Tailor Archive
Thread: The Devs have heard us!! Thank you JFreeman
GoldMemberBria wrote:
Here's hoping you guys actually test it, and then when you don't you at least listen to us when we report the problems with it.
Message Edited by GoldMemberBria on 08-02-2005 11:52 AM
Gyopi wrote:
Besides, we haven't tested it yet! What would happen if they put the hotfix in and we suddenly couldn't make hawtpants?
JFreeman wrote:
Because if we hotfix it now, it will crash into publish 21, causing both the publish and the hotfix to explode.
Anything but that!
Oreet wrote:Now here's a BIG question, and I think a VERY important one.
What happens to stuff that was made with the BE tissues, and other things effected by this bug?
For example, if I had a full suit of RIS Armor that was capped on the Health Bonus mod when crafted, but due to this bug, the bonus doesn't appear on the Armor, will this hotfix fix this armor?
Another example: I make a bandolier with Melee/Ranged Defense BE mods today, will the hotfix give this item those mods, or are those mods lost forever?
I wouldn't count on it. It sounds to me like these enhancements were lost in the crafting process and the final products were created without them. I doubt there will be any way to detect either which items were crafted in this way, or more importantly what mods were supposed to go into them in the first place.
Thank you for finally identifying and correcting this problem.
Looking forward to being able to craft as designed again.
JFreeman wrote:
I'm working on collecting a list of systems that will be impacted (and by "impacted", I mean "fixed") by this change. It's a bug in a fairly low-level utility function that many different things referenced. Data was being recorded in one format and retrieved in a different format (which resulted in the data not being retrieved at all: "Aha, zero again!"). So fixing it will fix a lot of things that were relying on that function to work.
I'll post an update when I have more info.
Just wanted to say that I have lovingly crafted some pom poms which I am now waving in a victory-type gesture. Thanks for the news.
Cheers,
Gawgax
change" is an impossibly large task: By the time I finished doing it,
you'd already know.
I can confirm that removing items from factory crates follows the exact same code-path: so there will be bugs fixed by this change relating to items 'losing data' when removed from crates.
JFreeman wrote:
It turns out that "collecting a list of systems impacted by this change" is an impossibly large task: By the time I finished doing it, you'd already know.
I can confirm that removing items from factory crates follows the exact same code-path: so there will be bugs fixed by this change relating to items 'losing data' when removed from crates.
Ooo I like that. The armorsmiths are gonna like that.
MY CRATES OF HAWTPANTS WILL REIGN AGAIN!!!!
JFreeman wrote:
It turns out that "collecting a list of systems impacted by this change" is an impossibly large task: By the time I finished doing it, you'd already know.
I can confirm that removing items from factory crates follows the exact same code-path: so there will be bugs fixed by this change relating to items 'losing data' when removed from crates.
Hmmmm......... *wonders if this will fix my pre-nerf Mabari belt crate that got nerfed*
Any Mabari prenerf belt crates that had 0 condition and 4 sockets now come out of the crate with 100/100 condition and no sockets.
JFreeman wrote:
It turns out that "collecting a list of systems impacted by this change" is an impossibly large task: By the time I finished doing it, you'd already know.
I can confirm that removing items from factory crates follows the exact same code-path: so there will be bugs fixed by this change relating to items 'losing data' when removed from crates.
jfreeman does this include items like mabari belt's, ubese bandolieers, gloves, boot's from pre cu that had socket's in them, if they are pulled from the crate will they now retain their sockets ?