Paging Karl Berg...karl Berg, Please Pick Up The White Courtesy Phone...
#21
Posted 28 March 2014 - 12:37 AM
#22
Posted 28 March 2014 - 12:46 AM
Gives me all kinds of fuzzy feelings like trust and such, positive feelings! (never thought I'd use this smiley on the boards)
#23
Posted 28 March 2014 - 05:14 AM
#24
Posted 28 March 2014 - 05:31 AM
#25
Posted 28 March 2014 - 08:03 AM
Karl Berg, on 27 March 2014 - 02:00 PM, said:
Hrm, well 2013 was indeed a weird year. UI 2.0 has been in the works for that entire period, which was pretty much blocking any major new feature releases. It's not really my place to discuss exactly why it took as long as it did. That's best left to a post-mortem done by production or the UI programmers. My talk was entirely related to the Systems team, and MWO server tech; and has little to nothing to do with UI 2.0, beyond the fact that UI 2.0 is now starting to use our systems to autogenerate small amounts of action script and C++ binding code to simplify their lives.
Right, and I wasn't asking you about UI2.0 specifically, more about how those other new methodology stuff (the stuff you talked about at GDC) was impacting development pace.
Karl Berg, on 27 March 2014 - 02:00 PM, said:
I have noticed fleeting references to this "backlog" in the comments of various devs. Can we get a glimpse as to what else is in this backlog?
Edited by Rebas Kradd, 28 March 2014 - 09:06 AM.
#26
Posted 28 March 2014 - 09:04 AM
Shar Wolf, on 27 March 2014 - 04:04 PM, said:
When you are done could you give me a hand?
Partially because breakup (as in the seasonal change between winter and construction) has me feeling less than brilliant - and I have no idea what most of it meant.
short version
It's talking about the backend of the software and hardware (mostly software) and how the servers, code, etc. function on the backend.
Consider it the "guts" of the game, servers, etc. and how they all talk and work together. I've only had time to skim some of it but it sounds like, coding wise anyhow, a LOT of the stuff is backlogged but ready to go because they had been working on it but couldn't implement it until the new UI. Once UI2.0 got here it removed that bottleneck and they should be actually ahead of schedule on some of their stuff.
Short, skim, but that's the gist of what I've understood thus far bud
#27
Posted 28 March 2014 - 11:48 AM
Rebas Kradd, on 28 March 2014 - 08:03 AM, said:
It means we can now run out even further ahead of the UI team? In all seriousness, it means the server/systems team can iterate significantly faster than we could otherwise. The autogen system means we maintain just a tenth the code we would without it. The coroutines mean we keep our maintainable code base massively simpler (and thus less buggy) that it would be without using coroutines. Etc... The talk focused heavily on specific examples and metrics where I could provide them.
Ultimately less time spent on backend server support systems allows us more time to dig into the engine, fix HSR issues, go back over our outstanding bug list and fix things, fix/build cool stuff that you guys actually see and use in the game.
Rebas Kradd, on 28 March 2014 - 08:03 AM, said:
Lots of obvious stuff that has been pre-announced and/or heavily marketed. Some less obvious stuff that we've seen repeated requests for, or that we know would make the game more immersive or provide a better player experience. 'The Backlog' is just our term for outstanding or incomplete work. That's as much of a glimpse as I can give unfortunately, as I'm not prepared or authorized to announce specifics, and most especially not dates.
#28
Posted 28 March 2014 - 12:12 PM
Quote
Please tell me TrackIR support is one of them! It's way overdue and this would go a loooong way towards instant immersion for many current players, and open the door to a lot of new ones as well as bringing a lot of old ones back. There are games I have on my drive -just because- they have TrackIR support and I'm not alone in doing that, not to mention when people start making videos of actual fun being had will not be such a bad thing...
#29
Posted 31 March 2014 - 11:30 AM
#30
Posted 31 March 2014 - 11:57 AM
#31
Posted 31 March 2014 - 12:09 PM
#32
Posted 31 March 2014 - 12:53 PM
#33
Posted 31 March 2014 - 06:02 PM
#34
Posted 31 March 2014 - 06:19 PM
Normally it's our process of getting a solid build out that's our limiting factor. Our pipeline here is still not as good as it could be, so it requires enough effort to get the build up and active that we tend to want to minimize public releases. As to why we don't leave PTS up and running for, say, 12 hours instead of 2 or 3 hours, not entirely sure. Some of it is motivated by us wanting to be on hand to respond to any issues with a relatively untested build.
I'm sure there might also some business motivations in there as well, not wanting to cannibalize users from the production environment. I can't really provide too much insight there, as I'm not really involved in this aspect of decision making at all.
#35
Posted 02 April 2014 - 07:01 AM
Karl Berg, on 31 March 2014 - 11:30 AM, said:
I hope that wasn't April fools talk! Ooh, please please please...
#38
Posted 02 April 2014 - 12:27 PM
I'm waiting on an email from the NaturalPoint dev's right now, and once I'm done I'll hand off to gameplay / UI for finishing touches, then it goes through QA where they'll kindly inform me that pulling the USB cable on the TrackIR approximately 1.3 milliseconds after launch crashes the game 3% of the time (this is a joke about console cert, our QA is great, really), then it gets integrated to our Main branch where it goes through the typical stable => stage => live cycle.
That turnaround is a minimum 2 week cycle, but as you can tell it will probably take a bit longer than that.
#39
Posted 02 April 2014 - 12:37 PM
New bug: Hitting the control key to enable free-look in 1PV causes the mech to Stackpole.
#40
Posted 02 April 2014 - 12:38 PM
You should have your own weekly "Karl's Korner" or something equally cheesy, where you just casually answer the question "What did you work on this week?" Far more interesting than a monthly Vlog halfway devoted to stuff that was already answered in greater detail in a Command Chair post.
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