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Results 1 to 13 of 13
  1. #1
    Join Date
    Oct 2010
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    0

    Black Book 6.7 Emote Bug

    New emote ./lecture is barred for anyone whom has completed Volume IV.

    Since Volume IV: Book 9 is required for Mordor, understandably this would be a good many people.



    Probably something to fix.

    There should probably be a lectured involved about not copy/pasting existing items in the game as to avoid issues like this that consistently happen,
    however it seems I am unable to ./lecture.

  2. #2
    Join Date
    Jan 2011
    Posts
    576
    Omg the lulz with this update keep getting better and better

    This is almost as hysterical when I get my first Rep title in the Elven lands and went to read the text in my Titles Screen and it says TBD..... TBD ON LIVE SERVERS HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA HAHAHAHAHAHAHAHAHAHAHAHA

    Im laughing because its obviously funny that these tiny simple things slipped through. It actually scares me with questing going further into the zone though

  3. #3
    Join Date
    Jul 2006
    Posts
    548
    Quote Originally Posted by kickman77 View Post
    ...or how about the emote you cant use if you have SoS emote... like it was copied and pasted...
    I'm grabbing this line from another thread, but it's instructive so it's worth putting here. Obviously this is a bummer, but I've been told it'll be fast-tracked with an early batch of fixes, so that's good. It shouldn't be very long before the issue is fixed.

    But I'm always happy to pull the curtain back and show a little about how the game is made, and the "like it was copied and pasted!" line provides a really good opportunity to do that. It's probably not news to any of the programmers out there (especially not the OOP guys!), but things are copied and pasted in game development all the time. If I'm making a monster, for example, I start with a regular plain monster, inheriting all the basic traits that tell the game This Is A Monster. And from that original recipe (essentially a copied and pasted standard monster), I then tell the game all the specific things about this particular monster. It's the combination of the original copied and pasted guy, plus the new information, that makes the new monster unique.

    This emote works the same way. We start with an emote that has all the basic information we want it to have, such as This Is An Emote, It Goes In This List, Store It In This Place, etc., and then we add all the custom information that makes it do what we want it to do. In this case, all of the unique information was properly added except for the Don't Let Players Get This Emote Twice section, which slipped through the cracks. Again, it's a bummer, but it's a fixable bummer.

    The inheritance of information from a base thing isn't generally very exciting: we essentially copy and paste the low-level stuff that makes the object work, and then add all the flavorful and artistic specificity. The animation for the Lecture emote took a couple weeks and is really neat! We don't re-use the art, or the creative bits. But we do re-use the elements that make the Emote work in the game, under-the-hood.

    MoL

  4. #4
    Join Date
    Dec 2013
    Posts
    600
    Thx for the fast response!
    If you want to contact me, pls don't write me a Private Message on the Forum.
    The best way is via Discord:
    Gertes#5389

  5. #5
    Join Date
    Sep 2017
    Posts
    164
    Quote Originally Posted by MadeOfLions View Post

    But I'm always happy to pull the curtain back and show a little about how the game is made, and the "like it was copied and pasted!" line provides a really good opportunity to do that.

    MoL
    MoL, props for how you handled these copy/paste comments. Seriously.
    SSG: I love this game and intend to keep giving you money. Please add a way to enter or climb the Stone Tower housing decoration from Rangers of Esteldin, that I may then reach the top.

  6. #6
    Join Date
    Oct 2010
    Posts
    0
    Quote Originally Posted by MadeOfLions View Post
    I'm grabbing this line from another thread, but it's instructive so it's worth putting here. Obviously this is a bummer, but I've been told it'll be fast-tracked with an early batch of fixes, so that's good. It shouldn't be very long before the issue is fixed.

    But I'm always happy to pull the curtain back and show a little about how the game is made, and the "like it was copied and pasted!" line provides a really good opportunity to do that. It's probably not news to any of the programmers out there (especially not the OOP guys!), but things are copied and pasted in game development all the time. If I'm making a monster, for example, I start with a regular plain monster, inheriting all the basic traits that tell the game This Is A Monster. And from that original recipe (essentially a copied and pasted standard monster), I then tell the game all the specific things about this particular monster. It's the combination of the original copied and pasted guy, plus the new information, that makes the new monster unique.

    This emote works the same way. We start with an emote that has all the basic information we want it to have, such as This Is An Emote, It Goes In This List, Store It In This Place, etc., and then we add all the custom information that makes it do what we want it to do. In this case, all of the unique information was properly added except for the Don't Let Players Get This Emote Twice section, which slipped through the cracks. Again, it's a bummer, but it's a fixable bummer.

    The inheritance of information from a base thing isn't generally very exciting: we essentially copy and paste the low-level stuff that makes the object work, and then add all the flavorful and artistic specificity. The animation for the Lecture emote took a couple weeks and is really neat! We don't re-use the art, or the creative bits. But we do re-use the elements that make the Emote work in the game, under-the-hood.

    MoL
    Please don't get me wrong, I do understand why developers use it as a way of adding early stage items for other developers to build up content, quests, deeds etc. around the item that is later made into the right one...

    It's just frustrating to see one or two things, as you said "slipped through the cracks" which can throw a spanner in the entire process.

  7. #7
    Join Date
    Sep 2013
    Posts
    4,771
    Quote Originally Posted by Hallandil View Post
    Please don't get me wrong, I do understand why developers use it as a way of adding early stage items for other developers to build up content, quests, deeds etc. around the item that is later made into the right one...

    It's just frustrating to see one or two things, as you said "slipped through the cracks" which can throw a spanner in the entire process.
    wouldnt be a problem if it was one or two minor things per update. really, that would be awesome.
    Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
    Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/

  8. #8
    Join Date
    Jan 2011
    Posts
    576
    Quote Originally Posted by MadeOfLions View Post
    I'm grabbing this line from another thread, but it's instructive so it's worth putting here. Obviously this is a bummer, but I've been told it'll be fast-tracked with an early batch of fixes, so that's good. It shouldn't be very long before the issue is fixed.

    But I'm always happy to pull the curtain back and show a little about how the game is made, and the "like it was copied and pasted!" line provides a really good opportunity to do that. It's probably not news to any of the programmers out there (especially not the OOP guys!), but things are copied and pasted in game development all the time. If I'm making a monster, for example, I start with a regular plain monster, inheriting all the basic traits that tell the game This Is A Monster. And from that original recipe (essentially a copied and pasted standard monster), I then tell the game all the specific things about this particular monster. It's the combination of the original copied and pasted guy, plus the new information, that makes the new monster unique.

    This emote works the same way. We start with an emote that has all the basic information we want it to have, such as This Is An Emote, It Goes In This List, Store It In This Place, etc., and then we add all the custom information that makes it do what we want it to do. In this case, all of the unique information was properly added except for the Don't Let Players Get This Emote Twice section, which slipped through the cracks. Again, it's a bummer, but it's a fixable bummer.

    The inheritance of information from a base thing isn't generally very exciting: we essentially copy and paste the low-level stuff that makes the object work, and then add all the flavorful and artistic specificity. The animation for the Lecture emote took a couple weeks and is really neat! We don't re-use the art, or the creative bits. But we do re-use the elements that make the Emote work in the game, under-the-hood.

    MoL
    Awesome thanks for the quick response and I was not trying to be rude with it, it just is how I felt when I saw the emote. I am glad honestly to have more emotes in the game as it does for me add to the immersion. The area itself is amazing and I have created another thread praising whoever did a certain cutscene (hope it was you) so please, do not take my comment as being disrespectful it was more to bring it to the attention of whomever is checking these threads. Also thanks for making sure it will be fixed.

  9. #9
    Join Date
    Jun 2011
    Posts
    1,755
    I'm fine with the copy/paste programming technique. But it needs an understanding of what's being copied and needs a thorough final edit.

    Any time you leave a TBD you have to put it on a critical list to clear before release, especially when you don't have the QA of old.

    The Mordor crafting update was a copy of one of the worst crafting tiers from a player perspective, showing us the dev wasn't a crafter in game. On top of that the edit was a shambles.
    I've picked up a new Fiddle recipe, it still displays no stat differences between non-crit and crit versions in the craft panel and no difference in the naming, again. These are basic to the game.

    A few (wo)man hours extra or thousands of users' hours wasted with the hotfix downloads and still many bugs left off any critical list, each with the potential to annoy the player and be that last straw.

    The thing is that these mistakes on release have become more prevalent the last year with no sign of improvement.

    What tangible steps are you making to reduce this decline?

    Mac

  10. #10
    Join Date
    Sep 2013
    Posts
    4,771
    found another nice example of unfinished copy/paste:
    in german client, the first pagegatheringstuff for the elves starts with the questtext of the pagegatheringstuff in Arganaith. It even states, that one should look for more pages in the arganaith...

    There is nothing wrong with copying quests to start new ones... but texts should be changed to TBD directly afterwards and nothing should be released as long as there is still somewhere TBD in the database.
    Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
    Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/

  11. #11
    Join Date
    Nov 2010
    Posts
    377
    It's standard practice to use scripting for all your programming/coding. Instead of compiling each individual step with each individual piece that goes into the programming of this game, they use scripts and/or previously written coding to start the process of executing something in the game. If you asked me to write, from scratch, every line of code necessary for creating this expansion to this game, I'd charge you in the $$$hundreds of thousands$$$ to do the job, and it would take me about a year or more whilst drowning in energy drinks.

    Get off their case, on this one. Obviously understaffed and dealing with time constraints. Let it go, folks.

    Thanks for the proper response, MoL.

  12. #12
    Join Date
    Jun 2012
    Posts
    3,065
    Wouldn't it be more likely for mistakes to appear as well if you don't copy/paste? I don't know anything about programming or coding but I have done other things where I have used a template and filled in the info after first having tried writing it all manually and getting annoyed at all the extra mistakes that would slip in, not just in the info, but in the repeated text as well
    ;) “There are hundreds of paths up the mountain, all leading to the same place, so it doesn’t matter which path you take. The only person wasting time is the one who runs around the mountain, telling everyone that his or her path is wrong.” ~ Hindu Proverb

  13. #13
    Join Date
    Jan 2008
    Posts
    0
    Quote Originally Posted by Skoch View Post
    It's standard practice to use scripting for all your programming/coding. Instead of compiling each individual step with each individual piece that goes into the programming of this game, they use scripts and/or previously written coding to start the process of executing something in the game. If you asked me to write, from scratch, every line of code necessary for creating this expansion to this game, I'd charge you in the $$$hundreds of thousands$$$ to do the job, and it would take me about a year or more whilst drowning in energy drinks.

    Get off their case, on this one. Obviously understaffed and dealing with time constraints. Let it go, folks.

    Thanks for the proper response, MoL.
    Exactly.

 

 

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