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Bug Report No spawning at new area

Rusty Venture

Back on Cyrene
Still no drops spawning here. I am at the spawning token. There is also a terminal that doesn't do anything floating in the middle

R85OcE0.jpg


UgoQyEz.jpg
 

krasko

Well-Known Member
2 days ago terminal was half in the ground and there was no spawn pointers.
So at least there seem to be a progress.
 
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Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

Thanks for reporting this issue, that is the correct spawn area for the items, I'm waiting to hear back from MA to make sure that whatever needs to be turned on for this to be active is.

I will update when I have more information.

Cheers,
Kris
 

jetsina

Active Member
What is it with this reverse pyramid reality that is being constructed, where intelligent people have to rely on half-intelligent people to press certain buttons, and those people have to rely on people with even less upstairs to press buttons enabling them to press theirs?
I increasingly see it in real reality and had been hoping to get away from it in virtual reality, but no - arrrrrggghhhhh!

How can devs for Cyrene still not know what needs to be switched on where by someone at MA? I know there can be different levels of software and access rights, but as I have written before, this repeated waiting for switches/flags to be set is ridiculous. AND it should not be a task allocated to the practical student coming in at Easter, or whatever!!!
Sorry for the rant - stupidity overflow alert!
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

I have already notified MA about this, as this is working perfectly in test:

Oil Spawn on Test.JPG


As soon as I know this issue has been resolved on live servers I will let everyone know.

How can devs for Cyrene still not know what needs to be switched on where by someone at MA? I know there can be different levels of software and access rights, but as I have written before, this repeated waiting for switches/flags to be set is ridiculous. AND it should not be a task allocated to the practical student coming in at Easter, or whatever!!!

That's easy, we don't know where any of the switches are, or who pulls them. For anything that gets turned on or activated I couldn't say how it's done. As far as I know and have been told Planet Partners aren't privy to that information, amongst other things.

Regards,
Kris
 

jetsina

Active Member
Thanks Lilmc and Kris for those two replies!
Ok, let's try and take this further. The tests are on a separate server which can use various new test versions of EU, yes? This allows you to develop terrain, buildings, NPC placement, mission logic, possibly simulate spawns and behaviour, but I presume nothing loot related. I imagine you also get to work on new platform features to set them up for Cyrene before they go live.

Without wishing to ask for too much info, I am assuming that you have designed this oil spawn, maybe including the ability to set the spawn refresh variables and size range of the drops on your test server at least, but maybe these are also things you need (by design) MA to approve and add in to the live environment at whatever time. Errors could thus arise during a copy/paste exercise by MA, or there could still be important differences between testing versions and live. There have been loads of little problems with terrain and building positions where it would be nice to know where the real problem lies...

Anyway, we all know that some content (NPCs, access to instances etc) can be quickly added and removed by MA if necessary without needing a vu. This is also perfectly good and sensible that areas can be shut down if there is a big problem, but I think MA really need to be pushed to improve how permissions and rights are handled. At the moment it is lose/lose/lose and if anybody somewhere thinks it is win/lose/lose and is happy for things to stay as they are, then that is a bad sign.

Let's break out of that loop, shall we? ;)

Edit: I noticed fly mode too, but did wonder what a speed limit of zero might imply...
 
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Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

I want fly mode on :D

It's useful for testing but, in my opinion not very fun for playing.

Thanks Lilmc and Kris for those two replies!

You're welcome =) I try and share what I can when I can.

Ok, let's try and take this further. The tests are on a separate server which can use various new test versions of EU, yes? This allows you to develop terrain, buildings, NPC placement, mission logic, possibly simulate spawns and behaviour, but I presume nothing loot related. I imagine you also get to work on new platform features to set them up for Cyrene before they go live.

Not sure how much I can talk about the details of the test server, but this is correct more or less.

Without wishing to ask for too much info, I am assuming that you have designed this oil spawn, maybe including the ability to set the spawn refresh variables and size range of the drops on your test server at least, but maybe these are also things you need (by design) MA to approve and add in to the live environment at whatever time.

Not exactly. Unlike every other item spawns that happen on Cyrene or in the Hub, I did not design this spawn. The oil spawn was pre-set by MA.

Errors could thus arise during a copy/paste exercise by MA, or there could still be important differences between testing versions and live. There have been loads of little problems with terrain and building positions where it would be nice to know where the real problem lies...

This is something that we're constantly checking, especially when VUs/Mini Patches come out. Things have been more in sync for the last several VUs but there have been some small discrepancies.

Anyway, we all know that some content (NPCs, access to instances etc) can be quickly added and removed by MA if necessary without needing a vu.

I don't agree with this statement, while some access can be enabled/disabled quickly, many things cannot be done outside of a Planet Partner VU.

This is also perfectly good and sensible that areas can be shut down if there is a big problem, but I think MA really need to be pushed to improve how permissions and rights are handled. At the moment it is lose/lose/lose and if anybody somewhere thinks it is win/lose/lose and is happy for things to stay as they are, then that is a bad sign.

It's a sensitive matter, and there are ways to improve this process that we're figuring out with MA.

I noticed fly mode too, but did wonder what a speed limit of zero might imply...

It's related to run speed but again, I can't really say more.

Thanks for the feedback and I hope this offers more insight into this, and other issues.

Cheers,
Kris
 

jetsina

Active Member
..ah, ok, so in this case a pre-set spawn by MA, but I imagine you told MA the coords you wanted it at. So what is different in this case is that someone from MA also had to put the spawn on the test environment version as well, but that part has obviously been done...

Where you disagreed with me, I was a little inaccurate by saying "add/remove", which you corrected to "access enabled/disabled". Possibly in this case it is not about "access" either, but simply about "spawn on/off"? The main thing is that I assume a lot of partner update content nowadays requires implementation AND activation. There surely must be a protocol about these two elements, known as "what makes it into a vu", which you are told quite late it appears, but ok, then activation which can be checked too. You really should know where you stand, at least.

I would imagine that you potentially have various features from the dynamic upgrade process which are "in the vu" in advance of the decision to actually activate them as areas move up a level. It may not be publicised much, but surely MA has an 'activations manager', or very much should have one!
 

krasko

Well-Known Member
OMG OMG OMG THE WORST JOKE EVER!!!

piece_of_shit.png


Kris! When you said it wont be a token spawn.
I couldn't imagine anything worst than tokens.
But here we go 1 thousand part of a token that has very limited use on the planet (Vendors still empty on live server).

That's the biggest waste of terrain Cyrene team ever did.

-Waste of terrain
-Waste of time
-Waste of ammo (if you stupid enough to pk there)
-Waste of fuel to get to the spawn from near by TP.
-Big offense to all the players who waited with months to see this piece of... a token lol lol lol
 

krasko

Well-Known Member
I wonder what the refine cost will be. Perhaps a token will cost 29 pec after refine lol lol lol
 
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RiverRun

Member
drop rate is SERIOUSLY slow too after nearly a hour here less then 100 found. even if you take out cost to refine we're talking a all day hunt for drops to maybe get you 1 pec. sweating is multiple times more worth it then this
 
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Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey guys,

OMG OMG OMG THE WORST JOKE EVER!!!

View attachment 2865

Kris! When you said it wont be a token spawn.
I couldn't imagine anything worst than tokens.
But here we go 1 thousand part of a token that has very limited use on the planet (Vendors still empty on live server).

That's the biggest waste of terrain Cyrene team ever did.

-Waste of terrain
-Waste of time
-Waste of ammo (if you stupid enough to pk there)
-Waste of fuel to get to the spawn from near by TP.
-Big offense to all the players who waited with months to see this piece of... a token lol lol lol

I implemented this on the test server as a control, not as an alternative to the oil spawn (which is still in place). As There were difficulties getting any items to spawn here.

In fact, there are 3 spawners in the PvP area, with 3 different items:

Oil
Reward Token (Lime Green)
Split Token (Cyrene Token)

However, neither 2 of the subsequent spawners ended up working on the test server (while the oil was plentiful).

I'm very surprised that they are spawning now, so much so that I did not include them in the patch notes.

The plan still remains the same and it's my hopes that this new spawning will help resolve the issue. I'll be pointing MA here at this post and back to PvP area now that we have these spawns happening on live servers.

Cheers,
Kris
 

Kris | Cyrene

Lo and Behold, the Fixer of Bugs
Staff member
Hey krasko,

This will kill the hub.

That is not the intention, as I mentioned in the post above, I needed to have a control spawn that I knew worked in order for any troubleshooting to take place, that's why we have the 3 that we do:

1: Reward Token (Lime Green) - a fully working spawn in the Hub.
2: Oil Rig Style Spawner - a new oil spawn setup via MindArk.
3: Split Token (Cyrene Token) - a new item to test if spawning had an issue based off of any irregular or malformed item parameters.

On the test server, the only spawn that actually output items was number 2: Oil Rig Style Spawner. The other two spawns did not produce any items at all.

The plan isn't for any tokens to spawn in this area, but for only Oil to spawn in this area.

It's my hopes that there is enough information about spawning in this area now for MindArk to be able to resolve whatever the issue is with the Oil Rig Style Spawner happening now.

Cheers,
Kris
 

jetsina

Active Member
Thank you Kris for the more detailed explanation.
However, it's THEIR oil rig style spawner. What can it possibly be that they don't understand about it?
Looking at it anaytically, if the only spawn now working is absolutely new, with a new item, is there some 'spawn copy prevention code' in place to prevent existing spawns being secretly copied into code for a secret location by 'someone'? Maybe the spawn time/place routines are not being fed with oil/limes because of this?
Thanks again.

Edit: ah, an observation I've just made.....
EU keeps losing connection right now due to bigger problems... but...
I am near the terminal in the ground where the oil should be spawning. While I had a connection I could see a spawned splinter, but the terminal would not show up. I don't mean when too far away, I mean when next to it. Then I lost sync and could no longer see the spawned splinter, but I COULD see the terminal. A few secs later I got the connection lost message.
There may thus be an issue between server side and client side conflicts. This is not only after desync on avatar position, but obviously before as well! I hope this helps!
edit2: on next login I could see both the terminal and the splinter - oh well! The main servers seem to be too screwed right now for useful testing.... good luck Kris!
 
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