Tailor Archive
Thread: The Devs have heard us!! Thank you JFreeman
BE pets stats don't stick either when crafting them, so hopefully this hotfix will also give our BE friends some love too (besides the HUGE income boost when we start stocking up on tissues again)
droids don't come out of crates the right color, so lets hope that gets fixed as well.
Do you guys do unit level testing on your code? You would think a utility class or function would have a set of boundry conditions, known inputs and known outputs and could run unit tests on these functions to verify they are working correctly.
JFreeman wrote:
Gyopi wrote:
JFreeman wrote:
We have finally identified the cause of this bug.
In certain cases some types of crafting data was being "lost" in the process: and this impacts the armorsmiths and tailoring the most (but I wouldn't be surprised if it hasn't been causing a few other oddball crafting problems here and there as well).
We're planning on a hotfix to be delivered to you between publish 21 and publish 22.
I am just curious what bugs this seems to fix. Is it that data was lost somewhere in the crafting process so that certain attributes did not "stick", like BE bonuses or is it that data is being lost taking things out of factory crates? The reason why I ask is that even old crates produce the wrong colors when items are pulled out of them. Or perhaps we will be lucky and it fixes both problems if pulling items from a crate actually calls the crafting code to produce the item!
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.
This may be one of the most important fixes for the game in a long time then (and not just because it fixes our tailor bugs!
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.
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.
Wow... my vote is to hotfix this instant then! RATGWNIWNU Forever!!! ![]()
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?
Calculus_Entropy wrote:
That day will come...count on it! RATGWNIWNU pays their allies in the Dev department VERY handsomely.
aqwiz wrote:
lotsa curd
Message Edited by quantanao on 08-03-2005 07:58 PM
Heh, this fix will be like a miracle fix to a lot of crafters and their respective profs.
"*And* it turns kammris iron into gold!"
moreover now they're giving combat medics an even more unfair ad... <snip>... . the only thing I can do now is log in and out from a certain instance of the webweaver path where the feral wookiees are and grind until I'm bored. man this game gets better and better each time the devs change something.
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And your whining jedi relates to a longstanding crafting bug that's being discussed in the tailor forum, how?
At least it's only one. There are some locusts who follow any Dev-Post throughout almost all forums to spread their "most important of all issues in the game" at each and any place, no matter if connected to the thread the furthest or not at all.
And your whining jedi relates to a longstanding crafting bug that's being discussed in the tailor forum, how?
CaixCatab wrote:
Heh, this fix will be like a miracle fix to a lot of crafters and their respective profs.
"*And* it turns kammris iron into gold!"
moreover now they're giving combat medics an even more unfair ad... ... . the only thing I can do now is log in and out from a certain instance of the webweaver path where the feral wookiees are and grind until I'm bored. man this game gets better and better each time the devs change something.
And your whining jedi relates to a longstanding crafting bug that's being discussed in the tailor forum, how?
QFE! Folks, lets stay on-target here, with the crafting bug mother of all fixes, and whether or not it will finally eradicate the ability for those accursed garments to be made, once and for all draping the entire SWG galaxy... in
CAMOPANTS
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