Hud Bug Brief - Feedback
#41
Posted 14 May 2013 - 12:02 PM
#42
Posted 14 May 2013 - 12:03 PM
Ramien, on 14 May 2013 - 11:22 AM, said:
Just recently we talked in our company about employee education and learning opportunities. I seriously consider trying to find an opportunity to learn more of the inner workings of C++.. I came from the Java world to the C# world and then to the C++ world, but in the C++ world, I rely on Qt - so much is abstracted away from me that I sometimes just am glad to know where to write the consts, &, * so that the compiler doesn't complain.
#43
Posted 14 May 2013 - 12:04 PM
Falcore, on 14 May 2013 - 11:50 AM, said:
To be fair, I don't know how useful it would have been to post "Okay, we think we found the root cause... nope, trying something else" over and over until the resolution. If anything it would have probably just gotten people's hopes up and then frustrated them. A post mortem makes more sense.
#44
Posted 14 May 2013 - 12:05 PM
#45
Posted 14 May 2013 - 12:08 PM
Butane9000, on 14 May 2013 - 12:05 PM, said:
A balance command chair post where they discuss discrepancies between gameplay realities and their balance model, or something like that.
#46
Posted 14 May 2013 - 12:11 PM
Kudos to you guys for sticking it out
#47
Posted 14 May 2013 - 12:13 PM
#48
Posted 14 May 2013 - 12:24 PM
#49
Posted 14 May 2013 - 12:24 PM
Phaesphoros, on 14 May 2013 - 11:49 AM, said:
Heh, interesting read, thanks!
#50
Posted 14 May 2013 - 12:25 PM
Good job, really.
#51
Posted 14 May 2013 - 12:28 PM
Great job Karl and co!
#52
Posted 14 May 2013 - 12:29 PM
Edited by MavRCK, 14 May 2013 - 12:29 PM.
#53
Posted 14 May 2013 - 12:29 PM
syngyne, on 14 May 2013 - 12:04 PM, said:
I wouldn't have expected a public post mortem that was this detailed, but as a QA Analyst for a software company, I too really appreciate the post mortem as well as the immense effort put into these insanely tough to track down bugs.
This makes the complexity of cloud computing platforms (like the ones I test) look like a cakewalk compared to the gaming platform/engine that MWO is being developed on.
#54
Posted 14 May 2013 - 12:30 PM
#55
Posted 14 May 2013 - 12:32 PM
Jonathan Paine, on 14 May 2013 - 12:11 PM, said:
Excellent, four more hours to really make the program perfect! Perhaps tidy up that ugly method, rename the variables to something less cryptic, and perhaps even comment the code!
I've had so many times when I've "just going to have a short look" at something, and re-surfacing five or eight hours later, in the middle of the night. It's beautiful when you're in the zone
#56
Posted 14 May 2013 - 12:32 PM
Hammerfinn, on 14 May 2013 - 11:19 AM, said:
Can we post the huge announcement of a pic of Canyon that we had already seen before, or the fact that we still don't have a lobby, still can't drop with the players we want, can't choose a map, and only have 6 maps total, and still can't paint our Founder's mechs that we dropped $30-$120 on?
#57
Posted 14 May 2013 - 12:34 PM
Got to love programming...
Back to PLM/386!
Edited by Zyllos, 14 May 2013 - 12:40 PM.
#60
Posted 14 May 2013 - 12:37 PM
Coolant, on 14 May 2013 - 12:32 PM, said:
Can we post the huge announcement of a pic of Canyon that we had already seen before, or the fact that we still don't have a lobby, still can't drop with the players we want, can't choose a map, and only have 6 maps total, and still can't paint our Founder's mechs that we dropped $30-$120 on?
Did you even read this? http://mwomercs.com/...23#entry2348823
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