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CCP Habakuk

Posted - 2011.07.04 16:58:00 - [1]
 

Edited by: CCP Habakuk on 05/07/2011 21:49:39
Edited by: CCP Habakuk on 04/07/2011 17:12:00
Hi, it is me again with bad news:

We will keep Singularity closed for this evening as it is too broken at the moment. It was switched to different code-branch, but there is still a lot to be fixed and configured.

Just for the laughs, this is a small part, of what is broken at the moment: the character sheet does not load, the "selected items" window does not load, impossible to create contracts, broken captain quarters, and some more... ugh

We are very sorry for this inconvenience and we hope to have Singularity available again as soon as possible.

James Lyrus
Lyrus Associates
The Star Fraction
Posted - 2011.07.04 17:04:00 - [2]
 

my money's on a missing semicolon somewhere.
Always seems to work out that way when something I've written is broken.

Good luck with the fixing though :)

Decorum'Est
Posted - 2011.07.04 17:30:00 - [3]
 

Thanks for the update habapants

Ibo Tpmp
Posted - 2011.07.04 18:20:00 - [4]
 

Well that's what singularity is for, to catch broken stuff before it hits tranquility. :)

Salpun
Gallente
Paramount Commerce
Posted - 2011.07.04 18:45:00 - [5]
 

Database links out of dateTwisted Evil.
Can happen to anyone.
Hope it gets fixed fast.
When will Duality be back up. Lets get some doubled up testing done so we can get more new stuff onto TQ.

Raid'En
Posted - 2011.07.04 21:14:00 - [6]
 

Quote:
2011-R2-AUGUSTUS

hum I smell other races' CQ here, right ? :)

Salpun
Gallente
Paramount Commerce
Posted - 2011.07.04 23:22:00 - [7]
 

yep you would be correct. The amount of data though is supprisingly small in the Gal. file so they are optimizing still. There is a generic file now though that is largeish.

Hope this cuts down the size of the others once they get it it to work right.

CCP Habakuk

Posted - 2011.07.05 12:51:00 - [8]
 

Short update: Most of the really broken stuff is fixed now, but we are waiting for (at least) another patch, before we can open Singularity.

who shat themselves
Posted - 2011.07.05 13:30:00 - [9]
 

Edited by: who shat themselves on 05/07/2011 13:31:14
Originally by: CCP Habakuk
Short update: Most of the really broken stuff is fixed now, but we are waiting for (at least) another patch, before we can open Singularity.


Any chances you can spill on any "large" changes/what's to be tested friend?

Raid'En
Posted - 2011.07.05 15:41:00 - [10]
 

Originally by: who shat themselves
Any chances you can spill on any "large" changes/what's to be tested friend?

Quote:
2011-R2-AUGUSTUS

what does launch on august ? ;)

CCP Habakuk

Posted - 2011.07.05 21:49:00 - [11]
 

Singularity is open now, but SisiLauncher and auto-patching will be enabled a bit later (I'm not sure why it is not yet working). For the moment you can try to use the generic patch again: http://content.eveonline.com/test/evepremiumpatch276337_test.exe

What is new / to be tested:

* Changes to the docking and undocking process: In the past the character was from a code/database point of view always located within the ship, when he was docked in any station, even if he was walking around in his captains quarter. This is now changing with this patch - there is still an active ship, but the character is located directly in the station and not in ship (which is located in the station). If you find any issues related to ships in stations, docking, undocking, broken skills or so: Make sure to write a bugreport (and include, that this is happening on Singularity)!
* Changes to the way the 'bulkdata' files are transferred to the client during login. Normally this should not have any impact, but if anything weird goes on while logging in (before the character selection appears) then make sure to write a bugreport (if possible with a log from logserver).
* Bug-fixes ...

Btw: Captain Quarters are still restricted to Minmatar in this version.

Robowarrior5
Posted - 2011.07.05 21:53:00 - [12]
 

Originally by: CCP Habakuk
Btw: Captain Quarters are still restricted to Minmatar in this version.


Sad

Soden Rah
Gallente
EVE University
Ivy League
Posted - 2011.07.05 22:42:00 - [13]
 

Does this mean that when in CQ you now no longer need to leave your ship to Jump-Clone?

Raid'En
Posted - 2011.07.05 23:24:00 - [14]
 

Edited by: Raid''En on 05/07/2011 23:33:35


Originally by: Soden Rah
Does this mean that when in CQ you now no longer need to leave your ship to Jump-Clone?

NO
you still need to be on a pod

HOWEVER :
session timer is gone on stations

you can swap ships how often you want, and be on your pod the instant you have finished loading

big red bug on the door between balcony and CQ also, but you must have seen it

what i'm wondering is that if this change will regularize the loading time to dock / undock as sometimes it's extramly fast and sometime extremly long (was already like that before incarna)

edit : ow all incarna UI is broken...

Salpun
Gallente
Paramount Commerce
Posted - 2011.07.06 01:40:00 - [15]
 

Progress good to hearSmile.
Lets get those bug report sent in.
Hope to see the other CQ by the end of the weekTwisted Evil.

Herp Mcgeeee
Posted - 2011.07.06 05:58:00 - [16]
 

Came her expecting mirror, left disappointed :(

Btw when I loaded a sensor booster with a script I got some weird cpu issues and couldn't see the sensor booster either

xttz
GoonWaffe
Goonswarm Federation
Posted - 2011.07.06 07:09:00 - [17]
 

Originally by: Raid'En

HOWEVER :
session timer is gone on stations

you can swap ships how often you want, and be on your pod the instant you have finished loading


Holy **** I have waited literally 5 years for this

Salpun
Gallente
Paramount Commerce
Posted - 2011.07.06 08:47:00 - [18]
 

Sisi launcher is now up for this build.

Momoro
Posted - 2011.07.06 09:23:00 - [19]
 

Originally by: CCP Habakuk

What is new / to be tested:

* Changes to the docking and undocking process: In the past the character was from a code/database point of view always located within the ship, when he was docked in any station, even if he was walking around in his captains quarter. This is now changing with this patch - there is still an active ship, but the character is located directly in the station and not in ship (which is located in the station). If you find any issues related to ships in stations, docking, undocking, broken skills or so: Make sure to write


I seem to be having problems with Expanded Cargohold IIs in the station. I will study this more and submit a bug report.

Headerman
Minmatar
Quovis
Shadow of xXDEATHXx
Posted - 2011.07.06 11:46:00 - [20]
 

Just logged in and checked a few things, seems performance has increased some.

On the Docking/Undocking, i noticed a plain bug: the Undock hologram in CQ, right at the top of the stairs to the pod does not work (already known/broken probably). Have to use the traditional undock arrows on the button list on the left.

CCP Konflikt

Posted - 2011.07.08 10:58:00 - [21]
 

Originally by: James Lyrus
my money's on a missing semicolon somewhere.


There aren't many semicolons in python Wink


Anja Talis
Mimidae Risk Solutions
Posted - 2011.07.09 17:25:00 - [22]
 

Looks like there is an undock bug when in a Manticore. It isn't taking the ship power bonus into account for Siege launchers so it's aborting the undock. I've filled out a bug report.

Also, when in a Hound (which appears to not have the power issue above) the bomb launcher doesn't appear, but does in the fitting window. (Not filled a report for that yet.)


 

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