Release Notes for FC.31.20150528a.5:
This build is available on PTS now, 6/10/2015.
Iterations on the previous build:
http://co-forum.perfectworld.com/showthread.php?t=311421
LIVE Fixes (These will be in the build going live on Thursday).
- More fixes to Inverted normal maps. This should address any remaining normal map issues.
Ravenswood Tutorial
- Reduced the number of required parts for the Battle of Ironclad mission from 10 to 5.
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.
In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
Comments
Wait--why? I guess this will make the tutorial a tiny bit shorter. What a strange change.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Bug: Curved and curved sharpe tights under skin are still inverted, the other skin tights
Quality of Life
Silverspar on PRIMUS
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Please fix this ASAP. If you aren't going to fix it or don't know how, please at least let us know that.
My guess would be ego.
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I haven't posted here for a while, but after being informed of this issue, I was under the impression that it is a model problem, not a texture problem, afflicting the inverted normals issue. Furthermore, a community member has sent you a solution (namely to roll back the changes and fix a single file) not once, but twice. Your attention to this issue that is now affecting all the female tights costume pieces is much appreciated.
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I mean really, what?
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And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
Both are messed up now *applauds*
Why am i not surprised?
"Cryptic Studios : we know how to change Gold to Lead"
Just a thought.
P.S. And maybe that skeleton base model so we don't have the PLUGS on the Skeleton Costume Set anymore?
Join Date: Aug 2009 | Title: Devslayer
Well gadfly said, in another thread, the reason they are changing these bases is to resolve specific issues that aren't apparent to people that think they worked fine, or something like that. Now, take that as you will, but sounds like they are planning a slow, but deliberate ground up reboot of Champions now. Is it wishful thinking *shrugs* probably, but God knows we need it as well as new content.
Since, I believe, Arkayne talked about "stealing" things form the other games for Champions, there would probably have to be a lot of underlying things changed, updated and of course fixed to get it ready.
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I would love for this to be true. But without any devs coming out and saying it is true, I will believe what is more likely. They don't know what they are doing.
- David Brin, "Those Eyes"
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How long until they give up before actually completing something worthy of results because it didn't bare fruit before letting the damn tree grow up?
Pictured at http://i.imgur.com/PIgx4bu.jpg, Basic Upper Body Armor's muscle normal map is inverted, while pattern texture is not. This can be fixed by reverting the muscle normal map used for females to the version before Variable Robot was included.
Pictured at http://i.imgur.com/uZN1d81.jpg, The tech ridged pattern is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/41gmK5P.jpg, The 90s Foxbat tights used on the female upper body have inverted pattern bumpmaps. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/Htx3ulE.jpg, Basic Upper Body Armor's muscle normal map is inverted (2nd example). This can be fixed by reverting the muscle normal map used for females to the version before Variable Robot was included.
Pictured at http://i.imgur.com/Uic3uC3.jpg, The normal map used for the tube top skin option is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/SNuQBA0.jpg, The normal map used for the Spec Ops pattern is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/qv30SbA.jpg, The normal map used for this circle pattern is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/vJtH0K6.jpg, The normal map used for Clockwork Tights option is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/yLD530c.jpg, the normal map used for the Tech Banded pattern might be inverted (it's hard to tell I'll admit.) More notably, the half armor used on this character is also clipping around the neck. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/25YcS8i.jpg, The normal map for the Maniac Tank Top skin option is inverted. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Pictured at http://i.imgur.com/K0GPSwx.jpg, The normal maps for musculature are inverted on Robotic Torso options for females. This can be fixed by reverting the muscle normal map used for females to the version before Variable Robot was included.
Pictured at http://i.imgur.com/rfi7l5l.jpg, Various areas nearby the neck clip with both the Tight Cowl option, and the Armor Basic option for chest wear. This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Bottom line, tell the costume artist to revert the textures and model reference of the female torso back to before the Variable Robot set was released.
This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
This can be fixed by reverting the female upper body model to the version used before Variable Robot was included.
Yes I am going to duplicate that line for every week you don't revert the female upper body model to the version used before Variable Robot was included.
ASK KAISERIN.
Ehh, but this explanation is actually quite plausible...
Not saying it's true or not because I'm not a telepath, but it could be true.
Suggestion: AH & SG Roster - fix paging to remove need to scroll each page no matter the window size. Would be a great QOL fix and hopefully fairly easy.
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"Rebooting" may have been a bad choice of word originally. But if they are going in to rework character models for future changes that make the game better, then it is a good thing. Unfortunately we get no communication. So we have no real way of being able to tell if these are just glitches, or models broken due to other work done, or whatever.
and meed, yes I agree it is very plausible, but my comments stem from the inability for this team to accept feedback and suggestions from those here who obviously know much moore about programming and design than myself.
jonsills, no.
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- David Brin, "Those Eyes"
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We're trying to get the rest of the high-priority bugs fixed before it goes live. A few bugs may still sneak in as we wait on some resources to free up, but keep calling them out if they do.
And thank you very much for the suggestions for improvement. We're switching focus to newer updates, but we'll keep these suggestions in mind for future development.
As for your post, could you please elaborate on a few points for me?
high-priority bugs:
resources to free up:
switching focus:
newer updates:
future development:
The reason I ask is because it would be pretty simple for me, or likely a list of others, to turn these points into a very positive or negative narrative...but that would just be speculation. IMO, it would be better to just ask you because you're Arkayne...and so that is what I have done.
Thanks,
-Cross
Join Date: Aug 2009 | Title: Devslayer
A Test Server forum is not the place to publish Live Server patch notes.
A Live Server is not the place to test new changes.
When this game launched in 2009, there was no PTS, and Cryptic's way of doing things was to just use the Live server as a testbed. They didn't even have patch notes until we pleaded with them.
Now I want to repeat that pleading: Please, never use your production environment to test things. It negates the purpose of having a Public Test Server.
Please, publish bug fixes to the PTS, then WAIT for feedback to see if it breaks something else. If something does break, don't go live with it.
I cringe every time we're notified about untested changes that are going Live.
I doubt they go that route as a plan. The problem is something can seem fine in a test environment, until it reaches a live environment and code is put under stress. Not to mention many unpredictable variable such as certain unexpected combinations and many other factors.
Even a company that does months of testing still has to have emergency fixes for the unexpected. Yes, even Blizzard.
Silverspar on PRIMUS
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I get that there are timetables and such which must be adhered to but if the cycles of such things could be extended somewhat, with additional communication, things could, IMO, be handled in a much smoother fashion. Cause, frankly, as it stands now...."At a Future Time" is starting to feel a lil like "Soon(tm)."
Join Date: Aug 2009 | Title: Devslayer
Well you either take that they have to adhere to that timetable, or, nothing gets done. Plain and simple. I honestly don't consider reversed texturing a life shattering issue and honestly kind of shocked that is the big game changer for some people. Hell most of my list of bugs I pointed out were fairly minor.
Would I like more to be done, yes, but we have to accept they have limited resources, limited experience and a limited time frame. The fact they even attempted to address issues that weren't even part of the test is testament they are listening and at least trying. That at least renews some of my faith. But hey, this player base has always been famous for one thing *shrugs* damning for whatever the devs do and damning them for whatever they don't do. It's always lose lose in the end, just like when ideas are presented and I get a 6 page essay from someone telling me why to wish to have the game live again is bad, and not even reading what I write anymore.
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So is this going to turn into another situation where things that are broken and after it was pointed out it still goes live?
Sorry for being snarky, I really am, but it has happened too many times and it really needs to stop.
That sort of thing is literally the only reason I'm even still around here. The game will never go anywhere, it's not "coming back", not getting "revamped", etc... We have been told this dozens of times by the developers themselves. Lairs will never be fixed or updated, nemesis will never be worked on, and now, the new art guy is breaking the only thing the game has going for it.
You better believe that f***ing up half the costumes in the game is a life shattering issue, when those costumes are the only thing worth playing the game for anymore for most of the player base.
Remember, these folks are being -paid- to make this stuff and sustain it, and we're -paying- them. This is not a first year college game dev course, this is professional industry work. I at least expect the people working on the game to understand how it works, and what inverted normal maps look like instantly, before they're ever even put into the game. Since this is a model error, it should've been immediately apparent when testing the model in whatever program they use for creating it in the first place
The fact that we, the people paying them, have found what is causing the issue and then also found the solution to that issue, but the person doing the job insists that they invert hundreds of perfectly working textures manually one by one, rather than fix the problem with the torso model... Well, I can't comprehend that. I'm sorry.
Snark never dies.
Silverspar on PRIMUS
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Considering I've got nearly 40 level 40 characters with every combination of useful and useless powers I care to try. Have nearly 9000 hours recorded playing on steam now (thanks a lot, steam). Have taken apart and put the game back together many times to fix things for myself and others. And in that same time, we've heard not much beyond shooting down of hopes for future major/playable content from every dev team that's worked on CO so far since 2011ish.
Yeah, the last three years of basically just costumes as new content with any consistency has lead me to fully believe the game's not making a big comeback. Anyone who actually plays the game on a regular basis could tell you that. Monitoring the player population over a week or two throughout the day. (I'm jobless and don't leave my room, so yes I'm able to play the game constantly enough to see the general ups and downs of online player activity overall.) At peak hours, we've got averages of under a thousand players pretty consistently (and that's with me considering every active zone instance as a full 100 players). In addition, the number of "whales" we have opening thousands of lockboxes clearly pales in comparison to what I've seen in Neverwinter.
So if the corporate overlords are using STO and NW as a basis for how much money CO needs to be making to be considered "more important"... Well, that's a goal likely never going to be reached with a game this old with near zero advertisement besides "word of mouth" from bitter CoXers and mostly toxic CO community folks. Negative feedback is always the loudest feedback, after all.
TL;DR:
I'm perfectly content with a small mission arc once a year or so and costumes on a monthly basis until it's decided the game will be shut down. There's no loss in that. I've got plenty of other games to play for the sake of new and challenging content and/or PvP. *cough* PSO2, Dark souls, Battlefield, Warframe *cough*
Just please, don't break what we've already got, that's all I ask at this point. I don't think that's much to ask, is it?
Snark never dies.
If a player logged out in the old tutorial, they have no means to exit the new tutorial after Homeland Security beams them over to the new tutorial exit room (with Plato).
You probably would NEVER see this on PTS, because who is going to pay you to hang around the tutorial for the years it takes to make any changes to it? The bug is on Live already and affects at least three of my characters. I stood around the initial block tutorial spot and demo_recorded people not blocking, and then I turned around and found tons of people spawning behind me at Chief Surhoff. Maybe they were bored of fetch quest MMO at some point and logged out, and now they are back for the "New Tutorial" and are screwed after 20 minutes of playing without any understanding of why this happened. That's not going to go over well.
BUG: Graphics outside tutorial exit room windows freaks out.
Panels of wall in the training rooms outside of the tutorial exit room windows goes black depending on the camera angels. All my settings are on high, and I had someone else confirm this was happening to them as well.
This is of course on Live also.
BUG: Large rubble geometry glitch behind the Mayor characters can get stuck in.
Facing the Mayor, to the left at the Ambulance and waterfall is a large pile of rubble that does not reach the ground and leaves a body sized gap for a character to get stuck in. Using /stuck can cause the player to go deeper under the geometry.
These are all sent to bug reports on Live , that I'm pretty sure made it through the system.