Development Cycle Archive

Thread: Daily Test Center Bug Thread: Friday, March 19th 2004

Karquile
Sun Mar 21, 2004 8:04 am
#40

Please use this thread to report issues with the Test Center code build, not for other random stuff!
Karquile
Sun Mar 21, 2004 9:47 am
#41

Harvesting delays


Don't know if this is related to the other problems reported with pet commands - it could be.


When I kill a piece of alien vermin andI want to harvest the mead/hide/bones, it sometimes takes 2-3 tries before I succeed. Doesn't matter whether I use the radial menu or the /harvest command: there is no response. I try again, and again, and eventually it works normally.
Karquile
Sun Mar 21, 2004 9:49 am
#42

Cities stuck updating


Both Skystone and Tus'kens Bane (which update together) have been stuck in "City will update at next server pulse" limbo for almost 24 hours now. This is the first time in weeks that that's happened.


Chaosxv279
Sun Mar 21, 2004 1:44 pm
#43

On live i've had trouble with mounts not responding to commands since publish 6, i've tried it with several brackasets, a carrion spat and a dewback... no dice... they all just act like slow, ugly vehicles. This cant be working as intended.... it will make the convenience of being able to use your mount as your tank pet (brackasets are nifty...) nullified and it makes ALL CH mounts completely useless... hell if they wont attack unless mount is disabled or something then i can understand that but if they wont FOLLOW or anything then that is rediculous!
And I was contraband checked/cracked down by a stormtrooper at the enterance to mos espa twice today. I have lots of spice (in and out of crates) and sliced weapons and nothing happened. i just got "This one's clean. Move along citizen." (or something to that nature) and the second time I RAN AWAY with the same contraband and he let me go again!!! I was hoping to be blasted to bits! Fix this junk with the crackdown, I want to be hunted whenever I walk through one of the imperial controlled cities.



Curse Hawkwind
Elder Jedi
Smuggler for life.
Aemigisa
Sun Mar 21, 2004 3:14 pm
#44

Mounts -


HUGE delay in following myself/others. Seems the target needs to be at least 20m away and moving before my Cu-pa decides to go after them or myself. This only happens to mounted pets. I've tested it on my Cu-pa, Bantha, and Carrion Spat.


POI's -


POI locations stay in your "Active Waypoint" list on-screen regardless of what planet you have travelled to. Example: Went to Dathomir, slapped a few Nightsisters, had their Stronghold as the active POI. Did NOT deactivate it, flew from Dath Science Outpost to Coronet and the POI waypoint stayed up. Flew from Coronet to Theed and the waypoint stays active. Any attempt to right-click the list to deactivate it does not offer the POI as a choice. It just stays up until I log out.


Droids -


Once called from my datapad my Probot still floats directly on my head.


Food -


Upon cloning my stomach does NOT empty. I understand why death shouldn't cause your stomach to empty (in case you are rez'd) but seeing as how cloning means "a completely new you joins the world" that new clone of myself should arrive with an empty stomach. This occurred specifically after Axkava Min decided to end my suffering on Dathomir, and I cloned in the Science Outpost.


Armor -


I managed to repair my Ubese Armor Pants with my Master Weaponsmith several times, failed each time, and now havea pair of pants with resists in the negative 2-million range. That's right, NEGATIVE 2 MILLION resistances. I still have the pants in-game if anyone needs to check them out.







*** Test Center Resident ***
Caleb - Master WS / Master AS / Master Artisan
CalebZilla - Master Doctor / Master Medic / Master CM
FurryCaleb - Master Merchant / Master Marksman / Commando / TKN
Ragnaat
Sun Mar 21, 2004 7:34 pm
#45



Aemigisa wrote:

Food -

Upon cloning my stomach does NOT empty. I understand why death shouldn't cause your stomach to empty (in case you are rez'd) but seeing as how cloning means "a completely new you joins the world" that new clone of myself should arrive with an empty stomach. This occurred specifically after Axkava Min decided to end my suffering on Dathomir, and I cloned in the Science Outpost.






One thing many who bring this up overlook (so did the devs when they blindly cleared all the icons on death in this last patch, UGH! but reported a few days ago) is that there are fooed effects that last THROUGH death. My specific experience is with synsteak that gives you protection for X attacks. This effect seems to be X attacks no matter what - even if you die. So if you auto-empty on cloning, and you don't change all foods as well you leave room for exploiting (thinking less on the syntheak side, but more on the other foods - doc foods, experience foods).



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Tyrannae
Mon Mar 22, 2004 5:50 am
#46

I noticed the spice change myself. At first I thought it might be bugged as well, but then I got to thinking about it. After using a hefty drug and coming down off of it, you puke your toenails up for a few minutes and then life goes on.

However, I wonder if the change was deliberate as an act of realism. No one in real life would feel all hunky dorey after going through a drug crash and puking your guts out for a few minutes. You would need a little time to recover and feel better. Perhaps this regen time from the downer is designed to simulate that? Not trying to stir the pot or dog a potential problem, but at least it's another possible aspect to consider. In EQ you can get yourself totally hammered at a bar to the point of tunnel vision, literally, and you need to recover from it. Maybe this was a first attempt in SWG with spice drugs.
Ragnaat
Mon Mar 22, 2004 6:20 am
#47

Problem is, with something like pixie, you're only hurting those without a stim nearby. Plus, there are many spices that don't touch your primaries and hense don't have this 'realistic' 2nd phase of a hangover. I mentioned this on the smuggler board's thread, but if they wanted to prolong downtime for balance reasons they could have just extened the downer.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Ragnaat
Mon Mar 22, 2004 6:25 am
#48

Anyway, real reason i returned to this thread.

REQUEST: Is it possible to "nerf" the bazaar/container warning for cotainers that have 0 (zero) items inside of them? If I'm buying a suit of armor in a bag I can understand the warning, but if I'm buying an empty Travel Pack because, well, I need an empty travel pack I don't think I need to be warned.

Not a game breaker of course, I never buy more then a few empty containers in the life of a char, just a polish thing.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
Wokka
Mon Mar 22, 2004 7:53 am
#49






parnish wrote:

well... i just found out about a bug that has apparently been around since publish 6.


my pet's HAM bars lag behind what is actually happening. he won't listen to commands. and when he falls incap, there is no way to get him back up except to store and recall.


everything was fine with my pet until i taught it mount. haven't tried any other pets yet.


Tomar/Flurry




Yes, the pet ham update is a bug from publish 6. Also the problem with them auto-parking whenever you dismount them and subsequently every time they come to stop. Sofar as I've seen, they're perfectly normal until you ride them then dismount. That's when the problem starts.


With the ham and healing, it doesn't happen all the time to me but I have noticed that it will update if you prompt them to follow after every heal you give them. Of course once they are incapped, they don't respond to anything after you've pumped all your stims into them, and forcing you to store and recall to get them back on their feet. Apparently the follow command subroutine loops back to the ham check subroutine but the stim heal portion does not. (not consistent though)


Wokka-wokka


Karquile
Mon Mar 22, 2004 6:00 pm
#50

Imp Turrets Massacre Stormtroopers


When Stormtroopers are fighting and throw grenades near one of their own Turrets, the Area effect seems to set off the turret, and it proceeds to pick off all ST's within sight over the next several minutes. Only when all the ST's it can see have been massacred does it go back to sleep and allow ST's to respawn.


I'm going to call this a bug
Thunderheart
Tue Mar 23, 2004 9:40 am
#51






Karquile wrote:
I notice that yesterday's bug thread (message.id=8677) was completely deleted, evidently because I asked "what happened to the aggressive moderation." There were two or three real bugs in there - did they get pulled and passed to QA or do we need to resubmit them?






I just moved it to the dev cycle archive. They all were passed to QA. Every bug thread gets pulled and sent to QA. Its a helpful process for the team and we're thankful for the knowledgeable input from you folks.






Delii wrote:
are we able to call outboth droid and non-ch pet together?? i thought it was included in publish 7 but i couldn't do that.




We had wanted to do that early on, but since the level 10 combat droids weren't so appealing, the developer bumped it up to level 13. With droidsa little more powerful, having duel pets was dropped in the development phase.






Jvani wrote:


I am not 300% certain the popup-window said "Really destroy copper?" but who would have thought it could target an item in a window I couldnt even see on my screen when the blue brackets were clearly around the item I meant to destroy?!





Check to make sure your "Confirm Item Delete" box is checked. You can find it by pressing ctrl-O and clicking the MISC button. There you will find a list of miscellaneous options. (I did submit it as a bug so QA could look into it.)


*Bugs pulled and sent to QA*


Thanks everyone!




Kurt "Thunderheart" Stangl
Community Relations Manager
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