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Hud Bug Brief - Feedback


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#1 Kyle Polulak

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Posted 14 May 2013 - 11:14 AM

Check out all the details on the HUD bug hot fix here.

Spoiler


This thread will serve as the official and dedicated feedback channel. Please keep your feedback, responses, comments and concerns limited to this thread so that we may ensure no valuable opinions are lost.

#2 Hammerfinn

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Posted 14 May 2013 - 11:19 AM

Can we post this in every thread where people complain about laziness or incompetence at PGI?

#3 Ramien

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Posted 14 May 2013 - 11:22 AM

I'm not sure if Karl's post made me reconsider my chosen field of study (Computer science and software development) or makes me want to do it even more. Either way, an excellent read!

#4 Wintersdark

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Posted 14 May 2013 - 11:25 AM

I think my brain exploded.

#5 Sand Lantern

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Posted 14 May 2013 - 11:26 AM

As one programmer to another, that was an exciting story. I can just imagine the sort of brick wall head beating that was going on while tracking down that.

I love these technical reads, they are always very fascinating :P

#6 zmeul

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Posted 14 May 2013 - 11:26 AM

interesting read, it makes sense and at the time it doesn't; why?
I'm rather baffled on the why PGI team is affected by internal CryEngine bugs and related 3rd party libraries
never heard of such issues from other dev teams working with CryEngine

could it be that PGI got it's hand on a instable build (BETA / dev) rather than a retail one!?!?

Edited by zmeul, 14 May 2013 - 11:29 AM.


#7 Hauser

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Posted 14 May 2013 - 11:26 AM

Well done! :P

Much enjoyed the write up. Like reading a short detective.

#8 FrDrake

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Posted 14 May 2013 - 11:26 AM

I'm a software engineer and just reading about him tracking that down gave me a headache :P.

I can only imagine how much caffeine was required from start to finish.

#9 Airwind

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Posted 14 May 2013 - 11:27 AM

Please reward me mc for reading the entire wall of text.. :P great job tracking the faulty function... Now I can stop swearing every start of game.. Happy days ahead. .

#10 Mad Dog 312

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Posted 14 May 2013 - 11:28 AM

Wow. I was doing a mental hours of work tally while reading that, and yes I can see why it took' forever' to hunt down the HUD bug!

Awesome job PGI, and thanks Garth for the detailed explanation.

#11 Karl Berg

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Posted 14 May 2013 - 11:32 AM

View Postzmeul, on 14 May 2013 - 11:26 AM, said:

interesting read, it makes sense and at the time it doesn't; why?
I'm rather baffled on the why PGI team is affected by internal CryEngine bugs and related 3rd party libraries
never heard of such issues from other dev teams working with CryEngine

could it be that PGI got it's hand on a instable build (BETA) rather than a retail one!?!?


Nope, we're using an official release. Turns out some of this code has even been posted online, so if you're curious, here is the global string table and CCryName class itself:

http://www.gamedev.s..._8h_source.html

This is only a piece of the puzzle unfortunately. The rest lies in their usage of STLPort and the non-public CryScaleform library which combined these pieces together.

#12 stjobe

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Posted 14 May 2013 - 11:34 AM

Excellent read, thank you Karl!

Kudos for the team for doing some first-class troubleshooting on that issue.

Also, I don't know whether to feel proud or cry that I actually understood most of what you wrote :P

#13 Redshift2k5

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Posted 14 May 2013 - 11:36 AM

I don't understand a word of it, but I do appreciate the effort you put into discussing the issue. so many people cried out 'fix the hud!' as if it was some easy task, and I'm glad you shed light on why this was such a pervasive issue to begin with.

#14 Grimmnyr

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Posted 14 May 2013 - 11:37 AM

Congratulations, sounds like PGI found a talented programmer, wish you had him on board earlier, but better late in beta, then after the (official) launch. Can't wait to see how the game runs tonight.

#15 SirDubDub

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Posted 14 May 2013 - 11:39 AM

Mead's on me tonight, Karl.

#16 zmeul

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Posted 14 May 2013 - 11:43 AM

View PostKarl Berg, on 14 May 2013 - 11:32 AM, said:


what tha' **** ?! :P
this is the initial build of the library, you're telling me that for almost 9 years CryTek didn't rechecked / brushed it's code

#17 Byk

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Posted 14 May 2013 - 11:43 AM

I didn't understand any of that. But good job finding the problem and working so hard at fixing it. If I ever see you guys in a bar, round of drinks on me.

#18 Soy

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Posted 14 May 2013 - 11:44 AM

...I see...

#19 Kaylos Thex

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Posted 14 May 2013 - 11:45 AM

As a follow up question to this.

Is the front end patcher completely fixing this, or would a full download/reinstall be more reliable?

I have several cryengine games installed. Would those installs have overlapping files anywhere?

Edited by Kaylos Thex, 14 May 2013 - 11:47 AM.


#20 StickEGreen

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Posted 14 May 2013 - 11:46 AM

TLDR in this case stands for Too Late, Didn't Resub





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