Please don't say that. Fdev have stated a team of 100 Devs, you're just feeding the trolls by posting estimates.66 developers working on Elite
Please don't say that. Fdev have stated a team of 100 Devs, you're just feeding the trolls by posting estimates.66 developers working on Elite
Do not you think it is a bit unreal that statement of distribution of employees that you do?
I do not think that Frontier has published how many are dedicated and that not even that the distribution of developers is equitable as you propose?
I was merely pointing out that the fact that Frontier now has 500 people on its staff, that doesn't mean that all of them can work on Elite Dangerous.Please don't say that. Fdev have stated a team of 100 Devs, you're just feeding the trolls by posting estimates.
Greetings Commanders,
....
A couple of years ago I wrote probably the largest and most intricate piece of code that I've ever written. It wouldn't be an exaggeration to say that it was on par with the whole planetary landing stuff, maybe add atmosphere to that, (although probably not the shader bits.) It was a tour de force and a nightmare all in one. It also had a bug. After running for around two hours the program it was part of would crash. I worked for months on that bug. Every time I got close to it the symptoms would change; it still crashed but now it crashed miles away from where I had tracked it to. It was like hunting a man-eating tiger in the forests of rural Nepal and finding its empty den just as the news reports sightings of it in Delhi. I was taking so long that the management put two other guru-level developers on the task along with me. After spending probably six man-months on this single bug, one of them found it.
The function to create a new thread takes the stack size of the new thread as a parameter. If you specify zero, then Windows uses a default size of 2Mbytes. This was plenty and I had had no idea how much I needed, so that was what I had done. But the environment I was using was not Windows, and it used a default of only 2Kbytes. Even that would have been enough, except for one single function. It wasn't called often or even all the time, but when it was called it used 6Kbytes. Even then it didn't crash all the time, the memory it corrupted was usually empty, but every now and then, maybe after about two hours, it hit something important.
Six man-months, and the fix was five characters long: delete "0", insert "16384". The particular digits aren't important; anything over about 8000 would have done the job.
Am I the only one here not working in the software industry?Yeah I remember a similar situation but let me ask you this.
Did your company let the customer do the testing for you or leave them hanging for weeks not being able to use that particular application?
The company I worked for sure didn't, when a bug wasn't solvable in a very short time we'd revert to the previous version that did work.
Thanks for the update. That's much appreciated.Hey Commanders,
We have updated the thread with the following:
The team has investigated the disconnect and mission list communication issue for console players, and we have implemented a change that should reduce the amount of times players encounter this.
However, if you have any further problems, please let us know.
Am I the only one here not working in the software industry?
In my company if the system we "develop" has a "bug", our "product" is "grounded" and in some case our customer loses a lot of money:
AOG
Hey Commanders,
We have updated the thread with the following:
The team has investigated the disconnect and mission list communication issue for console players, and we have implemented a change that should reduce the amount of times players encounter this.
However, if you have any further problems, please let us know.
Very good, I hope this solves the problem.
Any news on the screen tearing on Xbox?
The team is aware of this issue and we will give you an update when we have one.
Thanks!
Only if you're lucky. It sucks in here.Am I the only one here not working in the software industry?
All positive changes. Any word on when horizons disconnect issue will be resolved?Greetings Commanders,
The Elite Dangerous servers will be offline for all platforms on the 3 October at 07:00 (UTC) to apply the September Update - Patch 2.
We are aware that there is an issue where some Commanders, specifically those on console, are experiencing the "Failed to communicate with server. Unable to get an up to date mission list from server" message when trying to access missions at a starport's mission board and passenger lounge.The team are currently investigating measures to resolve this issue as soon as possible.
Update: The team has investigated the disconnect and mission list communication issue for console players, and we have implemented a change that should reduce the amount of times players encounter this.However, if you have any further problems, please let us know.
Thank you for your patience and vigilance as we address these issues.
Please find the full Patch Notes below:
Crashes/Stability
COVAS
- Fixed a softlock that could occur when trading materials at a material trader
- Fixed a crash that could occur during the new starter experience
- Fixed softlock that could occur when hiring crew members
- Fixed a crash that could occur after clearing a save and skipping the new starter experience
- Fixed a softlock that would occur when attempting to perform a hyperspace jump in an Imperial Clipper that has a Ship Kit applied
Diamondback Explorer
- When buying a new ship, your selected COVAS will automatically be inherited from your previous ship.
- When purchasing SRVs and fighters, they will inherit the COVAS currently selected for your ship.
- For new commanders, the applicable localised COVAS will now automatically be selected based on which language is set in the options menu
Exploration
- Fixed mismatched Paint Jobs for the Diamondback Explorer
Interdiction
- Fixed a case where PlayStation 4 commanders' First Discoveries were not appearing correctly
Livery
- Fixed an issue where interdiction wouldn't end after the player submitted
Localisation
- Fixed an issue that meant the confirmation popup failed to appear after selecting an item the player owns
- Fixed an issue that could cause the sort feature to not sort correctly
- Fixed an issue that could prevent the SRV livery options to appear after leaving the Dashboard items category
- Updated various Bobblehead preview cameras to give a better view of the item
- Removed the 'preview' option on Engine Colours in livery, as it was not intended
- Changed message from 'Outfitting Unavailable' to 'Livery Unavailable' when the livery isn't accessible
- Updated the 'remove item option' message to 'clear the equipped item'
- Renamed 'Back' to 'Exit'
Multi-Crew
- Fixed various translation errors
New Starter Experience
- Fixed an issue that could cause the host's ship to disappear when deploying a fighter
Outfitting
- Fixed an issue that could cause visual issues with the star in Matet when the player arrives in the system
- Fixed an issue that could cause the weapons to automatically fire after being returned to the training area
- Removed the ability to damage ship modules as this can lead to the player becoming stuck during the experience
- Removed the ability for players to view and turn off modules during the experience
Pause Menu
- Fixed an issue that could cause incorrect weapon mounts to be displayed (fixed weapons showing as gimballed, for example)
Rendering
- Combined 'restart training' and 'exit options' into one confirmation screen. Now, when the player selects to either restart or exit they then choose to either:
- Restart the checkpoint or the entire Starter Experience/Training
- Exit to main menu or desktop
- This new restart/exit option UI is also inline with other areas of the game as well. This update fixes text truncation in other languages and unnecessary duplication of options, without increasing the amount of clicks needed to exit or restart
Server
- Fixed an issue that caused stars in the night sky to disappear (creating, in some cases, 'hard edges')
Ship HUD
- Updated local news articles for faction summaries, engineer progression and megaship itineraries
- Fixed many causes of transaction server disconnections (error codes: Scarlet Krait, Magenta Krait, Black Adder, Yellow Adder)
Store
- Corrected the schematic of a targeted starport to match its actual orientation
- Fixed an issue that made ship modules appear twice in the module tab after swapping to a different ship
Weapons
- Changed the Store buttons that appear on Port Services menu and main menu to orange and reordered them:
- Port Services - Livery > Holo-me > Store
- Main Menu - Livery > Buy Expansions > Store > Buy ARX
- Fixed an issue on Xbox One that causes the preview camera to pan without any player input
- Re-added a missing scroll bar
- Packs now display how many items are in it
- Fixed Enforcer Canons being unable to be restocked through synthesis
Doesn't look corrected to me. If you line up the entrance in SC, it's still off when you drop out.Ship HUD
- Corrected the schematic of a targeted starport to match its actual orientation
... almost as if the patch hadn't even been rolled out yet - ehDoesn't look corrected to me. If you line up the entrance in SC, it's still off when you drop out.
That's a fair point, and I am on record as saying that FDev appear to need to drag their QA into the 21st century.Yeah I remember a similar situation but let me ask you this.
Did your company let the customer do the testing for you or leave them hanging for weeks not being able to use that particular application?
The company I worked for sure didn't, when a bug wasn't solvable in a very short time we'd revert to the previous version that did work.
Doesn't look corrected to me. If you line up the entrance in SC, it's still off when you drop out.
So ... I guess from this we are expecting yet more hyperdictions? or else this is a really random bug to fix as it has such an easy workaroundGreetings Commanders,
We just updated the Patch Notes to include:
Fixed the edge case where the ship HUD could be switched off (by the Thargoid shutdown effect) during a jump to Supercruise, causing the HUD to never appear again.
Thanks
Damned time machine dropping me back a day early.Well of course it doesn't for crying out loud, it's not released until tomorrow... duh