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Toolset Patch Information


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#51
Beerfish

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"Secondly, there was a beta of the toolset in which this should have found the XP SP2 rebooter. "



Unless of course if none of the beta testers had XP SP2.

#52
AnTeevY

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Which apparently was the case.

#53
wormslayer

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This is great news, thanks!

#54
Solitude_Aeturnus

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So I guess you can't fault the poster above for being a bit peeved about that. It should have been tested considering XP is the predominant disk operating system. Microsoft's last two service packs, the one for XP and the one for Vista do not necessarily install unless you have a specific setup. So a lot of people are still using SP2 and Vista SP1. It would be like testing any upcoming expansion next year for windows 8 which isn't even in the cycle yet.

#55
Calydon

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Do you think this applies to x64 versions of Windows XP that doesn't have a SP3 available?

#56
Cador

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i have xp sp2 and no problem. so it was tested in the beta.

#57
Lord Sinner

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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 ragePosted Image

#58
Ranlas

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There seems to be a large amount of misunderstanding of the process here.

-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
7times6

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I noted that there is no mentioning of the database service problems anymore (cannot connect to DB). I just managed to solve mine today.

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
Smakit

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Ranlas:



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
Ranlas

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It's a fair question, Smakit. My guess? There was nobody testing both the game and the toolset at the same time, a toolset team and a game testing team, but no crossover.

#62
Darkmage187

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Another issue to report when loading a saved game into the editor.  Getting the following error message/window:


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
maikanix

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I love you. Have my babies. And be quick about it.











wait

#64
Cheiron the Centaur

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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
Radimov

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This Patch fix the "unable to connect database" error???

#66
Greg the Mad

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Ah, its great that you work on a path, but I have to admit that 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).





Greg the Mad

#67
guru7892

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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
Dreammus

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At attempt:

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
Languard

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Mostly unrelated, but in my teaching I have seen some strange things. Like how my code works fine on my office machine which is about 95% hardware identical and 80% software identical to the class room machines, but a bug shows up in the class room. Or my terrain mesh works fine on PC but on the XBox 360 there is some really funky color corruption going on. For those that have never done serious programming it is hard to understand how insidious some bugs can be. Like others before me, I advocate patience. Give BioWare a chance to get things fixed. It's not like they released the toolset with bugs just to spite us.

Modifié par Languard, 16 novembre 2009 - 05:01 .


#70
Greg the Mad

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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
Cat Lance

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Thanks for the heads up, Alan! Just came by to look into this very thing and saw your post! :)

#72
BryanDerksen

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Ranlas's description of the situation here in BioWare is pretty much on the mark. Internally, our developers' machines all run the same Windows XP version and IS pushes the same updates out to everyone in synch. We also have just one central database server, with dedicated database programmers who ensure that it always "just works" behind the scenes. So bringing the toolset out into the very diverse world of systems out there has uncovered all sorts of assumptions the code made that only work correctly on our homogenous environment. We caught a lot of those in beta testing but obviously there were a few biggies still lurking.



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
LionFranco

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thank you for this feedback. Hell, even if the fixed toolset that comes out doesnt fix my installation issues, i can atleast be assured that it will get fixed eventually, and i continue to be happy with Bioware for giving us something like this, that wasnt required in DAO, compared to NWN and NWN2(even though i know Obsidian did that one)

#74
Twch

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YAY, been stuck at Execute:regsvr32.exe and I've tryed it three times.

#75
Allan Smith

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Figured it was time to throw you some more crumbs. I have posted an update on the initial post in this thread.