Not yet.
It requires a programmer to diagnose and fix that particular problem.
Adding in the patrols was a much simpler thing, since it was something that we had put in, but blocked off access to previously because it was crashing and such. So I was able to unblock them, at least for now, so we can get more testing on them.
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.25.20121009e.8
General:
[*]Added patrols to the Foundry.
This time for realsies.
Pinky swear? :eek::D:P;)
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
What does this mean? What are "patrols"? How are they different from normal missions?
Patrols are an author feature.
They allow the author to control where enemies go. Like having them walk along a hallway in a circle. Eventually, maybe have them change route based on things the player does or have mission contacts follow the player or walk from place to place.
One thing that occurs to me with patrols. Wasn't the Foundry changed forever ago so that enemies only spawn when the player gets close? And things out of range despawn?
What good is a patrol if it has to begin its route close to the player?
They allow the author to control where enemies go. Like having them walk along a hallway in a circle. Eventually, maybe have them change route based on things the player does or have mission contacts follow the player or walk from place to place.
One thing that occurs to me with patrols. Wasn't the Foundry changed forever ago so that enemies only spawn when the player gets close? And things out of range despawn?
What good is a patrol if it has to begin its route close to the player?
When NPC groups and contacts spawn hasn't changed since I've worked on the Foundry.
When NPC groups and contacts spawn hasn't changed since I've worked on the Foundry.
His point still remains. The group has to be within 100m of a player to be on the map and thus following their patrol.
If this number could be increased we could actually make NPCs that seem to respond to the current mission objectives by placing their patrols near the objective but if they have to start within 100m of the player an author cant take it for granted that a player will be close enough to trigger the NPCs so they can follow the new way point.
Edit: Also I don't mean this to slight this feature. I can still think of quite a few interesting uses and Im really glad were getting it.
When NPC groups and contacts spawn hasn't changed since I've worked on the Foundry.
Well, I was playing on my laptop so maybe I just didn't notice the beam-ins.
I could have sworn I used to be able to place a contact on a ledge, walk 200 yards away, and drop the contact off a cliff before the player returns. Whereas now they respawn/despawn.
Also was sure I used to be able to place enemies in an obscure corner of the map and use them as a "kill timer" for events in the mission.
My testing is sporadic so I'd be talking spring 2011 or maybe beta.
That would have been before you were a producer, I think, but you've been involved with the Foundry in some capacity longer than I have. So if I'm wrong, either I was exploiting bugs or I'm totally misremembering things.
His point still remains. The group has to be within 100m of a player to be on the map and thus following their patrol.
If this number could be increased we could actually make NPCs that seem to respond to the current mission objectives by placing their patrols near the objective but if they have to start within 100m of the player an author cant take it for granted that a player will be close enough to trigger the NPCs so they can follow the new way point.
Edit: Also I don't mean this to slight this feature. I can still think of quite a few interesting uses and Im really glad were getting it.
My big concern is that there's a good chance the patrol will never even be a factor before the player enters combat, which makes the work with patrols a TON of work that would be wasted. I KNOW devs have spent months on this and if nobody notices it, then at best it's a placeholder for doing the same thing with friendly mobs, where it WOULD be noticed.
Assuming they don't just sporadically despawn when they get over 100m away.
Since we can see the patrol movement in preview, does that mean we'll be able to see the wander movement in preview? If not, I may use patrols for friendlies instead of wander, as it may be easier to use. Patrols is definitely a great addition either way.
reinstalled again today and still same problem. once i click on engage, the game crashes and that window opens where i can put in some text. also what i dont like is the collection of data in the background without notification. i am sometimes using my UMTS and my dataplan does not have unlimited megabytes. a notification here would be good.
/edit: after the last crash, a 210 mb update came in, i installed it and now it works !!
ok i revert back to where i was. it doesnt work anymore (again). It worked once, then i quitted the game (and was happy to try it out at home). Once at home, the same crashes at startup came back.
Not yet.
It requires a programmer to diagnose and fix that particular problem.
Adding in the patrols was a much simpler thing, since it was something that we had put in, but blocked off access to previously because it was crashing and such. So I was able to unblock them, at least for now, so we can get more testing on them.
What about the ages old problem with trying to add more than one dialog to a "Dialog Prompt Reached" condition causing a CTD? I've been delaying a mission that depends on that for months now.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Thanks Zero-Cool for the updates loving the game. Rome wasn't built in a day STO is coming alone fine. Now if only we can get more players to fill-up the Ques on tribble for the Romulan Ground events.
so i found out how to run this game (for all those who have a ctd when clicking on engage). if you should use windows 7, activate windows xp sp3 compatibility mode and it should work. maybe run as administrator too
so i found out how to run this game (for all those who have a ctd when clicking on engage). if you should use windows 7, activate windows xp sp3 compatibility mode and it should work. maybe run as administrator too
so i found out how to run this game (for all those who have a ctd when clicking on engage). if you should use windows 7, activate windows xp sp3 compatibility mode and it should work. maybe run as administrator too
If you have to do that then you have a software problem of some sort making that necessary. Could be something as simple as really outdated drivers Windows having some setting wrong or not even having Internet Explorer installed on your PC.
If you have to do that then you have a software problem of some sort making that necessary. Could be something as simple as really outdated drivers Windows having some setting wrong or not even having Internet Explorer installed on your PC.
It could also be something like installing it to Program Files or Program Files x86, which Win7 doesn't like.
Better to use our default, which is like, users/public/games, or some such thing.
It could also be something like installing it to Program Files or Program Files x86, which Win7 doesn't like.
Better to use our default, which is like, users/public/games, or some such thing.
I never thought about that but then again I hate putting much of anything in program files anyway. Ive got mine in C:\Cryptic Studios\..... and I don't have any issues.
I've had problems with using program files with other games so at least Windows doesn't discriminate against STO.
Comments
Are you serious? j/k Nice avatar btw...
YAY! Thanks!
And you crack me up, Zero.
Not yet.
It requires a programmer to diagnose and fix that particular problem.
Adding in the patrols was a much simpler thing, since it was something that we had put in, but blocked off access to previously because it was crashing and such. So I was able to unblock them, at least for now, so we can get more testing on them.
if you guys would like to debug on my machine, just contact me via my account mail
Pinky swear? :eek::D:P;)
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
What does this mean? What are "patrols"? How are they different from normal missions?
Patrols are an author feature.
They allow the author to control where enemies go. Like having them walk along a hallway in a circle. Eventually, maybe have them change route based on things the player does or have mission contacts follow the player or walk from place to place.
One thing that occurs to me with patrols. Wasn't the Foundry changed forever ago so that enemies only spawn when the player gets close? And things out of range despawn?
What good is a patrol if it has to begin its route close to the player?
When NPC groups and contacts spawn hasn't changed since I've worked on the Foundry.
His point still remains. The group has to be within 100m of a player to be on the map and thus following their patrol.
If this number could be increased we could actually make NPCs that seem to respond to the current mission objectives by placing their patrols near the objective but if they have to start within 100m of the player an author cant take it for granted that a player will be close enough to trigger the NPCs so they can follow the new way point.
Edit: Also I don't mean this to slight this feature. I can still think of quite a few interesting uses and Im really glad were getting it.
Well, I was playing on my laptop so maybe I just didn't notice the beam-ins.
I could have sworn I used to be able to place a contact on a ledge, walk 200 yards away, and drop the contact off a cliff before the player returns. Whereas now they respawn/despawn.
Also was sure I used to be able to place enemies in an obscure corner of the map and use them as a "kill timer" for events in the mission.
My testing is sporadic so I'd be talking spring 2011 or maybe beta.
That would have been before you were a producer, I think, but you've been involved with the Foundry in some capacity longer than I have. So if I'm wrong, either I was exploiting bugs or I'm totally misremembering things.
My big concern is that there's a good chance the patrol will never even be a factor before the player enters combat, which makes the work with patrols a TON of work that would be wasted. I KNOW devs have spent months on this and if nobody notices it, then at best it's a placeholder for doing the same thing with friendly mobs, where it WOULD be noticed.
Assuming they don't just sporadically despawn when they get over 100m away.
Dare I ask how many more crashes that means?! :P
Props for use of "for realsies".
Nobody seems to have this capability right now. What's the scoop?
0.3 %
edited to remove the smilies that did not work
DELTA PRICE RISING
/edit: after the last crash, a 210 mb update came in, i installed it and now it works !!
What about the ages old problem with trying to add more than one dialog to a "Dialog Prompt Reached" condition causing a CTD? I've been delaying a mission that depends on that for months now.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
None of that is necessary for me.
Where do you have your game installed to?
my guess... a patato.
but thats just a guess.
If you have to do that then you have a software problem of some sort making that necessary. Could be something as simple as really outdated drivers Windows having some setting wrong or not even having Internet Explorer installed on your PC.
It could also be something like installing it to Program Files or Program Files x86, which Win7 doesn't like.
Better to use our default, which is like, users/public/games, or some such thing.
I never thought about that but then again I hate putting much of anything in program files anyway. Ive got mine in C:\Cryptic Studios\..... and I don't have any issues.
I've had problems with using program files with other games so at least Windows doesn't discriminate against STO.