"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
Just wanted to let you guys know that there has been a fix checked in by a programmer. It hasn't made it to me yet, so I don't have an ETA for when it will be live.
Just wanted to let you guys know that there has been a fix checked in by a programmer. It hasn't made it to me yet, so I don't have an ETA for when it will be live.
are you saying : ?
A) A programmer has gone in a checked to see if there is a fix that could be in the works
A programmer has gone and fixed the problem, but there is no information when they fix will hit holodeck
A) A programmer has gone in a checked to see if there is a fix that could be in the works
A programmer has gone and fixed the problem, but there is no information when they fix will hit holodeck
They probably work with a SVN (sourcecode repository).
If so, then it works kind of this way; dozen programmers program their piece of codes, fixes, etc and put them in the SVN. Every upload is a different "branch" which have to be "combined" and tested (internally) to see if the branches won't interrupt with eachother.
Then it'll has to be build in an installable package, published and tested on tribble/redshirt. When everything is a-ok, it'll be published on HD.
Let's say an iteration as mentioned above could take three to four weeks, depending what management wants and/or other fixes are deemed more important (financial and/or gameplay bugs).
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
Just wanted to let you guys know that there has been a fix checked in by a programmer. It hasn't made it to me yet, so I don't have an ETA for when it will be live.
And I just tested the fix and it looks good. It should be on Tribble later today and on Holodeck Thursday.
Since there's been questions, basically, the way things work here are as follows:
Programmers and designers work on a copy of the game that runs just on their personal computer. When they've finished any work they've done, they check in that work and it then becomes a part of the code branch they are working on. For those changes to make it into the game, one of two things has to happen. Either a baseline build is made where everything checked in before a specified date and time is compiled into the build, or the changes are specifically added to the current build in what we call an incremental build. In the later case, a producer selects what recent checkins are wanted to be added and only those checkins get added to the build.
So, in this case, the programmer checked in a fix yesterday, a producer saw that it was in and added it to today's incremental build, which got to QA a couple of hours ago after the build finished compiling, and I just finished checking that one fix.
As always, this is my understanding of things and any errors are mine alone.
And I just tested the fix and it looks good. It should be on Tribble later today and on Holodeck Thursday.
Since there's been questions, basically, the way things work here are as follows:
Programmers and designers work on a copy of the game that runs just on their personal computer. When they've finished any work they've done, they check in that work and it then becomes a part of the code branch they are working on. For those changes to make it into the game, one of two things has to happen. Either a baseline build is made where everything checked in before a specified date and time is compiled into the build, or the changes are specifically added to the current build in what we call an incremental build. In the later case, a producer selects what recent checkins are wanted to be added and only those checkins get added to the build.
So, in this case, the programmer checked in a fix yesterday, a producer saw that it was in and added it to today's incremental build, which got to QA a couple of hours ago after the build finished compiling, and I just finished checking that one fix.
As always, this is my understanding of things and any errors are mine alone.
That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them." -Thomas Marrone
Finally the lag issue seems resolved... but I am afraid another hindrance made its debut... I can'tdo copy and paste single or multiple objects within a map... do you experience the same ?
I never had problems with that before the 9.5 and the recent patch... either with the "copy" icon or with ctrl+c - crtl+v method
Comments
We appreciate everything you've done for us. Hopefully the powers that be will have it fixed soon.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
Your efforts are very much appreciated, crypticfrost.
are you saying : ?
@Rellimtime82 - Foundry Author
They probably work with a SVN (sourcecode repository).
If so, then it works kind of this way; dozen programmers program their piece of codes, fixes, etc and put them in the SVN. Every upload is a different "branch" which have to be "combined" and tested (internally) to see if the branches won't interrupt with eachother.
Then it'll has to be build in an installable package, published and tested on tribble/redshirt. When everything is a-ok, it'll be published on HD.
Let's say an iteration as mentioned above could take three to four weeks, depending what management wants and/or other fixes are deemed more important (financial and/or gameplay bugs).
But that's only how I like to see it.
I call it, the Stoutes paradox.
Thank you!
Since there's been questions, basically, the way things work here are as follows:
Programmers and designers work on a copy of the game that runs just on their personal computer. When they've finished any work they've done, they check in that work and it then becomes a part of the code branch they are working on. For those changes to make it into the game, one of two things has to happen. Either a baseline build is made where everything checked in before a specified date and time is compiled into the build, or the changes are specifically added to the current build in what we call an incremental build. In the later case, a producer selects what recent checkins are wanted to be added and only those checkins get added to the build.
So, in this case, the programmer checked in a fix yesterday, a producer saw that it was in and added it to today's incremental build, which got to QA a couple of hours ago after the build finished compiling, and I just finished checking that one fix.
As always, this is my understanding of things and any errors are mine alone.
AWESOME woohoo!!!
I call it, the Stoutes paradox.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
Power to QA.
Give everyone who worked on the fix my thanks.
@Rellimtime82 - Foundry Author
I only hope it's been properly tested and confirmed to work.
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
Here's to hoping!
"If you wish to make an apple pie from scratch, you must first invent the universe." - Carl Sagan
Thanx guys...
"Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
-Thomas Marrone
Thanks to everyone who worked on this.
I never had problems with that before the 9.5 and the recent patch... either with the "copy" icon or with ctrl+c - crtl+v method