Here are some news collected from various sources about the Star Citizen Development.
For previous years you will find many pages of updates here:
http://forums.mmorpg.com/discussion/440887/star-citizen-development-update/p1A lot of people are currently testing the Alpha 2.2 build on the PTU (Public Test Universe) servers. Some of them encounter frequent crashes, which are caused by custom system.cfg/user.cfg files modified by the players. CIG suggested that deleting those files usually helps.
https://forums.robertsspaceindustries.com/discussion/320476/psa-if-you-are-crashing-frequently-delete-your-custom-cfg-files#latestHave fun
Comments
Beginning of May 2016 Update
Transcript:http://imperialnews.network/2016/05/around-the-verse-episode-2-30/
"TLDR(Too Long;Didn’t Read)
Intro
News From Around The Verse
Los Angeles
Austin
Foundry 42 UK
Foundry 42 Frankfurt
ATV Interview: Cheyne Hessler
Loremakers Guide To The Galaxy
MVP w/Tyler Witkin
Anarckos, Jeff Craig, and Wakapedia for their video “Journey to Voltron”
ATV Fast Forward: Aegis Javelin Destroyer
Have fun
10 for the Developers: Episode 11
This time the topic is bugs. My personal highlight .... why spaceships are underwater ;-) (second question)
https://www.robertsspaceindustries.com/comm-link/transmission/15347-10-For-The-Developers
Transcript
http://imperialnews.network/2016/05/10-for-the-developers-episode-11/
TLDR(Too Long;Didn’t Read)
Have fun
>>>Alpha Patch 2.4.0l has been released to the PTU, and is now available for players to test! During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.
Your launcher should show “2.4.0-359569” as the client version. It is strongly recommended that players delete their USER folder for the Test client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.
The full 2.4.0 Patch Notes are located here. Please take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.
Important Callouts:
Please note that Battle Royale seems to be experiencing a frequent crash during initializing.
Persistence between builds 2.4.0k to 2.4.0l has been enabled.
Contents:
Updates and Fixes
Star Systems
Game Systems
Ships
User Interface
Technical
Updates and Fixes
Star Systems:
Added additional dialogue for Pirate and Security ships when they spawn in Crusader.
Made additional tweaks to lighting in Port Olisar based on player feedback.
Removed cardboard boxes in front of Casaba Outlet in Port Olisar.
Fixed an issue where Port Modification ports were visible, while ship was on a landing pad in Kareah.
Fixed an issue where Flair items could not be placed in item display cases.
Game Systems:
Fixed an issue where players would briefly see ‘insufficient funds’ text even though they had enough funds to respawn their ship.
Added an aiming reticle to the Port Mod App for easier usability.
Fixed an issue where audio dialogue would continue even after player died and respawned.
Ships:
Made additional balance tweaks to the PyroBurst.
Fixed an issue where you could not attach the Flashfire specialty mount to the Hornet series or Cutlass via the Port Modification App.
Disabled the players ability to modify weapon and missile loadouts for the Scythe and Glaive ships.
User Interface:
Fixed an issue where the chat window and mobiGlas could not be open at the same time.
Enabling Persistence between builds (2.4.0k and 2.4.0l)
Technical:
>>>Fixed several client crash issues.
Fixed several server crash issues.
Have fun
>>>Alpha Patch 2.4.0k has been released to the PTU, and is now available for players to test!
Star Systems:
Tweaked the look of Live Wire in Port Olisar.
Fixed an issue where ships could not be respawned in Crusader if the player left and reentered the game.
Made some additional fixes for duplicate characters appearing in players EZ Hab.
Fixed an issue in the ICC Probe Mission 2 where players objectives were completing even though the player was outside the active area.
Removed the quest marker from players attempting to fix the Comms Arrays, during the mission “Keep the Comm Arrays Offline”.
Fixed an issue preventing the Freelancers from appearing in the correct Port Mod spawn node.
Fixed an issue in Selfland Hangar where placing a small ship would cause an extra ship port to appear.
Fixed an issue where Flair items could not be placed inside of Display Cases.
Game Systems:
We have made some updates to ship respawn costs!
The time to respawn and cost to bypass the respawn timer will now differ from ship to ship.
The timer will continue to countdown, even while player is logged out of Crusader.
Ships:
Fixed an issue where the Mustang Delta Rockets were not animating correctly when fired.
First Person:
Fixed an issue where the Marine and Outlaw flight suits and armor were missing EVA thrusters.
Fixed an issue where the players hair was clipping through their cap.
Fixed an issue where purchasable items were lacking shadows while on display in the store.
User Interface:
Fixed several gamepad legacy mapping bugs, particularly involving the left stick.
Fixed an issue to stop the Eject function from being mapped as double tap on the X55 joystick.
Fixed an issue where the CryAstro Repair/Refuel/Restock UI were overlapping the chat window.
Added a “LiveWorks AR” logo to the Port Modification UI window.
Made some additional tweaks to the formatting of text in and around the Port Modification reticle.
Tweaked the usability and visibility of ship component mod ports.
Technical:
Fixed several client crash issues.
Fixed an infinite load screen when attempting to load into the Tutorial.
>>>>>>>>>>>>>>>>>
Have fun
https://robertsspaceindustries.com/comm-link/transmission/15357-10-For-The-Developers
01:10 – Updated Writer’s Guide
03:01 – Whisperer in the Dark
05:31 – Fascinating Parts about Writing
06:48 – Star Citizen Novella
08:52 – Community Influence and Plot Holes
14:59 – Background Ships
17:30 – Endeavor
18:53 – Citizen vs. Civilian
21:12 – Wing Commander or Star Citizen
23:22 – Ship Release Pipeline
Transcript
http://imperialnews.network/2016/05/10-for-the-developers-episode-12/
The Star Citizen novella is something i am looking forward to. I enjoyed the Elite novellas and i am VERY much looking forward to the Battletech novel from MICHAEL STACKPOLE - Lord of all things Battletechish - as part of my Kickstarter support of "Battletech".
Have fun
Abbreviated Transcript: TLDR(Too Long;Didn’t Read)
Patience is the key. Or a high power microwave pulse ;-)
Have fun
Live servers still on Alpha 2.3 at the moment.
My personal guess ... Alpha 2.4 on live server this week.
Have fun
"Alpha Patch 2.4.0m has been released to the PTU, and is now available for players to test!
Important Callouts:
Please note that Battle Royale seems to be experiencing a frequent crash during initializing.
Star Systems:
Fixed an issue in ArcCorp where players could jump over the railing, resulting in player death.
Changed the texture on the pistol display shelf in Garrity Defense and Cubby Blast.
Game Systems:
Fixed an issue where a players wanted level was not correctly capping at 2 when enabling and disabling Comm Arrays.
Fixed an issue with the ICC Probe Mission 4 not failing due to irregular pirate spawning.
Increased the reward for the Outlaw mission ‘Keep the Comm Arrays Offline’ from 100 aUEC per kill to 250 aUEC.
Ships:
Fixed an issue where the nose mount of the Avenger Series ship was not available after being removed. For now, the nose mount hardpoint has been disabled in the Port Modification App. Made additional improvements to the Pyroblast Scattergun performance and visual effects. Fixed a clipping issue when certain missile racks were equipped to the Freelancer.
User Interface:
Fixed an issue where the chat window was on by default in the Tutorial missions.
Technical:
Fixed several server crashes.
Fixed several client crashes."
Have fun
I'm trying hard not to follow it too much, but I really should do a complete blackout.
24 years is a bit much, though. I'm thinking around 2 years.
"Alpha Patch 2.4.0n has been released to the PTU, and is now available for players to test!
Star Systems:
Ships:
First Person:
User Interface:
Technical:
Have fun
"Alpha Patch 2.4.0o has been released to the PTU, and is now available for players to test!
Important Callouts:
Updates and Fixes
Star Systems:
Ships:
User Interface:
Technical:
Have fun
"Alpha Patch 2.4.0p has been released to the PTU, and is now available for players to test!
Updates and Fixes
Star Systems:
Ships:
First Person:
Technical:
Have fun
"Important Callouts:
Contents:
Star Systems:
Game Systems:
Ships:
First Person:
User Interface:
Technical:
Have fun
"Important Callouts:
The ship spawn terminal in Port Olisar locks the user in place until they request a ship, even after exiting the terminal.
Backing away from the terminal rather then exiting it will sometimes allow users to escape.
Star Systems:
Fixed an issue where the jump point icon for ICC Probe mission 2 would disappear after the mission was completed.
Fixed an issue with that was preventing Arena Commander matches from starting in Dying Star.
When the Security Console Defender at Security Post Kareah disconnects, the mission to kill the defender will be withdrawn from the criminals.
Game Systems:
Players will be unable to exit the Ship Selector Console while their ship is still in the process of spawning.
Fixed an issue where your character would change to a T Pose when in an idle state and not holding a weapon.
Technical:
Client and server optimization.
Fixed multiple client crashes.
Fixed multiple server crashes."
Have fun
"Tutorial has been disabled.
Contents:
Star Systems:
-Disabled the Tutorial.
-Fixed an issue where the “inspecting weapon” animation was very awkward for shopping try-on.
-Fixed an issue at CryAstro Station where missiles were not restocking if the player left their ship cockpit during the restock process.
-Fixed an issue where particles were not displaying correctly in Covalex Station.
-Fixed an issue in Port Olisar where a player would become stuck after interacting with the Ship Spawn Terminal, -and be unable to move until they spawned a ship.
-Fixed an issue in Selfland where parts of the wall and floor would disappear when viewed at certain distances and angles.
Ships:
General Ships:
-Made a change so that if a player has multiple of the same ship, they will be numbered sequentially.
-Fixed an issue where firing a FPS weapon in the Starfarer was not damaging another player or the Starfarer.
-Temporarily removed the pulsating orange emergency lighting fro the Starfarer.
-Fixed an issue on the Hornet series where you were unable to switch out the cargo pod via Port Modification.
Mustang fixes:
-Updated the Mustangs Series to have the proper Port Modification Ports.
-Fixed an issue where the Mustang Series did not have the proper visual effects or audio when destroyed.
-Fixed an issue with the Mustang Omega where it could not land properly for repair if its wings were damaged prior to landing.
-Fixed an issue with the Mustang Gamma that was preventing players from exiting the ship if ship was damaged and on a landing platform.
-Fixed an issue with the Mustang Beta where it had no rear lighting.
-Fixed an issue with the Mustang Alpha where the exterior lights were not working.
User Interface:
-Fixed an issue where UI was not correctly notifying player of Comm Array status, aUEC rewards and mission updates.
Technical:
-Fixed a client crash.
-Fixed multiple Server crashes"
Have fun
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
"Alpha Patch 2.4.0t has been released to the PTU, and is now available for players to test!
As of 2.4.0t, access to the PTU is no longer restricted.
Star Systems:
Ships:
First Person:
User Interface:
Technical:
Have fun
PS:
99 little bugs in the code,
99 little bugs in the code,
Fix one bug, compile it again,
101 little bugs in the code,
101 little bugs in the code.....
(Repeat until BUGS = 0)
Have fun
10 for the Developers: Episode 14
http://imperialnews.network/2016/06/10-for-the-developers-episode-13-2/
Have fun
Live server instability reported by Will Leverett, CIG Game Support Manager
With Alpha 2.4 now tested by hundredthousands of backers, new bugs have been found as the database has to perform under heavy load. Performance is being monitored, bottlenecks identified and blockers patched out.
https://forums.robertsspaceindustries.com/discussion/332855/2-4-0-service-instability/p1
Posted: June 12
We're investigating and troubleshooting backend service issues related to the rollout of Star Citizen Alpha 2.4.0 on Friday. During this time, players may have difficulty logging in or experience unexpected in-game behavior, such as duplicated or wrong inventory and loadouts.
For context, it's the first full deployment of Persistence, our database-driven service that will ultimately will affect every part of the Persistent Universe. While we spent significant time testing this services on PTU, a major infrastructure update such as Persistence often won't have its biggest problems exposed until we reach certain thresholds and conditions.
Ultimately, the demands of this particularly massive tech rollout during this stage of Alpha production meant that we could only discover these issues with the larger populations on the Live service. We know it can be entirely exhausting and frustrating when the game experience goes wrong - after all, we're gamers, too! - but such are the realities of providing a service while building it.
We appreciate everyone's time and patience, and for continuing to provide us with invaluable data on the forums and on the Issue Council. We'll be working to get the Live service in a stable state as quickly as possible, and we'll pass on updates this week here as we get them.
Thanks and have a great day!
Will "Soulcrusher" Leverett"
Have fun
http://dba.stackexchange.com/questions/4760/what-is-blocking-and-how-does-it-happen
"Analogies
Sometimes it helps to use analogies away from computers.
Let's say you have a ball and two children. Only one child can have the ball at any one time. However, if one of the children gets the ball and doesn't let go of it because he's distracted (watching TV, for example), then the other child will not get to play with the ball.
The other child is blocked from that resource.
If we compare this to the TV, for example, several children can watch TV at any one point.
Locks
If we move over to the database world, we see that there are different ways to use resources (just like our two examples above). We can perform "reads" or we can perform "writes".
When we want to read the data, there's no reason that other's can't read the data as well--just like two people watching TV. However, if we want to write the data, then we need to make sure that no one else is looking at it. If they are reading it while we're writing it, they will get "dirty" reads. (Meaning, they'll see the data partially written out, which will be invalid.)
In order to insure that these dirty reads never occur, we have two primary types of locks, Read Locks and Exclusive Locks.
Read Lock
You can have several different connections reading from the same datasource at any given time. But to insure that no one changes that data while they're reading it, they take out a Read Lock.
Once a connection has a read lock on a piece of data, all other connections must wait until the Read Lock is released before they can write the data. Others can, however, take out Read Locks of their own on that same piece of data.
Exclusive Lock
If a connection wants to update/insert/delete a piece of data, they have to take out an exclusive lock. This prevents any other connection from also taking out a lock on the data (making the lock exclusive to that connection).
When a connection has an exclusive lock on the data, no other connections may read from the data. This helps prevent dirty reads by insuring that no one can read the data while its being written.
Blocking
"Blocking" is simply a term that means that one connection is holding a lock on a resource when another connection wants to read or write to it. It doesn't necessarily mean that the owner connection won't release it, just that it's currently holding it.
Compare this to the case with a child holding the ball. The child holding the ball is blocking all other children from holding the ball.
Deadlock
I know you didn't ask this, but it's only one more step to get to deadlocks (and it's related very directly to blocking).
Deadlocks can happen when you have two connections that each have a lock, but they want each others resource. In this scenario, it's like two children that each has a ball, but wants the other's ball.
Like children, these connections are not willing to share at all. Each connection needs access to both of the resources in order to continue. However, they are in a state of permanent blocking. In this state, the parent (DBMS) has to come in and choose a loser so that one of the children (connections) can have access to both of the resources.
Once that "winning" connection is done, it releases the resources and then the other ("losing") connection can try again to get to both resources.
So, the concept of a deadlock is where you have two resources that are blocking each other."
"Guidelines for designing applications to avoid blocking include:
THIS ! --> Stress Test
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I'm glad you don't work for me, with your quitter doom and gloom attitude you would last about 2 days on the job. The most successfully people don't see "lol trouble" they see challenges and they find solutions.
That's what the upper 20% do in this world, the rest well, "there's trouble" "I just love trouble, I'll be over here laughing and taking jabs at people while someone else figures it out, but I actually hope they fail because it will make me feel better about myself......."