Darkwind
multiplyng available bulk

Grimm Sykes


Posted Oct 19, 2014, 8:41 am
I posted about this before. It was fixed a bit, but as I had said at that time, it's still not fixed.

BPU has 185 bulk free. I get a mission to the next town and poof I have 370 bulk free so i get missions totaling 370 to the next town and when i egt there I now have 740 bulk free, repeat, next town I have 1480 bulk free and I'm in texan so I can load up 148 fuel cans into the BPU to bring back, or mount 2 tank guns and 30 reloads.

I guess this can't be abused too much though, since there's rarely enough bulk worth of missions to fill one BPU at 1480 bulk, much less multiple ones.
*Bastille*


Posted Oct 20, 2014, 1:27 am
Hoe have you managed to do that?
Grimm Sykes


Posted Oct 20, 2014, 2:32 am
doing exactly what i said, and nothing more
Grimm Sykes


Posted Oct 22, 2014, 12:32 am
http://i57.tinypic.com/20rtks3.png
Grimm Sykes


Posted Oct 22, 2014, 1:22 am
I been looking in the forums for the previous posts about this that included a response from Sam, it seems to have vanished. SO i'll post additional information here.

put a vehicle in squad with fuel for travel, go to tavern select squad under the advertise for courier mission function. click check space, get a mission of that size (60 for this example) to be delivered to elmsfield. send the squad to elmsfield, process encounters, wait for arrival. Upon arrival, go to the elmsfield tavern and click on advertise for courier mission and select the squad and click on check space, it now says twice the bulk is available, which in this case would be 120.
Then go to load unload cargo in the marketplace and install weapons.

Sorry, I thought the previous posts about this were still on the forums.
*Bastille*


Posted Oct 22, 2014, 1:49 am
I want to see you use that BPU with rapid shot gunners
Grimm Sykes


Posted Oct 22, 2014, 3:13 am
ain't happening, it's a exploit, and after i took the screenshot i took the weapons off and reset the bulk.
*Bastille*


Posted Oct 22, 2014, 9:54 am
I think it would be good to see if this car works. If you are testing this bug, may as well test everything.

Id also be interested to see the results for gits and shiggles.
JS


Posted Oct 22, 2014, 11:38 am
I had the gits once, it was no shiggling matter.
*Bastille*


Posted Oct 23, 2014, 12:36 am
Yeah but I didn't stay for long ;)
*Bastille*


Posted Oct 23, 2014, 3:19 am
I just advertised for a package in Texan 112 bulk. Placed in my car.

Advertised again, checked available bulk, 112 available in that same car. Put another 112 package in the car.

Advertised again, 112 bulk available in that car. Checked vehicle in a new browser tab, -112 bulk available in the car. After selecting the package to place in car it now placed it in my lockup. (checking the car in another tab stopped the bug)

Ive never had this before. Very strange.


Not sure if you can check the pickup of the packages, server time roughly 03:15 2014-10-23, Squad - The Run (Squad ID: 68769) - Vehicle - Ready to Roll (Vehicle ID: 344694)


Advertised again; check available bulk. 112 available in that same vehicle. put 2 more packages in that car. Now -263 bulk in vehicle - Ready to Roll

03:22
*Bastille*


Posted Oct 23, 2014, 3:31 am
http://i59.photobucket.com/albums/g286/buellzz/TooMuchBulk02.png
PvtParty


Posted Oct 23, 2014, 11:50 am
I'm having issues with advertising for multiple courier missions too, though my issues don't seem as bad.

Say I have 50 bulk available, and take a 40 bulk mission. When I re-advertise, it says I still have 50 bulk available, but if I try to load such a large package, it simply dumps it in my lockup.

The website used to re-calculate the available space OK until a day or two ago. Not sure what might have changed (I did update my Java, not sure if that could have any effect here...).
Iron Wraith


Posted Oct 23, 2014, 12:42 pm
I had noticed the fact that the space in vehcile report wasn't always reporting true.

It did not occur to me that you could accept the number, advertise for a package of that size and then load it (sometimes repeatedly).

In the interests of testing, I tried it today when i got a mis-report. Amazing, I can indeed have -87 space in a car (as reported by the car view). I am not sure that the weight is ignored though, so I don't think you could go too far on it.

As an aside if you request an oversize package and manually try to laod it it doesn't work.

I suspect that the Load Into Vehicle button after you have selected a mission doesn't run the same check routine as the manual loading screen an so allows you to exceed the limit.

I am in gits of figgles over this.

*Bastille*


Posted Oct 23, 2014, 1:19 pm
on arrival in Shanty, advertised for more packages...

112 bulk still available in that same car :stare:
Tallus


Posted Oct 23, 2014, 3:17 pm
Got the "Car of holding" bug on my Voyager in Elmsfield: Current bulk -41.

Same process of advertising for a courier mission as described above.

Vehicle Id # 729285
*Bastille*


Posted Oct 23, 2014, 11:15 pm
Yeah, I just tried this again with the same squad, now in BL. loaded at roughly 12:10 (server time)

A few times when advertising I could even chose the same package (size and payment were the same) as if the list was not regenerating. But after loading the package (for the 2nd time the same package) it did not show in my vehicle or lockup.

When advertising, no vehicle is showing any change in bulk amounts, all show as if carrying no packages.
*Bastille*


Posted Oct 24, 2014, 12:23 pm
Ive got the same thing again in GW

Same car

Chose 2 112 packages to fill my 112 bulk (I already had 2 112 packages and -112 bulk available). I now have only 3 packages and it seems one disappeared again. EDIT: one of the old packages was replaced by one of the new packages I picked up in GW.

all cars still show as if they have full spare bulk even though they have packages in their cargo.


I tried checking the vehicle pages and refreshing but I still have the bulk free.

Not sure what other info I can provide. Really something funny going on here. Im going to set up some more squads and do more tests.

has anything changed with running missions lately?
Tallus


Posted Oct 24, 2014, 4:59 pm
interesting to see whether this causes inflation in the dw economy... and/or surfaces bugs in the weight/power/acceleration calculations (when I start loading 10x 55 bulk 110 weight packages into a pho.

(is this a stealth implementation of tow hitches and u-haul trailers?)

by the way, would't qiuick-release trailers be fun, in a Hussite sort of way?
Grimm Sykes


Posted Oct 24, 2014, 5:13 pm
This has worked like this since i started playing in 2010. economy isn't affected by missions, and vehicle weight isn't affected by missions. I guess that's a separate bug issue though.
*Bastille*


Posted Oct 24, 2014, 11:43 pm
right, you've had this for that long. I've only just started getting it.

Has it always been consistently this way for you? Every time you advertise for missions it behaves this way? Or just sometimes?

I do think what you are seeing is slightly different to me as I would not be able to fix my cars up with multiple tank guns. My available bulk is not doubling like you described above. Parcels in bulk are just being ignored. I'd be interested to see how many missions I fail after this (as some were replaced and disappeared).


Dd you just recently adjust pay values for courier missions, sam? Could there have been a typo here? If Grimm has had it since day dot, could there be something else involved here?
Grimm Sykes


Posted Oct 25, 2014, 12:16 am
there was a whole thread about this, which many of the effects were removed but the problem causing them was left and not all the symptoms were closed, these are the symptoms left open, and the problem still not fixed.

The problem occurs when courier missions arrive in any town, bulk is not accounted for properly.

If you open the vehicle window, the bulk resets itself, this was the fix. The thing is you can view vehicles from add/remove parts menu and that doesn't recalculate the available bulk. notice in my example picture it's the add/remove menu that your viewing. To load crews, the crews have to be loaded before the bulk is multiplied, the vehicle i showed example of was not crewed and if i went to put a crew in it, it would drop to negative like your seeing Bast.
Grimm Sykes


Posted Oct 25, 2014, 12:19 am
point being that this can happen to anyone without them even noticing it. then lets say they get out of the vehicle on foot in a encounter, suddenly they cant get back in and lose their car. or they arrive in a town short of their mission destination, only to have negative bulk and no crew and stuck unable to complete the mission. Left alone, it's not really something that's game breaking, but for someone who experienced it for the first time and got messed up because of it, it could feel to them like their game is broken.

it's just a dirty smudge that IMO should be polished up
Tallus


Posted Oct 25, 2014, 2:17 am
It's an interesting glitch that these different menus don't seem to point to exactly the same object.

Grimm Sykes


Posted Oct 25, 2014, 3:15 am
Tallus said:
It's an interesting glitch that these different menus don't seem to point to exactly the same object. 



Not sure what you mean by not the same object? java object? database? the vehicle in the database is the same vehicle, it's just the method to update it, isn;t linked to all the ways of viewing it.
*Maxxed*


Posted Oct 25, 2014, 6:08 am
Yeah definitely still doable - this potential exploit has been around for awhile...combined with safe travel via rep balance could easily be used to earn a motherlode.
Iron Wraith


Posted Oct 25, 2014, 12:49 pm
Hmm, slightly overstating it. Even with double or treble returns from missions, they aren't as lucrative as say shipping fuel from Texan to Elms.

It still needs fixing though. I suggest once the corrections to the validation code for checking you current cargo capacity on the loading screen is implemented, a database sweep of all current vehicles is made to reset their cargo limits to the correct level.

The cargo limit recalculation should really be made after every call to add or remove a component (rather than just removing or adding from the current total). This would have prevented this ever arising (and if implemented a vehicle sweep wouldn't be as pressing as it wouldn't be possible to exploit the bug further as even adding a reloade would force a recalc).

Even simpler put a check on cargo capacity on the travel/ scouting screen. They already check if you have a driver, make a check on cargo capacity >= 0 or it won't process.
*sam*


Posted Oct 25, 2014, 5:00 pm
I just found a place where a calc would miss out mission packages when checking bulk.. is it ok now?
Grimm Sykes


Posted Oct 25, 2014, 5:18 pm
BPU Cargo space left 1105
Grimm Sykes


Posted Oct 25, 2014, 5:22 pm
Iron Wraith said:
Hmm, slightly overstating it.  Even with double or treble returns from missions, they aren't as lucrative as say shipping fuel from Texan to Elms.


I think your math is off, you forgot to include travel time in your equation. you can run mail back and forth from ss to elms 10 or 11 times, in the time it takes to make 1 trip to TX and back, which means the mail is worth more then fuel over the same amount of time.

My last BPU mail run from BL to GW fetched $71,400
Iron Wraith


Posted Oct 25, 2014, 8:19 pm
I was basing this on SS-GW runs. I don't doubt that if you ran fuel only as far as GW you could still make a small fortune (especially as GW has no fuel).
*sam*


Posted Oct 25, 2014, 8:21 pm
Iron Wraith said:

Even simpler put a check on cargo capacity on the travel/ scouting screen.  They already check if you have a driver, make a check on cargo capacity >= 0 or it won't process.


I have just done this
Grimm Sykes


Posted Oct 26, 2014, 1:05 am
*sam* said:
Iron Wraith said:

Even simpler put a check on cargo capacity on the travel/ scouting screen.  They already check if you have a driver, make a check on cargo capacity >= 0 or it won't process.


I have just done this


that won't address it either, as I keep pointing out, my capacity goes up constantly, it never gets to the negative.

ok, heres what I think is happening...
in this example i'll have 50 bulk of cargo space on a phoenix:
i take a mission of 50 bulk from SS to BL. when I arrive in gateway, my armor gets repaired and my car gets refueled with autoconfiguration (quto fix, reload, refuel only options set).
now if i open my vehicle sheet, it shows 0 bulk free and 1 package, however if instead i go to the tavern first and check my vehicle it says it cna take 50 bulk mission. if i look at the vehicle sheet it now says i have -50. If i do not open the vehicle sheet it says I have 0 bulk.
I arrive in badlands, again it thinks I have 50 bulk free, then it removes the missions from my cargo and add's their bulk to the free bulk. so now I have 150 bulk free.

Please don't find this offensive Sam. I'm going to be blunt because i've been saying this for a long time and i feel the point isn't understood. I'm getting frustrated trying to find a polite way to say things and getting misunderstood in the process. You have said you can add more checks for things but that will slow things down. checks are put in place to make sure things work right. and in this case, simply fixing the cause of the problem would mean there's no need to add these bulk checks. something in the missions scripting is causing bulk to be added, please fix that instead of trying to verify bulk is correct with other subroutines.
Grimm Sykes


Posted Oct 26, 2014, 5:23 am
BPU available bulk 1290
yup just tested it, and I was right. Sure, the check makes you remove the extra bulk before leaving town, however the bulk still gets added on arrival and allows extra missions to be loaded. Which creates other problems cause now I have missions I can't complete. The band-aid prevents exploiting extra bulk, but still doesn't fix or address the problem.
Iron Wraith


Posted Oct 26, 2014, 7:42 am
The problem I was experiencing hasn't arisen today (i.e. the amount of cargo has been reporting correctly). As I can't force any more cargo in through that route, I can't verify whether it is still possible.

The cars I had that were carrying too much cargo have their original capacities. I haven't been seeing the cargo capacity increasing permanently. I have only been running SS-GW though and therefore my missions have been completed at each end (once all missions are complete, maybe the system resets capacity back to correct but if missions are still extant the calculation isn't being performed correctly).

Grimm:
In general good software V&V says you should validate your inputs and verify your outputs. This means testing every time you make an update unless you have established beyond doubt that you have a closed loop system. Just validating were you think there might be an issue only reinforces any design errors you may have made. Sadly V&V isn't that sexy or creative and takes far longer than doing fun stuff. It often gets relegated as deadlines approach. Putting it in first is therefore key.

Checks where user interaction is involved are doubly important as users are infinitely flexible in the garbage they could introduce. Fortunately the time it takes to make these checks is a very small proportion of the HMI input cycle (in a pure machine input cycle you can start to get timing issues as the throughput can be so fast).

Not everyone on these fora clamouring for their latest cool idea to be implemented has QA at the top of their agenda.
*sam*


Posted Oct 26, 2014, 10:42 am
Grimm Sykes said:

Please don't find this offensive Sam. I'm going to be blunt because i've been saying this for a long time and i feel the point isn't understood. I'm getting frustrated trying to find a polite way to say things and getting misunderstood in the process. You have said you can add more checks for things but that will slow things down. checks are put in place to make sure things work right. and in this case, simply fixing the cause of the problem would mean there's no need to add these bulk checks. something in the missions scripting is causing bulk to be added, please fix that instead of trying to verify bulk is correct with other subroutines.


No problem, you're being perfectly polite :-)

Can I just clarify what you're seeing.. free space is getting updated (increased) when you arrive at town.. but doesn't that coincide with packages getting removed from the vehicles? I don't quite understand the issue.

By the way, I'm not sure if you were suggesting that vehicles got space permanently added, but just to clarify: that's definitely not possible.
Grimm Sykes


Posted Oct 26, 2014, 1:34 pm
*sam* said:
Grimm Sykes said:

Please don't find this offensive Sam. I'm going to be blunt because i've been saying this for a long time and i feel the point isn't understood. I'm getting frustrated trying to find a polite way to say things and getting misunderstood in the process. You have said you can add more checks for things but that will slow things down. checks are put in place to make sure things work right. and in this case, simply fixing the cause of the problem would mean there's no need to add these bulk checks. something in the missions scripting is causing bulk to be added, please fix that instead of trying to verify bulk is correct with other subroutines.


No problem, you're being perfectly polite :-)

Can I just clarify what you're seeing.. free space is getting updated (increased) when you arrive at town.. but doesn't that coincide with packages getting removed from the vehicles? I don't quite understand the issue.

By the way, I'm not sure if you were suggesting that vehicles got space permanently added, but just to clarify: that's definitely not possible.



Yes it was permanently being added, right up till I looked at the vehicle sheet at which point it would reset. items can be added or removed from a vehicle though the webpage without ever viewing the vehicle sheet. The bulk is still being added, and extra missions can still be taken over the bulk limits of the chassis. The only thing your check added was it now prohibits leaving town with excessive bulk and resets it right there. but on arrival and at the tavern it will still show the excessive bulk.

2 of the missions I got last night i had to leave behind in badlands, but I took one mission of 127 bulk in my bpu which SHOULD have only 185 bulk free. I'm going to go process that travel now and see what i get in gateway.

be right back
Grimm Sykes


Posted Oct 26, 2014, 2:02 pm
It's going to be a hour and a half for arrival.

the reason other people are seeing negative bulk doing this is because they are doing one thing i said not to, to replicate this, which is they look at the vehicle. Anything that queries the vehicle data will reset the bulk, except courier missions and load/unload cargo.

clicking on the vehicle to view it will remove the extra bulk, even if you look at it before it arrives at the destination. looking at the cargo window in a event will reset it, doing anything to it at the loot screen will reset it.

the bulk is only added if you never look at the vehicle, and I can travel for weeks without doing that so effectively, yes it was permenantly adding bulk, and adding more at every stop.
Grimm Sykes


Posted Oct 26, 2014, 6:27 pm
yup, it's still happening, when i arrived in gateway it has 312 bulk, that's the 185 bulk it's supposed to have, plus 127 from the mission.
Iron Wraith


Posted Oct 26, 2014, 6:45 pm
How can you add weapons without looking at the vehicle sheet?

(not disbelieving, just looking for clarification)

I am not sure how we can verify if we have solved the issue without looking at the vehicle sheet. That would make testing tiresome.
*StCrispin*
ce.services.mh@gmail.com

Posted Oct 26, 2014, 8:06 pm
I've never had this occur. But I advertise for missions from my phone. Maybe that's why?

(((Edit))): I just set up a travel to see if this occurred on my phone (ie: new issue) but I still do not have this bug occurring. It came back with "0" for my available cargo after adding the first package
Grimm Sykes


Posted Oct 27, 2014, 1:17 am
Iron Wraith said:
How can you add weapons without looking at the vehicle sheet?

(not disbelieving, just looking for clarification)

I am not sure how we can verify if we have solved the issue without looking at the vehicle sheet.  That would make testing tiresome.


back on page one where i explained how to reproduce this, and included proof of 2 TG and 2 HFT mounted on a BPU

*StCrispin* said:
I just set up a travel to see if this occurred on my phone (ie: new issue) but I still do not have this bug occurring.  It came back with "0" for my available cargo after adding the first package

I've done it from my phone, it doesn't matter what browser is used. your just not following my instructoins to the letter.
Iron Wraith


Posted Oct 27, 2014, 7:24 am
Ok Grimm, the key difference seems to be the intermediate step.

You are travelling with a cargo to a town that isn't the destination for that cargo and so that cargo isn't auto unloaded. Would it matter if you simply didn't set auto-unload and the town WAS the destination for the cargo?

If you say looking at the vehicle screen fixes it (or partially fixes it), I am still not sure how you load a weapon without looking at the vehicle screen (or is it only the large vehicle screen - that gives detail about the weapons, rather than the shortened version that you get in the mechanics shop - that has the drop down for all cars?)

This bug analysis is more fun than the game ;)
*Bastille*


Posted Oct 27, 2014, 8:53 am
*StCrispin* said:
I've never had this occur.  But I  advertise for missions from my phone.  Maybe that's why?

(((Edit))):  I just set up a travel to see if this occurred on my phone (ie: new issue) but I still do not have this bug occurring.  It came back with "0" for my available cargo after adding the first package


Ive never had the issue until very recently, always using PC browser. I've not checked since sam has made changes.

What happened to my game to cause me getting this issue, that others like Grimm and Maxxed have been saying they have had for a long time.
*goat starer*


Posted Oct 27, 2014, 8:57 am
Grimm Sykes said:
Iron Wraith said:
How can you add weapons without looking at the vehicle sheet?

(not disbelieving, just looking for clarification)

I am not sure how we can verify if we have solved the issue without looking at the vehicle sheet.  That would make testing tiresome.


back on page one where i explained how to reproduce this, and included proof of 2 TG and 2 HFT mounted on a BPU




Hardly proof... could be knocked up on photoshop in 3 mins... but assuming it is as it seems that still doesn't explain how you added guns without looking at the vehicle and altering its setup which you seem to be claiming would reset the bulk.

I'm confused
Racing Robbie


Posted Oct 27, 2014, 10:08 am
Grimm says that it's via the add/remove components at the mechanic shop, loading the weapons via that screen doesn't get the database to check total bulk. I guess as long as you don't hit the "return to normal car view" button it doesn't do the recalculation in the background.

Be interesting to see if doing it that way you can get rear weapons on a BPU

Let me see if I get this:
- Set up a courier with crew and auto repair/refuel on;

- Go to tavern, get a mission, load it and travel to next town;

- At next town, don't check the car, just go to the tavern and get another mission, load and travel on again;

- Keep repeating until you have a stupid amount of bulk;

- Visit the mechanic and load said courier with as many large weapons as you can.

1st question - do you have auto complete mission switched on?

2nd question - are the missions for the town you travel to? or do they have to be for a town you never travel to?

So Sam's fix stops the car leaving town with too much bulk on, but doesn't fix the initial error. This is what Grimm was asking for.

mmm would this mean that you could enter that BPU in town events with twin TGs the?

It's doing something really odd then to add bulk to the car - not sure I can get my head around how that would work.
Grimm Sykes


Posted Oct 27, 2014, 2:25 pm
dirst off, no the town you arrive in and the package destination doesn't matter, it would happen in both situations.

second it's the load/unload cargo in the marketplace, not the mechanic.

Thirdly bast, you've been getting it all along, you just never noticed.

It's a bug because it only happens if done a certain way, and can only be exploited for extra bulk for weapons if done a certain specific way. It should have never been noticed, because it should have never happened. Please do not try and replicate this by getting a lot of missions, you will not be allowed to leave town if you do.

Racing Robbie


Posted Oct 27, 2014, 2:44 pm
Ahh I see, hadn't realise that you could fit weapons via the marketplace

So the fix needs to be on the request package routine, it needs to take into account weither or not there is a package in the car.

And also it should not allow you to load over the available bulk - as this increases the bulk available to the car in all towns, even if you can't actually carry the package to another town in that car.

*The X Man*


Posted Oct 27, 2014, 5:34 pm
Grimm Sykes said:

It's a bug because it only happens if done a certain way, and can only be exploited for extra bulk for weapons if done a certain specific way.


So, is it a bug... or really an exploit?? If it was a bug, it would happen on its own at random or all the time. Since this only happens when a player intentionally manipulates the bulk, it would be an exploit. Either way it needs to be fixed.

The only bad thing about this thread is we now have a bunch of players trying to replicate this issue. Who knows how many others, who have read this, are out trying the same thing.

We all can just hope Sam gets the fix done the right way so we can all get back the playing the fun way.
Iron Wraith


Posted Oct 27, 2014, 7:55 pm
X-man - not sure if your definition of an exploit vs bug makes any sense. By definition an exploit is the exploitation of a bug. If you finessing the game as it was intended to be then it is clever play, not an exploit.
*Bastille*


Posted Oct 27, 2014, 11:16 pm
Grimm Sykes said:
...

Thirdly bast, you've been getting it all along, you just never noticed.

...


This is the first time Ive been using the advertise for missions feature and when checking bulk on a squad after installing a package, it does not update. It has always updated correctly, shown the correct bulk amounts for me in the past.

Thats why I think I must have done something. Its been one way for 5 years, now suddenly*, it is different, consistently.

What have I done, what has happened,  to make this change?

*I did not see this bug yesterday, after sam made some changes, when picking up missions.
Grimm Sykes


Posted Oct 27, 2014, 11:48 pm
*Racing Robbie* said:
So the fix needs to be on the request package routine, it needs to take into account weither or not there is a package in the car.


nope if you followed the sequence of events you can see the bulk appears on town arrival, which i also stated, not just explained and illustrated, taking a mission in addition only gets more bulk, it doesn't even address the problem of bulk being added on arrival.

*The X Man* said:
So, is it a bug... or really an exploit?? If it was a bug, it would happen on its own at random or all the time. Since this only happens when a player intentionally manipulates the bulk, it would be an exploit. Either way it needs to be fixed.


what part of "this does happen to everyone but they don't notice" is so difficult to comprehend. I mean if you understood what these words mean you wouldn't have posted this reply

*Bastille* said:
This is the first time Ive been using the advertise for missions feature and when checking bulk on a squad after installing a package, it does not update. It has always updated correctly, shown the correct bulk amounts for me in the past.


whats different, as I have clearly outlined, is you can not do anything which queries the vehicle data, I'm not going to post the list again

this is the sort of thing that makes me want to give up on even reporting bugs. It seems no matter how many different ways I say the same thing, No one seems to understand. I do not think you guys are stupid, it just seems like no one has the attention span to understand. IF I find any more bugs, exploitable or otherwise, I won't waste my time reporting them. You're all welcome.
*StCrispin*
ce.services.mh@gmail.com

Posted Oct 28, 2014, 12:02 am
Semantics X.  A bug being exploited is "an exploit" but for an exploit to exist, then a bug must also exist that can be exploited.

So it's a bug until someone uses it intentionally for a personal gain or advantage.

*The X Man* said:
Grimm Sykes said:

It's a bug because it only happens if done a certain way, and can only be exploited for extra bulk for weapons if done a certain specific way.


So, is it a bug... or really an exploit?? If it was a bug, it would happen on its own at random or all the time. Since this only happens when a player intentionally manipulates the bulk, it would be an exploit. Either way it needs to be fixed.

The only bad thing about this thread is we now have a bunch of players trying to replicate this issue. Who knows how many others, who have read this, are out trying the same thing.

We all can just hope Sam gets the fix done the right way so we can all get back the playing the fun way.
Grimm Sykes


Posted Oct 28, 2014, 12:21 am
yeah my point exactly, fix the bugs instead of checking for exploits. if bugs get fixed, there's no exploits to check for. It's beyond me why so many people here can't see how obvious this is. it's almost like they wanna pretend the bugs don't exist, so they themselves can exploit it.

Now i'm sure everyone's going to go off and read 100 different meanings in to this, that aren't supported by what i said. take it slow guys, one word at a time, draw a flow chart if you need to...

*StCrispin*
ce.services.mh@gmail.com

Posted Oct 28, 2014, 12:24 am
And grimm, don't get so frustrated at people's comprehension. Sometimes thngs have to be said in multiple ways for it to click. Different people grap concepts in different ways. thats why some people can't learn using the Rote Method despite having high intellect and then others cant learn using other methods.

Example: Road navigation. Personally I can't find a place using directions that say "turn right at blah street" or "go 3 streets down and make a left". I need Cardinal directions (North South East West) and landmarks and distances such as "go 8/10 of a mile to blah street, turn east, near the fountain and the gas station, then turn South right past the fountain onto whatever road"
Grimm Sykes


Posted Oct 28, 2014, 12:47 am
not worth the stress
*StCrispin*
ce.services.mh@gmail.com

Posted Oct 28, 2014, 1:16 am
Yeah I get plenty of that at work. Some jerk ordered 5 hotdogs with diced tomato and diced bacon on them last night then got mad that I had to type it manually since those aren't allowable toppings on a hotdog. Totally went off on me and threatened me because it was going to take a minute longer to type it all.

I guess getting his his bacon hotdog in 4 minutes rather than 5 is very important to him!

Bah
*Bastille*


Posted Oct 28, 2014, 3:04 am
Grimm Sykes said:


*Bastille* said:
This is the first time Ive been using the advertise for missions feature and when checking bulk on a squad after installing a package, it does not update. It has always updated correctly, shown the correct bulk amounts for me in the past.


whats different, as I have clearly outlined, is you can not do anything which queries the vehicle data, I'm not going to post the list again

this is the sort of thing that makes me want to give up on even reporting bugs. It seems no matter how many different ways I say the same thing, No one seems to understand. I do not think you guys are stupid, it just seems like no one has the attention span to understand. IF I find any more bugs, exploitable or otherwise, I won't waste my time reporting them. You're all welcome.


I was doing things like I always had and it suddenly behaved differently. Its not too hard to understand Grimm. Something had changed, sam did something and it changed back again.
Grimm Sykes


Posted Oct 28, 2014, 3:31 am
Grimm Sykes said:

this is the sort of thing that makes me want to give up on even reporting bugs. It seems no matter how many different ways I say the same thing, No one seems to understand. I do not think you guys are stupid, it just seems like no one has the attention span to understand. IF I find any more bugs, exploitable or otherwise, I won't waste my time reporting them. You're all welcome.


That wasn't directed at anyone in particular, sorry bast, you were just the last comment i responded to in that post
Iron Wraith


Posted Oct 28, 2014, 7:37 am
Grimm:
As you pointed out we are all experiencing this bug in different ways. As there are so many ways to implement each option it is hardly surprising.

We are not necessarily just trying to understand what we need to do to get the effects you report but how to get the effects you report that is consistent with our own experience of the bug.

Terms like "vehicle screen" are ambiguous - it would be helpful if each unique screen had some id we could all use as a reference. I suspect for example that the tavern screen you get in Somerset is functionally identical to the one you get in Gateway, but for all I know they could be coded independently (and therefore have subtly different behaviours).

You mention loading via the market place, I have no idea what you mean by that I have never loaded anything from the market place (even ammunition). I have tried to see what you mean by doing it, but frankly I am at a loss. Now you may see this as an irrelevance to the issue (and get frustrated by people asking for clarification), but again for all I know, it could be a key contributor to the bug.

Not everyone can follow your script to the letter for a variety of reasons, I can't go to Badlands. I had auto-unload cargo switched on by default. Because I don't unload manually I forgot it was even an option.

De-bugging is not always a straightforward proposition. Gathering user experience for an intermittent / hidden bug can be frustrating as not everyone is tech savvy but may believe they are. I have spent days perusing an issue only to discover that when they said "re-boot the machine" they actually meant re-starting an application. I took the description at face value as the rather stroppy senior military officer was insistent that his rank automatically granted him omniscience.

Even Homer nods.


*StCrispin*
ce.services.mh@gmail.com

Posted Oct 28, 2014, 8:49 am
Im noticing 2 new changes in how the game is behaving now.

1- I loaded some ammo in camp to haul off (Shotgun RPG Crossbow 1 bulk junk) and as I loaded it, sometimes my available bulk went down and sometimes it didn't.

After I launched the travel and went to look at the trucks I noticed one now is driving around with "-3 Bulk" and "-1 Seats Available"

2- Before we could load a camp "storage" vehicle with an additional 20 bulk if no driver was in the car. it would display "-20 bulk" when fully loaded and no passenger or driver onboard.

Now it will not allow that other 20 spaces to be filled even if that space is unoccupied.
Grimm Sykes


Posted Oct 28, 2014, 10:18 am
take 2 cars. Put a full crew of 4 guys in car 1, save the auto config to auto-set crew. Remove the crew and put the EXACT same people in to car 2. Now go back to car 1 and restore the config. Go to car 2, and you will see it says the car contains 20 bulk less then it should, and has no open seats, even though it shows 40 bulk free.

This no longer happens, but was another example of bulks not being calculated correctly, and frankly I don't see how anyone can play this game over a month and have never seen this bug, unless they never use auto-configuration. And if you did experience this, why was it not reported, and why was it not fixed in all the years it's been a issue up until now?

Yet if I would have reported it, tons of people would act like I was making it up, or that it is my imagination, simply because I posted about it. This is why I have an attitude. Why fix something if it can be labeled as someones imagination. If someone else reports it, well they must really be me using another account, blah blah, it gets old quick. I give respect where it is deserved, disrespecting me means it's not deserved.
*Bastille*


Posted Oct 28, 2014, 10:50 am
Its often the case with bugs that different people experience different things. Often its due to the slight differences in the way they play the game. Some click a certain way, have always done it that way and never thought of doing it another way as that suited them fine. They may not be experiencing what you do, or may never have 'activated' the bug.

I know you think you have pointed out everything you can think of that relates to this, but maybe there is something more that is overlooked.

Thats why people are asking questions. Get the most info possible.
Racing Robbie


Posted Oct 28, 2014, 11:07 am
Grimm - I am listening to you, and trying to figure out what you are reporting. Most of the time I don't get it because I do things different to you, like this one where I have never used auto-config for the crew.

Or the last one - where I have never used the market to fit weapons in car, so didn't get it

Also like the Num Pad bug, where it's not working for you. I don't get that as it has always works fine for me - see I do listen to you, might not get the bug but I do listen

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