Hud Bug Brief - Feedback
#121
Posted 14 May 2013 - 03:14 PM
I'm very impressed with the approach and thought process; when I interview devs, I'm always hoping to elicit signs of that kind of thought process from them. The first impulse wasn't to "blame the compiler" for the issue. Even after evidence began to mount, there was appropriate skepticism towards blaming the lower-level abstractions in the codebase, since hey - what's more likely: a defect presents itself in the midst of a codebase not experiencing a lot (if any) churn, or a defect presents itself in the midst of code having a repos history resembling the British Royal Family Tree?
So the problem wasn't (strictly speaking) a corrupted pointer or v-table then, eh? I had figured it would be something along those lines when I would see wrong data in the HUD, like 'undefined'.
Reading your post reminded how ScaleForm is essentially a Flash (render?) host IIRC.
Since SF is (renders, executes, whatnot) Flash, doesn't that mean that the HUD scripts, are all ActionScript, which is essentially JavaScript? Is SF and Flash just acting then as an interpreter for ECMAScript and CryEngine, or is that layer actually responsible for rendering itself based upon data exposed and retrieved from the engine?
It must've been *incredibly* frustrating when it started to become obvious where the issue was. Even the fanciest tools at your disposal would have been/are powerless to detect that kind of issue!
You'd essentially need to have memorized parts some or all of the actual memory addresses assigned at compile-time! Given ISE and such, those addresses have the potential to be different depending on a number of factors not in your control.
Anyways, I'm glad that your efforts have been successful. It's a great feeling when you can make misbehaving code your ******!
Cheers to the team for producing a terrific game and all the hard work both behind and ahead!
#122
Posted 14 May 2013 - 03:17 PM
Does make me glad I don't code in C++.
#123
Posted 14 May 2013 - 03:18 PM
While you certainly don't have to go into this depth all the time, bug fix recaps are always appreciated, both as a gamer and as a developer. Looking forward to more of these in the future!
#124
Posted 14 May 2013 - 03:22 PM
I wish gameplay and balance issues were given the same level of detail to the community ...
#125
Posted 14 May 2013 - 03:25 PM
Zynk, on 14 May 2013 - 02:04 PM, said:
Hell no! I like this sort of thing to read like an epic. Give me all the gory, frustrating details!
#126
Posted 14 May 2013 - 03:28 PM
#127
Posted 14 May 2013 - 03:35 PM
"I see..here's what we are going to do. Burn the SBIs, the PBIS, and any defect reports. Destroy the support tickets and fire any member of client services who's mentioned the issue. Erase your workstation and hire assassins to kill anyone who submitted a support ticket. Then deny everything. "
"That sounds like a lof of work - wouldn't it be easier to fix the bug?"
"You mentioned STL?"
"Damnit you're right. The kill orders will be out by Friday"
#128
Posted 14 May 2013 - 03:41 PM
#129
Posted 14 May 2013 - 03:55 PM
Please include Karl's post as part of your auto-reply for bug reports.
I wish we could forcefeed this to the ragers.
#130
Posted 14 May 2013 - 03:59 PM
My eyes glazed over and my brain melted about half way through, but I would rather that than a "we found it, fixed" type of post.
A thousand more thankyou's.
#131
Posted 14 May 2013 - 04:07 PM
Nice Work!
#132
Posted 14 May 2013 - 04:07 PM
Now I'd love to see a similar one that goes over the work required to rewrite the missile code and show why strange behaviour was seen when splash damage was reduced. That would be another one that shows the community why these sorts if things can't be fixed overnight, and that you haven't been ignoring the issues but working hard behind the scenes.
Kudos!
#133
Posted 14 May 2013 - 04:36 PM
* "It's complicated" (hence why it took so long)
* It's not our fault (blame cryengine)
However, as others have pointed out, many cryengine games have HUD without issue. Also, for me, this issue started in january. Never saw it in CB or early OB. That tells me you did SOMETHING...not saying it also wasnt the cryegine, but some interaction with how you did things.
As stated before, I just hope ALL HUD issue, like losing friend/foe is fixed too.
Thanks
#134
Posted 14 May 2013 - 04:39 PM
Karl Berg, on 14 May 2013 - 11:32 AM, said:
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.
Give this man and his team a raise. That is all.
#135
Posted 14 May 2013 - 04:59 PM
#136
Posted 14 May 2013 - 05:02 PM
Edit: I gotta figure out why spell checker ain't checkin' in my browser.
Edited by Praetor Shepard, 14 May 2013 - 05:04 PM.
#137
Posted 14 May 2013 - 05:20 PM
always a bug hunt...nice work team!
#138
Posted 14 May 2013 - 05:26 PM
This is playing the game in Windowed mode which is how I've always played it.
Edited by jay35, 14 May 2013 - 05:27 PM.
#139
Posted 14 May 2013 - 05:59 PM
Please continue to post these sorts of things when you find and resolve major bugs. There's really no such thing as being too transparent with the community.
#140
Posted 14 May 2013 - 06:06 PM
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