Toolset Patch Information
#51
Posté 14 novembre 2009 - 06:43
Unless of course if none of the beta testers had XP SP2.
#52
Posté 14 novembre 2009 - 07:58
#53
Posté 14 novembre 2009 - 08:19
#54
Posté 15 novembre 2009 - 04:43
#55
Posté 15 novembre 2009 - 06:16
#56
Posté 15 novembre 2009 - 12:35
#57
Posté 15 novembre 2009 - 12:48
KREUGER44 wrote...
sirkaracho wrote...
Doug-Le-Guedin wrote...
Hi all!
I'm french and I don't understand if the "Unable to connect to the databse" issue will be fixed ?
Can you reply to my message by a simple Yes or No ?
They mentioned nothing about that in the first Post, i hope it will be fixed too.
There are houndreds of people complaining about this and surely maybe thousands having this issue. I hope Bioware will consider to solve this in the patch, please. I´m one of them.
I hope they will fix that issue, on the contrary they are gonna feel my rage
#58
Posté 15 novembre 2009 - 06:40
-Semper- wrote...
especially the lightmap, water and corrupting the core glitch . that's something that arise the first minute testing the toolset. how could that happen?! i mean... it's not completely a new code, just a "better nwn". in general how could bioware build up dragon age with this piece of software like they said?
First of all, it is new code. This isn't the NWN toolset, with a few more features. This is the toolset they built specifically for Dragon Age. Sure, there might be a small percentage of code that's resused from previous systems, but most of this absolutely must be new, because of the new data storage system, the new graphics systems, the new features, etc.
Now that that's cleared up, lets tackle "in general how could bioware build up dragon age with this piece of software like they said?". It's a simple answer. It wasn't bugged on their system. BioWare uses one (or perhaps a handful of) completely identical hardware setup for development. Every employee has the same computer, and so, bugs don't appear from different hardware combinations while developing.
As for Solitude_Auturnus's comment that there are only 4 combinations of computer setups, I'd say that's an unreasonable simplification. There are two major types of video card, yes, and two major types of CPU, but how many motherboards are out there? How many network cards? Peripherals? What about the operating systems? There are two versions of XP, different patches for vista, and now Windows 7. So take the undeestimate of 4 hardware setups x 4 operating systems and you get 16 different setups minmum. Given that there is about a new version every day, do you honestly expect somone to be able to test every single feature of the toolset (that they're not able to be truly fluent in) for 16 different setups every single day? And the installers for all of these setups? Even further, XP(32-bit) SP3 is the minimum requirement to play the game. Should they be testing below the min specs? I don't think so. Then how many different video cards exist above those minimum requirements? Each one of those also needs to be tested. Suddenly 16 combinations seems like a dream.
Corrupting the core game isn't something that the beta testers could try. We didn't even get the game engine until about two weeks before release. Even though we did have the game engine, we didn't have the main campaign, so this bug never showed up for us. On top of that. BioWare, I'm sure, was forced to ocommit more of their zots to getting the main campaign working on the thousands of hardwarecombinations out there.
Now take the Beta testers themselves. There were probably only a few dozen of us active at any time. We've got jobs and families to deal with. Not every one of us is interested in the level editor. Not every one of us has the time to test all of these things. And not any of us got a day-to-day build. BioWare has even fewer people to commit to this. We can't test everything. BioWare can't test everything.
So my advice here is to report bugs as calmly and clearly as possible. The easier it is for them to fix it, the faster it'll get fixed. They're prioritizing the huge showstopper bugs first, so things like the lightmapper issues will probably be addressed before a typo in a field name.
Modifié par Ranlas, 15 novembre 2009 - 06:55 .
#59
Posté 15 novembre 2009 - 08:21
If this rights issue (vista, not steam related) is not solved by a patch - which would be difficult me thinks - there should be a sticky up with links to the support page:
http://social.biowar...the_database.22
Either I am the last to solve this with a slightly individual solution, or the others have given up.
Does anyone know how I can add my input to that page?
#60
Posté 15 novembre 2009 - 08:33
I agree with pretty much everything you said (especially the staying cool and calm bit). One thing I wondered about was the things that shouldn't be changed despite your hardware - for instance, the different plot flags/database from toolset to main game. I know the beta testers out there without the actual game available could have no way of knowing - but what I was wondering is, was there no 'in house' testing done?
I don't ask this to be combative, I honestly just wanted to know. I know bugs get through, and there can be any number of work arounds and other things that the devs used before spotting it up for regular users, and it could have been worked on up to its release - but I just wonder how this happened without anyone knowing. Could they have perhaps just wrapped up the wrong one while 'bundling' it for release?
Regardless of the reason, I am confident they are now hammering it out, and I will eagerly (but patiently =) ) await their fixes. I'm just curious.
#61
Posté 15 novembre 2009 - 10:00
#62
Posté 16 novembre 2009 - 12:39
EditorGff40
Out of Memory
After clicking "OK" on the above message about 20 times I get the following:
Runtime Error!
Program: E\\Games\\Dragon Age\\tools\\DragonAgeToolset.exe
"This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."
This seems to occur when attempting to load larger saved games ( e.g. 8 mb + ). Doesn't seem to occur with smaller files. I'm running Windows XP Home Edition (5.1, Build 2600) Service Pack 3.
Modifié par Darkmage187, 16 novembre 2009 - 12:41 .
#63
Posté 16 novembre 2009 - 04:20
wait
#64
Posté 16 novembre 2009 - 06:04
Allan Smith wrote...
We are working on a both a new toolset installer and patch to work on the following major issues:[list]
Discourage/prevent the installation of the toolset on a Windows XP SP2 machine, in order to prevent the SQL Server reboot chaos that happens. (SP3 on Windows XP is the minspec)
'Discourage' I can understand, but please do not prevent it. I am currently running the toolset on XP SP2 without any problems (and if you follow that link, you'll see I'm not the only one), and preventing the toolset from running on SP2 would force me to deinstall it, as an update to SP3 is not an option for my system. The toolset works perfectly well with SP2, as long as you have the necessary hotfix installed.
#65
Posté 16 novembre 2009 - 08:05
#66
Posté 16 novembre 2009 - 10:23
Greg the Mad
#67
Posté 16 novembre 2009 - 10:40
Greg the Mad wrote...
I'm always surprised how full time, good paid programmer sometimes still don't manage to write a solid code (and I mean that in a good way, ... as good as it gets).
actually their code works perfectly... on their systems. but when you put things to the wild blue yonder it all goes to hell really fast.
these guys never ran the damn toolset with steam during development, I don't care what you say.
its always funny how people blame PCs for having issues, but the shear number of configuations and programs and the whole wild blue yonder factor makes things infinitly more complicated.
#68
Posté 16 novembre 2009 - 02:09
New - Level - Terrain - Next - Next - Ok
- Toolset falls by mistake
In "C:\\....\\BioWare\\Dragon Age\\Toolset\\logs\\DragonAgeToolset_2009_11_16.log, last record:
ASSERT, "d:\\dasecurombuild\\main\\dev\\tools\\plugins\\editorlvl\\terraincore\\RecordTable.cpp", 545, "Could not open page file for write."
- "RoomLevel" it is created normally.
#69
Posté 16 novembre 2009 - 02:45
Modifié par Languard, 16 novembre 2009 - 05:01 .
#70
Posté 16 novembre 2009 - 04:51
guru7892 wrote...
actually their code works perfectly... on their systems. but when you put things to the wild blue yonder it all goes to hell really fast.
these guys never ran the damn toolset with steam during development, I don't care what you say.
its always funny how people blame PCs for having issues, but the shear number of configuations and programs and the whole wild blue yonder factor makes things infinitly more complicated.
You say this like I would hate them for being human. I meant it in a different way. I actually admire them for the attempt to write a perfect program that they just can release and it works on every machine. (every one should admire them for that)
And if you believe me or not, I more or less know what I'm saying. I'm may no Master of Science (yet), but I can program and I'm currently working on my own engine. I know how one little thing here can crash another thing over there.
PS: I know that this is not quite on topic, so I'll try to make this the last such post.
PPS: Aren't computers actually there to have issues? I mean, how boring would the world be without them?
PPPS: I once tried to install one program on 20 more or less new, identical PCs ... that task held some unexpected surprises.
Greg the Mad
#71
Posté 16 novembre 2009 - 05:24
#72
Posté 16 novembre 2009 - 06:22
The plot GUID issue is a nasty one that we missed in testing because it doesn't jump out and grab you by the face until you actually try playing the main campaign for a bit. Internally we were mainly focusing on checking whether we were able to create and run _new_ modules correctly, which the GUID bug doesn't interfere with. In hindsight a mistake, of course. You can be sure we'll be testing the effects of the toolset on the main campaign much more thoroughly this time around.
#73
Posté 16 novembre 2009 - 08:10
#74
Posté 16 novembre 2009 - 08:42
#75
Posté 16 novembre 2009 - 10:13





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