scorpiodog wrote: »So are people referring to "the code" actually talking from knowledge or just wildly speculating about something they've never seen?
I can assure you that almost none of the people with [Z] next to their name code, have access to the code, or would know what to make of it if they did.
I've always been absolutely amazed that people seem to think that poor overworked Ms. Bruno has anything whatsoever with the design, implementation or creation of this game. Everyone with crazy, irrational rants that they demand answers to should always, always be putting @ZOS_KaiSchober in every post, as he makes all of the decisions.

I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
It would be nice to see the gears turning. Keep in mind though, a bug in the code can be something as small as a punctuation error.
Ive heard if unrelated code interfering with each other based on the simplest seeming errors like this. Which incidentally can also be why they are so hard to track down and fix.

I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
It would be nice to see the gears turning. Keep in mind though, a bug in the code can be something as small as a punctuation error.
Ive heard if unrelated code interfering with each other based on the simplest seeming errors like this. Which incidentally can also be why they are so hard to track down and fix.
The code wont even compile into something executable if there is a semicolon missing. The bugs we experience are not punctuation errors.
I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
It would be nice to see the gears turning. Keep in mind though, a bug in the code can be something as small as a punctuation error.
Ive heard if unrelated code interfering with each other based on the simplest seeming errors like this. Which incidentally can also be why they are so hard to track down and fix.
The code wont even compile into something executable if there is a semicolon missing. The bugs we experience are not punctuation errors.
I would love to look at the innards of this game. I have a fairly good idea about how game engines work, at least in theory. I have some experience in making mods for other TES games so I also have a good idea of how it all works together. What I want to know is how they can change one thing but create a issue somewhere else.
It would be nice to sit down with the editor they use for just a little while to poke around and see what's up.
It would be nice to see the gears turning. Keep in mind though, a bug in the code can be something as small as a punctuation error.
Ive heard if unrelated code interfering with each other based on the simplest seeming errors like this. Which incidentally can also be why they are so hard to track down and fix.
The code wont even compile into something executable if there is a semicolon missing. The bugs we experience are not punctuation errors.
In certain languages you can do some pretty wild stuff with punctuation, just sayin'.
vamp_emily wrote: »Like I have said in the past, they should open source the code and put it on GitHub.
Yolokin_Swagonborn wrote: »vamp_emily wrote: »Like I have said in the past, they should open source the code and put it on GitHub.
this doesn't make any sense. DAE hate fengrush lolololololol.
vamp_emily wrote: »Yolokin_Swagonborn wrote: »vamp_emily wrote: »Like I have said in the past, they should open source the code and put it on GitHub.
this doesn't make any sense. DAE hate fengrush lolololololol.
Nothing makes sense
There are plenty of ways to "know" the code without actually having access to the original "source code".
- One can capture network packets to get an idea of the type (and performance) of the network code used.
- One can infer the use (or lack thereof) of certain functions by simply looking for certain behavior in the game itself.
- One can deflate the local game repository files and look at the source of the LUA scripts used as well as other assets used by the game.
- One can deflate the local game repository files and look at the source of the shaders used.
- One can use an app to actively monitor the ESO client memory pages as the game is running, which gives you real time access to the uncompressed game (assembly) code. With the right toolset, that allows you to map the DLLs loaded and more importantly, the OS/DLL function calls made and to read the assembly code in all its glory (or lack thereof).
In short, any programmer with experience in low level (assembly) programming, using the right tools, can make many educated comments about the quality of the C/C++/C# source code without actually having to have access to it.
Of course, many of those things listed above are against the TOS you signed and can get you banned.
But that's for another discussion.