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Hud Bug Brief - Feedback


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#281 JudgeDeathCZ

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Posted 19 May 2013 - 09:09 PM

Not even one HUD bug appeared for me after patch.
GJ.Keep up good work ;) o7 .

Edited by JudgeDeathCZ, 21 May 2013 - 03:47 AM.


#282 Buehgler

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Posted 21 May 2013 - 04:32 PM

Great read. Thanks for sharing the gory details. I am surprised a bug of that type persisted for that long. In the end I would point at the apparent "cleverness" of using addresses for sorting the tree as the underlying error in this case.

Oh well, glad to see this one crushed.

#283 hoverstorm

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Posted 22 May 2013 - 06:21 PM

GJ in addressing these pesky little issues.

#284 WarlockD

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Posted 22 May 2013 - 11:36 PM

I just GOT to ask. As someone that is investigating the possibility of using Lua in the Torque 2D engine I was able to keep up to the end. Couldn't do that just 5 years ago.

But because I could, I have to ask, who's idea was it to use raw pointers in a std::map! Seriously, this was my Comp 101 class back in school. You can't validate the pointer if its ever valid. Heck, I bet the real reason why you never could find the errors was because the Cryengine allocates its stringtable memory ahead of time in bulk and reuses them when it needs. No unhandled exception, no debugging:P Wasn't there any internal way to package strings in the cryengine? Torque does this alot too. Heck, if anything it has way too many string buffers all over the place.

Always box your pointers in stl boxes:P

Anyway, thats my rant. Curious on your thoughts on std::unordered_map. While I rant on using std::map with raw pointers, it doesn't mean I don't vector something, but I have been using unordered_map alot more. Just can't find any good rants against it.

#285 Moldycheese

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Posted 02 June 2013 - 01:20 PM

Uhhhhh....Puny man make Hulks head hurt. Puny man needs stop talking or Hulk SMASH puny man!

On another note my celebration of this will be heard across the world.

#286 Tannhauser Gate

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Posted 04 June 2013 - 07:36 AM

I have had zero hud bugs on my own since the hud patch, however, Im still seeing at least 1 HUD bug in spectator mode as though Im seeing another player's hud bugs. e.g. Enemy mech paperdoll has wwwwwwwwwwwwww under it.

#287 Kaiser Thermidor

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Posted 07 June 2013 - 02:26 AM

As a hobbyist/amateur programmer, this was a great look into how professionals go about troubleshooting, I liked it a lot! More things like this, if you get the chance, please.
Also, congratulations on finally tracking the HUG bugs down. It's very much appreciated!

#288 Chaldon

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Posted 14 June 2013 - 10:29 PM

Bravo man! Bravo!

Imma go shopping for a paint or maybe a fractal pattern in your honor

#289 Stoicblitzer

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Posted 18 June 2013 - 07:48 AM

Karl Berg, can you please be put on the balance team? Can we clone you 50 times and fire all the other coders?

#290 IraqiWalker

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Posted 29 June 2013 - 08:28 PM

Thank you for your work on this one. It has made my life so much easier, especially since I use a really low-end machine for this game. The HUD bug was giving me nightmares, luckily it only happened a couple of times for me in May, however, I have not seen it since. Thank you for making our lives that much easier.


EDIT: I do have to say this though. Two days ago I jumped into a match and when I pressed and released TAB quickly my HUD disappeared, but when I pressed TAB again the HUD came back into existence. It could be just my own graphics card being silly, but for a second there I thought the HUD bug had re-emerged.

Edited by IraqiWalker, 29 June 2013 - 08:29 PM.


#291 Suzano

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Posted 18 July 2013 - 09:31 AM

very intresting read, thank you Karl!

#292 Ammar Deets

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Posted 24 July 2013 - 05:52 AM

Great bug hunting!

#293 Fuzzbox

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Posted 03 August 2013 - 10:24 AM

Broken binary trees in STL has been heard of, we ditched CGI's STL because of this, But this was in 2006, and we then decided to use the "local" stls of Solaris and Win32 as they where mature enough and in general performed better on their respective platform.
I am a bit curious, are you saying CryEngine has an STL for these things? I know Germans love to make their own stuff but that is putting effort in the wrong place, why would they ever make an STL when the windows one is the best you can get (if you want multi platform this maybe a different story)

Is MWO secretly targeting multiple platforms? As it is CryEngine I would expect them to have a burning passion for Linux, which would be cool





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