be a generic bug with my geforce3 video card not sure though
Shakiel
Fri May 28, 2004 4:12 pm
#32

I have had three seperate incidents where my XP was not registering. I was working on Rifle I starting with Zero XP, figured it would be a snap to get even with a CDEF Rifle. After several kills, my experience meter had nothing in it, even though I was getting messages telling me I was receiving 130avg per kill. Figured it was just a meter bug, and looked in the skill window under Cntrl S, I didnt even show a spot to collect Rifle XP in. I decided to re-log, and when i was back in-game I had 834xp. Since the Rifle xp problem I have kept an eye on it. I have also had issues like this with Medical crafting XP, and Survival XP.


As stated, re-logging clears the problem.



Shakiel (XFOR) - Master Shipwright/Merchant/Droid Engineer


Retrired Masters- Architect, Artisan, Merchant, Entertainer, Dancer, Medic, Brawler, Scout, Marksman, Rifleman, SquadLeader, Bio Engineer, Creature Handler, Ranger, Doctor, Chef, Weaponsmith
SleffTheRed
Fri May 28, 2004 4:25 pm
#33

Crafting w / multiple toolsBug enlightenment... "Ah yes, enlighten us oh sage one!" (Sleff pokes fun at himself for 'thinking' he knows whats going on!)


I've been doing some hard tests with multiple tools in macro and by hand for a couple of months now and think I know why its happening.


"IT"refers to when you finish crafting with one tool in your line and it's counting down to produce the product, but you are actually craftingin practice mode, so the tool is still counting down to finish but nothing will be produced.


As that tool is counting down, you start up another tool and are working on, for example,adding the resources that are needed. If you are in the middle of adding resources, or experimenting when the first tool finishes its count down (remember, the first tool was counting down in practice mode) the first tool's "finished" message to thesystem will impact all other tools currently inuse. Any tool currently in use will receive the message and exit. No questions asked, not error messages and no resources will be returned to you.


This WILL NOT happen, as far as my testing has been able to tell, if the first tool was used in regularprototype mode and the countdown is going to produce an actual prototype. This I have tried with all the crafting tools and different combinations of Practice/Prototype modes.


Most people I have talked towho do not see this problemhave been usinga macro that has the timing more or less set up right. If your timing is set up so that your second crafting tool starts its countdown right before the first tool has finished its countdown, nothing bad will happen and your experience will increment,resources will be used correctly and a prototype will be generated (ifthat modefor the second tools was chosen).


This bug has been around since the beginning, since I have been around since before that and knew about it then, but not that I know ofduring Beta sinceI wasnt using macro's for crafting then.


Its an old bug. Hope that helps!


SleffTheRed


Bria: CoolSlicer TC: Kieny







CoolSlicer - Bria
Kieny - TestCenter

- I support keeping & balancing the current combat system You can too
MatBrown
Fri May 28, 2004 8:25 pm
#34


I wanted to test decayed clothing, so I put all the items I didn't want decayed into my bank. When I started to do this, I noticed that all my Bio-Pet deeds were red, all my message fragments were red, and one Stim-C in my bank was red. I moved the Stim to my inventory, and it stopped being red, I moved it back to the bank, still not red, so that corrected it, but it should not have ever been red. I tried moving the pet deeds and message fragments back and forth. They remained red.
From there, I proceeded to get myself killed several times, until all of my clothing had been disabled. I unequiped it. It was red. I reequiped it. It became green. I guess this is as advertised, but I was really hoping for something more. I was really hoping that disabling clothing would unequip it, or at the very least, not allow it to be reequiped. My understanding is that part of the reason clothing decay was introduced was to give tailors repeat business. On live my character has a shirt with bio-skills and skill attachments in it that has been disabled for quite a while, and I still get the skill bonuses from it! (Okay, yes, I am part of the problem.) The downside to such a fix would be that the first day it went live, there would be naked characters all over every galaxy, and would be until the Tailors could get production cranked up. (They have become used to dealing in extremely low volumes since no one needs to replace their clothing unless they just get tired of it.) Additionally, on an ongoing basis there would always be characters wandering naked out of the cloning center because their clothing had just been disabled. But you know, I am okay with that! The benefits the Tailors and the economy in general far outweigh it. Clothing decay needs to mean something. The red background tells us that the clothes do now know when they are decayed, just let's have it mean something.
BillDir
Fri May 28, 2004 11:53 pm
#35

The Generic DNA Template is unuseable by my Bio-Engineer. It will not recognize any DNA samples. Of course, this will make it difficult to make creatures.


Vendors are still broken. It is unclear what we should do with our vendors: Should we remove the items (if we can), or is it better to leave the items on the vendor in hopes of a fix sometime soon? I for one have already seen some "magic" performed on the database, and don't want to do anything to mess it up. Some feedback on this would probably be helpful.


I have noticed random lockups of the video card with no recognizable reasons lately. This is happening on two computers, one with a Radeon 9800 Pro card, on cable, and the other on a Nvidea 5900 XT, using DSL. It doesn't appear to be related to lag, and is completely random. The lockup clears after several seconds. It appears that some of the sound also vanishes at the same time.


Vehicles disappear randomly, usually after dismounting and not mounting again for a minute or so.


BillDir


bioshock
Sat May 29, 2004 12:06 am
#36

Unconfirmed (just noticed before reboot) but I think I *might* be seeing the same resources on different planets when surveying.
Ninz
Sat May 29, 2004 12:17 am
#37

On Control P's search engine you can search for Dark force initiate, lightsaber, and jedi-related things! YAY! AN ORIGINAL POST!









"Read my lips- no new taxes." -President George Bush
"I did not have sexual relations with that woman." -Bill Clinton
"In a few weeks you're going to feel this (the CU1) was the right call." -John Smedley
Alkeash
Sat May 29, 2004 12:24 am
#38

Still can't make Generic genetic template.

Halts all BE creture creation.



Elli / Ille Dullard (TC)
Bringing you the best from a Dullard
Dillpoken_the_Slayer
Sat May 29, 2004 7:39 am
#39

I made my first character on TC yesterday and i found that my stat migration doesnt work, even after loging. And to reiderate others cant see details on buzzar, and see other regons i dont care to.



May the force be with the Dev's for they have brought the force to us!

Fexore Fentillo
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