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Issues, Workarounds & Localization

 
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Crucible Issues & Workarounds

First post First post
Author
McGrits
Sebiestor Tribe
Minmatar Republic
#61 - 2011-12-07 16:05:20 UTC
slavager/tractor beam sound effects will loop after the action is complete, continuing through warps, jumps, dockings and ship changes.

sometimes other effect will stop it, sometimes not
Vic Tenrach
Brutor Tribe
Minmatar Republic
#62 - 2011-12-07 20:27:11 UTC
Slighet wrote:
We're still seeing overview lockups / out of date info. Nothing new I know.


This
Neo Agricola
Gallente Federation
#63 - 2011-12-08 10:55:56 UTC
Hi CCP,

why isn't the Overview bug listed?

Ranges on the Overview will not update.
e.g. Warping from Gate A to Gate B and in your Overview Gate A is still 14 k away after landing on Gate B
(switching Tabs will refresh the distances but it is a PITA during Fights)

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Billy Kid
#64 - 2011-12-11 23:27:49 UTC
When will the Windows problem be solved?

Must say, I'm pretty tired of chasing my windows around the screen because they wont stay where I want them Evil

And are there a way to disable this annoying "auto sort my stuff" thingie?
Every time I rename a container in my hangar it automatically sort my items. When I rename a ship it auto sort my ships and things and every time I jump to another system it auto sort my cargohold.. This is annoying but the windows position are more annoying..
xVx dreadnaught
modro
Northern Coalition.
#65 - 2011-12-11 23:55:43 UTC
Elder Ozzian wrote:
Fitting and unfitting modules in space (POS) freezes ui for a minute.

.. per module.

.. the whole ui.

.... CCP exe has stopped responding - no wait, you are fitting something.


OMG this is so horrific in W-space. if it was K-space I could at least dock up and change a couple mods.

But seriously I don't know about Elder Ozzian's experiences exactly but mine it's about 4-5 mins per module the client freezes.

Someone told me the reason for it was to do with the new calculations the client is doing when you;re adding mods effecting things like DPS. but it's not just happening with DPS modules and while I was on Sisi I managed to switch modules in space a lot easier with almost no noticeable lag.
Cyerus
University of Caille
Gallente Federation
#66 - 2011-12-12 13:39:11 UTC
Another parsing bug found.

Quote:
To bring {[item]moduleType.name} online requires 250,00 cpu units, but only 200,00 of the 2750,00 units that your computer produces are still available.


..when trying online a POS module when you don't have enough CPU / PG.
GM Karidor
Game Masters
C C P Alliance
#67 - 2011-12-12 15:03:50 UTC  |  Edited by: GM Karidor
xVx dreadnaught wrote:
... and while I was on Sisi I managed to switch modules in space a lot easier with almost no noticeable lag.


That would be due to a fix for this being in testing on Singularity already. Cool

There are also a lot more fixes in testing on Singularity (among them also the issue of disappearing windows on Win XP), so please feel free to check out if the specific problem you encounter still occurs there as well and file a bugreport if it still does. The SiSi Launcher helps in getting a Test Server installation ready quite easily on Windows based PCs.

GM Karidor | Senior Game Master

xVx dreadnaught
modro
Northern Coalition.
#68 - 2011-12-12 19:04:14 UTC  |  Edited by: xVx dreadnaught
GM Karidor wrote:
xVx dreadnaught wrote:
... and while I was on Sisi I managed to switch modules in space a lot easier with almost no noticeable lag.


That would be due to a fix for this being in testing on Singularity already. Cool

There are also a lot more fixes in testing on Singularity (among them also the issue of disappearing windows on Win XP), so please feel free to check out if the specific problem you encounter still occurs there as well and file a bugreport if it still does. The SiSi Launcher helps in getting a Test Server installation ready quite easily on Windows based PCs.


I have a possible workaround for that windows dissapeaing.

I have had it happen to me a couple times. (if it is the same bug that is)

I managed to sort it without rebooting the client by bringing up task manager and right clicking the eve process then selecting "switch to".

Popped up without a problem. done this and worked 5/5 times so far.

(I understand the fix is coming, but this can help people in the mean time)
GM Karidor
Game Masters
C C P Alliance
#69 - 2011-12-12 19:09:43 UTC
Switching between full screen and windowed mode using Alt-Enter should also have the windows reappear according to player reports somewhere in that rather large thread about this specific issue.

GM Karidor | Senior Game Master

Arch Raptor
Imperial Academy
Amarr Empire
#70 - 2011-12-13 16:16:17 UTC
Momoro wrote:
Elder Ozzian wrote:
Fitting and unfitting modules in space (POS) freezes ui for a minute.

.. per module.

.. the whole ui.

.... CCP exe has stopped responding - no wait, you are fitting something.


I am also experiencing this. The entire client locks up for a minute or so. I cannot even minimize the client. This happens when using a Ship Maintenance Array in at a starbase and moving items in and out of the fitting window.



Confirmed, made living in POS impossible for my group. We can no longer fit our pvp ships and actually almost lost a fleet because we could not respond in time for re-fits. A min is quick as this sometimes locks up clients for 5 mins or more. Capitals seem to take much longer than smaller ships as well. Triage carrier refit took 15 mins a few days ago.

completely unacceptable response times.

Refitting guns (8) on BS took 30 mins.

Also offline glitch for modules does the same at random and launched ships from pos hangers leave all modules offline. (this is not because other players used a ship - tested and no one has access to array but 1 person)

please fix this soon CCP, you are costing me more POS fuel that is already over taxed to online more hangers since we can't refit in a timely manner.
Zedia Zhane
Native Freshfood
Minmatar Republic
#71 - 2011-12-14 15:17:29 UTC
Player-Owned Customs Offices -> Allow Access By Standings -> Doesn't respect corp standings towards individuals.

Our corp has several individuals at +10. Our POCOs are set to allow access for +10's. Those individuals are in corps towards which we have no standings set. Those characters cannot access our POCOs, because their access level is based on the 'no standings' at which their corp is set.
Keith Mc'Leroy
X-Zest Voyage
X - Z E S T
#72 - 2011-12-14 20:14:56 UTC  |  Edited by: Keith Mc'Leroy
Hello CCP,

#1
Starting from Crucible you've started to download updates using your own loader, which you're placing into the TEMP folder. Every time it is a new sub-folder created.
So people, who are using firewalls, have to create separate rules every time for every loader.
Isn't it sucks?

Previously you were using svhost, so that was one single rule every time.

So, why won't you use EVE folder all the time instead?
I though Eve Loader belongs to the game and not to Windows temp files

Can this issue somehow to be fixed?
Best would be to use the loader which will be always run from Eve folder


#2
Today's patch, after placing Loader into TEMP folder it's tried to do changes to registry.
Why?

Thanks
Interchangeable Parts
Imperial Guardians
Tactical Narcotics Team
#73 - 2011-12-15 13:36:37 UTC
I'm experiencing a lot of problems with items being duplicated, locked or otherwise not moving properly between containers (hangars, etc.)

This started with the Crucible patch only.
Wadiest Yong
The Graduates
The Initiative.
#74 - 2011-12-16 01:21:27 UTC  |  Edited by: Wadiest Yong
Posting this here for some feedback from other users. Also reported in 123051.

Since a couple of weeks, both on TQ and on Singularity I have the following issues with the game client. All of these seem to involve (activation) timers of some sort.

1. Capacitor charge on the UI (circular display) (either by mouse-over or "show absolute values" option) is in disagreement with the alert messages when attempting to use e.g., a repair module - which state that there is not enough charge available. At times the UI shows at least 3x the amount that the repper needs for a repair cycle (reported earlier as 122604). Very awkward when active tanking ...

2. Timers on the modules no longer start at the 6 o´clock starting point of the module button, but gradually shift clockwise. Hard to tell for certain but the cycle times of the modules and the timer visuals seem to be different too i.e., module cycle time and activation timer duration are different (reported earler as 121401).

3. The timer of the ship and probe scanner window is either starting at a wrong starting point (less than full scanning time), which also shifts over time, or is simply no longer visible (im guessing when the shift has pushed it back beyond 0.0 seconds mark)

4. Starting today (Dec 15th) the skill training times in the queue window don´t add up. Even when only one skill is in training, the bar near the top of the queue window shows a different time than the bar near the skill in the list below it. When pausing the queue both times are the same. When pushing the apply button again there is an immediate difference between both timers. Closing the queue window and the character sheet and reopening it shows an increasing difference, running into the hours after a while. The values of the timers do not update in a synchronous fashion either.

For points 1, 2, and 3 I have tried a) clearing the cache, b) using the repair tool (via sisi launcher for sisi, or repair.exe for tq client), c) using all sorts of different video settings in the esc window, d) switching visual timers for the module buttons off and on. e) logging/relogging. Nothing makes a difference. I have not tried a clean re-install.

This nasty problem is common to all alts on the same account, and occurs on both servers. It looks as if the client is pulling time reference points from different resources which are lagged toward each other (as a best guess).
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#75 - 2011-12-16 02:40:55 UTC
Wadiest Yong wrote:
Posting this here for some feedback from other users. Also reported in 123051.

Since a couple of weeks, both on TQ and on Singularity I have the following issues with the game client. All of these seem to involve (activation) timers of some sort.

1. Capacitor charge on the UI (circular display) (either by mouse-over or "show absolute values" option) is in disagreement with the alert messages when attempting to use e.g., a repair module - which state that there is not enough charge available. At times the UI shows at least 3x the amount that the repper needs for a repair cycle (reported earlier as 122604). Very awkward when active tanking ...

2. Timers on the modules no longer start at the 6 o´clock starting point of the module button, but gradually shift clockwise. Hard to tell for certain but the cycle times of the modules and the timer visuals seem to be different too i.e., module cycle time and activation timer duration are different (reported earler as 121401).

3. The timer of the ship and probe scanner window is either starting at a wrong starting point (less than full scanning time), which also shifts over time, or is simply no longer visible (im guessing when the shift has pushed it back beyond 0.0 seconds mark)

4. Starting today (Dec 15th) the skill training times in the queue window don´t add up. Even when only one skill is in training, the bar near the top of the queue window shows a different time than the bar near the skill in the list below it. When pausing the queue both times are the same. When pushing the apply button again there is an immediate difference between both timers. Closing the queue window and the character sheet and reopening it shows an increasing difference, running into the hours after a while. The values of the timers do not update in a synchronous fashion either.

For points 1, 2, and 3 I have tried a) clearing the cache, b) using the repair tool (via sisi launcher for sisi, or repair.exe for tq client), c) using all sorts of different video settings in the esc window, d) switching visual timers for the module buttons off and on. e) logging/relogging. Nothing makes a difference. I have not tried a clean re-install.

This nasty problem is common to all alts on the same account, and occurs on both servers. It looks as if the client is pulling time reference points from different resources which are lagged toward each other (as a best guess).


Last time something like this happened to me the windows system time needed to be reset. Did you just reinstall your operating system? If that does not clear it up. You might have to replace the system time battery on your motherboard.

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See you around the universe.

Invictra Atreides
Toward the Terra
#76 - 2011-12-17 18:03:11 UTC  |  Edited by: Invictra Atreides
I can't Access the POCO "Jxxxxxx I Planetary Customs Office"

- If I click it one time nothing happens.
- If I click again the office menu opens.
- The Tax indicator is gone
- I can't see my materials that are located in the LP
- I can see them in the Planet view
- the POCO belongs to a neighbor
- we are friends and he says that the Tax should be 4,5% for my Corp
- I made a trial account today. That character can access it and it displays a 4,5% Tax
- multiple restarts or the clearing of the cache doesn't help
- last time this happened the owner of the POCO adjusted the tax to 10% and after I did a restart of EVE I had access again.
- he then changed it back and I still had access


[Edit]
ArrowProblem solved:Attention
- Setting the Corp standing with the slider to 2.0 or any number that is not -10,-5,0,5,10 will bug the POCOs
- Instead of the "Tax 17%" or the "Access Denied" it will display "Please declare all hazardous substances or items of value."

BlogTutorials | Youtube "I don’t know everything, I just know what I know."

Wadiest Yong
The Graduates
The Initiative.
#77 - 2011-12-18 11:00:34 UTC  |  Edited by: Wadiest Yong
Salpun wrote:




Last time something like this happened to me the windows system time needed to be reset. Did you just reinstall your operating system? If that does not clear it up. You might have to replace the system time battery on your motherboard.



Thank you for the suggestion, Salpun. The OS was not reinstalled, it's only on auto-update. I now checked all the hardware, nothing wrong with the battery. The mobo has a permanent diagnostics hardware circuit with readout, no errors during P.O.S.T. on any component. No thermal issues, voltages are stable as far as I can verify them, no memory issues, etc etc. Everything looks normal.

I also noticed that the four issues/bugs are mentioned by other users in other recent threads. Item 4 is officially considered a bug now.

In the mean time, applying the latest Sisi patch (to 327748) seems to have solved issues 2 and 3 on Singulaity. Activation timers worked correctly for me. So did the timer in the ship scanner window. However, after today's emergency reboot of Singularity (no longer showing the "xx of204 bulk data" message during the log in sequence), both these problems have reappeared. Activation timers work at random starting/end points, no relation to cycle time of module, and the timer in the scanning panel has fallen back to zero seconds.
Shiva LaFayette
EvE-nt Horizon
#78 - 2011-12-22 13:36:46 UTC
GM Homonoia wrote:

2. Pinning windows

We are aware that this option is currently not present and we are looking into fixing it. We currently have no workaround.

7. My windows are not the way I last left them!

There was an important change that went in with Crucible that has been falling below the radar a bit. From the patch notes:

"Window settings on Tranquility have been reset as part of the changes to UI and UI scaling. We are sorry for the inconvenience that this will cause to saved windows."

This means that your windows settings have been reset. Unfortunately there is no other workaround besides rebuilding the exact setup that you prefer.



6+7:
Well - it looks like windows currently (re-) set themselfes when docking and undocking - they always shuffle up.

Wouldn't it be much easier if windows just saved their preferences when being closed and reuse those settings if windows are popped up again?!
No size-recalculation/optimization just close-save/open-load and everyone is happy with their windows in position.

You really got a cool grafics engine - so why ruin it with a shi**y window handling?

n: ESC
The ESC-key is widely known to simply reset you current action like: drag&drop, close the current dialog etc.
Could we have a setting which makes the ESC-key simply behave like expected?

n+1 Localization
Only god knows why every Mission Header, Anomaly Name etc. needs to be translated.
Could we have a setting which makes it possible to simply keep widely known headers and names english?!
(Or at least have them in brackets/braces/whatever)
I'm native german speaker and I honestly switched to english localization cause it turned out my corpmates were starting to talk about things I just could not follow anymore. Example: Forsaken/Forlon Hub ... the german translation "verlassen" works for both.
For an international game with players of any kind of country, there really should be no need to localize even things like "bantha poodo".

Thank you.

Neo Agricola
Gallente Federation
#79 - 2011-12-22 13:41:54 UTC
just a post to unnotify this thing

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Hormus
Veria Ltd.
#80 - 2011-12-28 17:51:43 UTC  |  Edited by: Hormus
EVE is becoming, from Internet Spaceships game to Resize - your - windows game.
After that fail patch that needed resizing windows after each dock and undock, now the crucible patch did reset all the windows. I had to resize them all, in all my accounts and all my characters, just to find out that the consequential crucible update did reset them again. Again, I resized them all.

Now, I realize that an important feature - the one that each container, POS, corp hangar etc. had its size remembered, is not available any more.

And now I have to resize the containers/pos hangars, labs, ship bays etc. each time I open them.

I guess, game developers at CCP think that ppl play an internet spacegame, just because their insatiable desire to resize windows is not satisfied enough by their operating system.

Or perhaps eight bytes of memory per container is too much? What, a thousand containers per player, multiplied by half a million players, is four gigabytes. I'll donate you a usb-stick, a 8-GB one, to plan ahead for all future needs.
[edit] That was stupid of me. Of course local storage is sufficient.

To be serious:

Stop ruining our game shortcuts. It's taken from our precious time for pew-pew.