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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 13:52:00 -
[421] - Quote
XqNoTeKyas wrote:sorry for my english ,i'm spanish but in dust 514 i have several problems Sad : problems with ordering vehicles, sometimes the ship stop and not release the vehicle up after two minutes"I have videos but do not know how to send them", other problem is: shoot and the ammunition no is spent and causes no damage and other problem is:sometimes "lag" to all players of the battle and the players disappear,or move very fast,or we are in an area of GÇïGÇïthe screen wil really that are not...thx Big smile prooblems ship: http://youtu.be/h4Zcz6vIBI8problems ammo and lag: http://youtu.be/o_eCEzp7CqQand this is a one video view lag but no is my: https://www.youtube.com/watch?v=3B4BglYSLLU&feature=youtu.be Those issues are most typically caused by running on the wrong server. Most other times you won't have enough lag to experience that. Oceania's down and will it be Europe or Japan that's next to go? If you're on american servers switch to Asia but if you're getting this on Asia, look to the now-defunct Oceania server for answers. Guess who's server they went to? Yours. And the lag that they bring with them is a sign of the end-times as when servers start shutting down, games almost never make a comeback. Hope you had fun. Lots of test data was gathered and lots of promises/hearts/dreams/kittens were smashed to bits in the process, but if youre a hard masochist come back in a year or so to do the same thing all over on PC |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 13:58:00 -
[422] - Quote
rayakalj9 wrote:does the flaylock pistol classify as an missile weapon??.. because the minmatar medium assault bonus is not apply to the flaylock pistol Lol u ask if the flaylock is a weapon silly silly you the flaylock got intentionally backed over by the nerf 18-wheeler, which then shifted gears and drove back and forth over its remains. Check the dev blog for uprising 1.2 for details on the intentional death of flaylock and grenades(get this... Bc flaylocks were being used as weapons) flaylock is a flare gun. If you're trying to kill ppl with flares ur a super monster troll... We should squad up and flare gun ppl to death for lolz |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:07:00 -
[423] - Quote
Soulja Ghostface wrote:2014.07.25 18:06
In the enemy redline with my python i turn tail and begin flying out. Just as i am about to exit enemy redline my python blows up and say i commited suicide. All with 3 seconds left on the timer
Please fix. Not asking for any reimbursements of any kind i just want this fixed as i have lost millions of isk due to this bug
This. As of yesterday redline deaths still occur with 6-8 seconds on timer. |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:12:00 -
[424] - Quote
Pvt Numnutz wrote:Hi logi bro, something has changed that is making the dropships side guns kill its gunners. As you can imagine this is extremely frustrating for everyone involved (except maybe the guy getting shot at) this is happening in pubs. I'll gather more info for you and probably post it in a topic and link it here (unless you would prefer it here) I've noticed that it seems like the missiles are just detonating on the turret itself. Usually occurs when drifting to the gunners side while he fires. Eg, drifting right when right gunner is firing causes right gunner to explode and vomit suicide. When preforming head on strafing runs gunners are very liable to explode and commit suicide. If you could tell the manufacturer that these turrets are prone to explode and cause death I would really appreciate it
Also this. Root cause(to make it easier to fix) sometimes gunners are ninja or other suits that can't withstand a missile. You line up a shot perfectly, ask your pilot to hold steady... And the instant you fire of course he jerks hard left making your missile bounce off the bay door. It *hurts* everyone, but 1.scout has put everyone that belongs in an assault suit now so squishy that those missiles now kill instead of maim. Overall, the turrets on drop ships are real jerky and this is I think the "correct" fix, but the real problem and solution are poor piloting and bad pilot to gunner communication |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:15:00 -
[425] - Quote
exiled speed demon wrote:yea ccp theres a bug were a certain map were you can put an up link down on domination and the hack the objective under the ground i have only ever to be able to do it once and iv seen other people do it about 4 times i dont know if its a bug or a glitch but you can fall through the ground when spawning and i found on some maps you can use this to an advantage in some cases you just keep falling untill you suicide or the game ends thank you exiled out
At least half the time I spawn in I start to drift below the map. Once I start moving is when I find out, Ami glitches and falling? Or am I rubberbanding back to ground level??? This is really quirky and BAD can it plz get fixed? |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:17:00 -
[426] - Quote
KalOfTheRathi wrote:Ninja Troll wrote: 3. The game notified me that someone was requesting help, but I did not have the nanite injector.
Update: I've been informed that this bug has been around for a few months.
Indeed, this bug has been around since at least 1.0, 14 May, 2013. There are few bugs with teeth as long as this one. Maybe some UI bugs but they show up less than this one. Lol I'll do ya one better, complaints about this can be found back on the eve forums from before the dust forums existed. This will NEVER be fixed |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:20:00 -
[427] - Quote
Kigurosaka Laaksonen wrote:Bolt pistol does no damage at all past its effective range. I've been told it's absolute range as listed in the SDE is -1. When I select a bolt pistol (any of them) in protofits, the absolute range shows as infinity.
Whatever the case, the bolt pistol does no damage at all past its effective range, and needs to be fixed. This has also been known to affect other railguns, as instead of tapering off in terms of damage, various railgun weapons just transform into a harmless blue flash |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:24:00 -
[428] - Quote
Kristoff Atruin wrote:I'm 99.99% sure that these bugs are all from wrong values in a database, which means version control isn't really the problem. The problem is configuration management. Basically when they last fixed these problems someone whipped up a script to correct the values in production and then that script was never integrated into the standard build process. So then the next time someone makes a change and does what they're supposed to do they overwrite the previous fix with the "correct" values, as far as the deployment process is concerned.
The correct way to approach deployments in this kind of system is to have a set of scripts that can rebuild the static portion of your database from nothing, and a set of change scripts that do updates from the previous state (ie: update dropsuits set highslots = 1 where name = dragonfly). That change script gets put into a folder called 1.8, and then when you deploy you run a batch that executes every sql file in that folder. All this stuff gets stored in version control, so that at any point in time you can revert to any version configuration you've ever had.
Then as long as you follow the process of creating that file the guy doing the deployment can't screw it up. If something does go horribly wrong then they can go back and rebuild the whole thing from scratch with the correct values.
It isn't really something QA can catch if the configuration management is wonky. The values could be correct on their internal tests but wrong in production, and there isn't time to test every possible use case in the game during a deployment window.
This sounds like something the dust sde should be usable for. No? |
Greiv Rabbah
KiLo.
15
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Posted - 2014.08.10 14:31:00 -
[429] - Quote
SponkSponkSponk wrote:Kristoff Atruin wrote:I'm 99.99% sure that these bugs are all from wrong values in a database, which means version control isn't really the problem. I think it's less like a database, and more like (static) property files, which should be much easier to keep under source control. You mean like coding your game in code? Let's not be silly. Although actually its been a long time since a game was such a simple glob of code. Actually the CATMA structure and the way the SDE is built up suggest that the values are likely held on a database, which is very logical considering the number of items attributes and other variables not only in dust or eve but combined between the two. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
2243
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Posted - 2014.08.11 01:54:00 -
[430] - Quote
Greiv Rabbah wrote:Kristoff Atruin wrote:I'm 99.99% sure that these bugs are all from wrong values in a database, which means version control isn't really the problem. The problem is configuration management. Basically when they last fixed these problems someone whipped up a script to correct the values in production and then that script was never integrated into the standard build process. So then the next time someone makes a change and does what they're supposed to do they overwrite the previous fix with the "correct" values, as far as the deployment process is concerned.
The correct way to approach deployments in this kind of system is to have a set of scripts that can rebuild the static portion of your database from nothing, and a set of change scripts that do updates from the previous state (ie: update dropsuits set highslots = 1 where name = dragonfly). That change script gets put into a folder called 1.8, and then when you deploy you run a batch that executes every sql file in that folder. All this stuff gets stored in version control, so that at any point in time you can revert to any version configuration you've ever had.
Then as long as you follow the process of creating that file the guy doing the deployment can't screw it up. If something does go horribly wrong then they can go back and rebuild the whole thing from scratch with the correct values.
It isn't really something QA can catch if the configuration management is wonky. The values could be correct on their internal tests but wrong in production, and there isn't time to test every possible use case in the game during a deployment window. This sounds like something the dust sde should be usable for. No?
That database is actually where the SDE comes from, they extract the static data (SDE) and give it to us. Eve does it the same way, and gives it in a format that can be restored into a local database. I've done this for Eve, to run queries to figure out how many temperate planets there are in a region back when PC was about to be released and we were trying to work out how nullsec might work / guess at what region might come first. I took their file, imported it to sql server and then figured out how the data structures worked so I could write a query.
Because of how database files are formatted version control probably wouldn't be an option, though they could keep backups of every version once it has been verified as correct. The problem with that method is restoring an old backup blows away any non-static data in the system, whereas a batch file that runs a series of scripts can drop and recreate only the tables needed and leave your dynamic tables untouched.
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