Tailor Archive

Thread: The Devs have heard us!! Thank you JFreeman

Oreet
Tue Aug 02, 2005 11:54 am
#40






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





/agree


i'd gladly wait even longer for this fix to hit Live if it meant giving it the necessary testing time to have it be a bug-free fix.
NJ62
Tue Aug 02, 2005 11:56 am
#41



Gyopi wrote:


JFreeman wrote:
Because if we hotfix it now, it will crash into publish 21, causing both the publish and the hotfix to explode.


Besides, we haven't tested it yet! What would happen if they put the hotfix in and we suddenly couldn't make hawtpants?



Anything but that!



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
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DanceRulez
Tue Aug 02, 2005 1:35 pm
#42



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.



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

Rhyannon_Nathrak
Tue Aug 02, 2005 2:16 pm
#43

*does the happy dance*



» LillyAnne Moreaux ~ Petite Padawan
» Sofie Nathrak ~ Master Tailor ~ Master Chef ~ Master Merchant
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» Rhyannon Nathrak [Retired] ~ Master Carbineer ~ Master Combat Medic ~ Vixen
» Emily Nathrak [Retired] ~ Master Musician ~ Master Dancer
Little-Green-Guy
Tue Aug 02, 2005 2:30 pm
#44

what about, items in crates with sockets, once retrieved....are socketless. is that being fixed as well? ty



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nikko11
Tue Aug 02, 2005 2:47 pm
#45

!!!

Thank you for finally identifying and correcting this problem.

Looking forward to being able to craft as designed again.





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NJ62
Tue Aug 02, 2005 3:12 pm
#46

As a tailor who sells prepackaged identical outfits, I'm counting the minutes until I can crate-produce my stock!



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

wisp1422
Tue Aug 02, 2005 3:35 pm
#47

1. I hope this is no joke about it being fixed finally I think 2 months is insane and I am going to whine till it's fixed because that is just WAY too long to be working on fixing a profession. The man hours spent on the lady valorian quest's should have been put towards tailor and crafting since there are quest's in this game that dont work like the Kashyyyk ones and more are being added.


2. Think you can get the Dev's off the toilet about doing a server perge, nice idea to save the stuff for those who quit but if they dont think to save there stuff and are most likely not paying there taxes they deserve to have there stuff go poof. Boo whoo on them Im still in game there not they don't deserve to get better treatment than us who are still paying $ 80 or more for our accounts.



Charal,Nicolette' Corbantis Keep
Tailor Extroidenaire- Preserving the empire one super suit at a time!
Grreeta
Tue Aug 02, 2005 3:38 pm
#48






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




JFreeman
Tue Aug 02, 2005 4:31 pm
#49

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.



NJ62
Tue Aug 02, 2005 4:36 pm
#50



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!!!!



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Smitemo
Tue Aug 02, 2005 5:09 pm
#51






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.





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destrkta
Tue Aug 02, 2005 5:44 pm
#52






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 ?




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