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Thread: [Patch notes] inferno 1.1

  1. #21
    Movember 2011Donor Cue1*'s Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Warp-in locations for moons in wormholes J140133 and J112041 have now been fixed.
    J112041 doesn't exist.

  2. #22
    Ophichius's Avatar
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    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Daneel Trevize View Post
    Warp-in locations for moons in wormholes J140133 and J112041 have now been fixed.
    J112041 doesn't exist.
    Clearly the problem has been fixed! No more annoying warp-in issues.

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  3. #23

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    Is anyone but me still getting that bug where modules just won't turn off? It usually always is my MWD, anything else works fine.

  4. #24

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    Quote Originally Posted by Cue1* View Post
    Quote Originally Posted by Daneel Trevize View Post
    Warp-in locations for moons in wormholes J140133 and J112041 have now been fixed.
    J112041 doesn't exist.
    I'm inclined to agree
    J112042?
    Quick, someone ask Unleet Industries LLC before the change goes live.

  5. #25
    OrangeAfroMan's Avatar
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    No cap reduction for the adaptive armor hardener = fail :/
    Actually an '06.

    EVE: OrangeAfroMan
    Dust514: Andrelommech
    MWO: Northern Nomad

  6. #26
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    http://community.eveonline.com/news/...elease-delayed

    EVE Online: Inferno 1.1 release delayed
    reported by CCP Navigator | 2012-06-18T02:40:00Z
    Following testing work over the past weekend for EVE Online: Inferno 1.1, we became aware of issues which would have resulted in a less than optimal game experience for our players. These issues are mostly fallout from code cleanup work we've been working on for the past weeks and caused specific models not to render. We apologize for the lateness of this discovery, this is the unfortunate, but inevitable, cost of continuous development and our constant commitment to improving EVE.

    As a result our teams will continue working to resolve these issues so that we can bring you all the features, fixes and changes listed in our patch notes at the earliest possible opportunity. We don't expect the delay to last long, but we'd rather be safe than sorry and will announce a new deployment time when we've fixed the issues encountered.

  7. #27
    Ampoliros's Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Warp-in locations for moons in wormholes J140133 and J112041 have now been fixed.
    Brings back fond memories of the time where they accidentally changed all the moon warpin locations. Fun times.

  8. #28
    Qwert's Avatar
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    Quote Originally Posted by Liare View Post
    Quote Originally Posted by Smuggo View Post
    POS inventory handling has to be deliberately awkward so that POS users are always on the brink of suicide. The hope is that eventually everyone abandons using POSes and thus they will no longer need to be made non-terrible.
    rumor has it that the programmers think that code cthulhu lives in there and regularly sacrifice the virgin lifeblood of carebears to keep him sated and avoid him eating their heads.
    Its almost a running gag at this point that anyone even touching the POS code will cause all posses to explode freighters on sight.

  9. #29
    AmaNutin's Avatar
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    Quote Originally Posted by DocBlood View Post
    http://community.eveonline.com/news/...elease-delayed

    EVE Online: Inferno 1.1 release delayed
    reported by CCP Navigator | 2012-06-18T02:40:00Z
    Following testing work over the past weekend for EVE Online: Inferno 1.1, we became aware of issues which would have resulted in a less than optimal game experience for our players. These issues are mostly fallout from code cleanup work we've been working on for the past weeks and caused specific models not to render. We apologize for the lateness of this discovery, this is the unfortunate, but inevitable, cost of continuous development and our constant commitment to improving EVE.

    As a result our teams will continue working to resolve these issues so that we can bring you all the features, fixes and changes listed in our patch notes at the earliest possible opportunity. We don't expect the delay to last long, but we'd rather be safe than sorry and will announce a new deployment time when we've fixed the issues encountered.
    Eh I'll survive.
    Quote Originally Posted by Chakrai View Post
    Flirting with a woman is like flying a nanoship.

  10. #30

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    Removed all E-War NPCs from Factional Warfare capture sites. This includes NPCs using tracking disruptors, ECM, sensor dampeners, target painters, stasis webifiers, warp scramblers and energy draining / neutralizing.
    took long enough

  11. #31
    VARRAKK's Avatar
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    Unified Inventory now slightly less terrible. But still terrible.

  12. #32
    Glyken Touchon's Avatar
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    Quote Originally Posted by depili View Post
    My favourites:
    The option to Split Stack from the contextual menu when right clicking a stack in a Player Owned Structure has been removed. This option never functioned and should not have been displayed. Shift dragging stacks will still allow the user to separate stacks. The right click option should only be available in stations.
    Why are some inventories special in that functionality? You can still do the same, just have to do it differently... :CCP:
    I had similar thoughts. It seems like their troubleshooting goes: X doesn't work. Instead of fixing it, just remove it. No more Problem.

    Could they apply this methodology to other aspects of Eve that don't work correctly?

  13. #33
    Ophichius's Avatar
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    Quote Originally Posted by Glyken Touchon View Post
    Could they apply this methodology to other aspects of Eve that don't work correctly?
    But what would they do without players?

    -O
    I thought what I'd do was, I'd pretend I was one of those Thukkers, that way I wouldn't have to have any goddamn stupid useless conversations with anybody.
    Quote Originally Posted by Nu11u5
    I'm going to stick to a size where the characters' eye orbs are not the size of my skull. That's kind of disturbing.

  14. #34
    AmaNutin's Avatar
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    Quote Originally Posted by Ophichius View Post
    Quote Originally Posted by Glyken Touchon View Post
    Could they apply this methodology to other aspects of Eve that don't work correctly?
    But what would they do without players?

    -O
    Emergent gameplay and Emergent feedback.
    Quote Originally Posted by Chakrai View Post
    Flirting with a woman is like flying a nanoship.

  15. #35
    Donor Sparq's Avatar
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    Quote Originally Posted by OrangeAfroMan View Post
    No cap reduction for the adaptive armor hardener = fail :/
    ugh, I was really hoping they'd take into consideration what I'd suggested on page three of the Inferno 1.1 Sisi features thread, but I guess not.

  16. #36
    kyrieee's Avatar
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    Quote Originally Posted by Sparq View Post
    Quote Originally Posted by OrangeAfroMan View Post
    No cap reduction for the adaptive armor hardener = fail :/
    ugh, I was really hoping they'd take into consideration what I'd suggested on page three of the Inferno 1.1 Sisi features thread, but I guess not.
    They only listen to suggestions on page 5

  17. #37
    DocBlood's Avatar
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    Did I miss an announcement that the patch is going out today? Downloading 672mb now...

  18. #38

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    Yes, it was delayed a week from last week because :massive fuckup:

  19. #39
    Eshnala's Avatar
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    And it still changes the size of the explorer part of the inventory to the smalest possible size every time i close and reopen my inventory.....

  20. #40
    Madner Kami's Avatar
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    • Massive FPS-drops when viewing ships in the preview window
    • Inventory doesn't cache the item-thumbnails and instead reloads them whenever I open any inventory-container (even if it's the same)
    • Range indicator in the tree sometimes gets caught in endless blinking loops (haven't found a way to reliably replicate it at will, yet)
    • Still no indicator in the tree-view, which depicts how much a container is filled




    Last edited by Madner Kami; June 25 2012 at 09:50:10 PM.

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