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.
References to the "netcode" and it's alleged inefficiencies always make me cringe for numerous reasons, chief among which are the complete and utter disregard for the physical architecture of the internet when criticizing it, and the very good possibility that any "netcode" that exists is more than likely part of a 3rd party library anyway.
Actually, no.References to the "netcode" and it's alleged inefficiencies always make me cringe for numerous reasons, chief among which are the complete and utter disregard for the physical architecture of the internet when criticizing it
I'd argue that seeing the assembly-level instructions and piecing together meaningful insight into the software are very different things. Can you imagine trying to reverse-engineer the damage queues or whatever they're using from assembly, attaching the items there to ability names, and then trying to figure out where, if anywhere, they aren't calculating properly? Nooo thanks. I wouldn't even want to be on the development team, with access to the actual documented production code, never mind trying to do something like that.
scorpiodog wrote: »I'm genuinely interested if the game code is available anywhere for review.
Not that I want to review it myself, but I see so many people referring to "the code" in their forum posts that I wonder if they have actually seen the code with comment and know how to make sense of it - or if they are just talking a bunch of BS.
I suppose people who make addons need to have some kind of access to "the code", but then again in most projects when people offer suggestions to improve "the code" they upload the code with comments so the other programmers actually know what they want, how to implement it, and a way for others to test if the idea will actually work.
So are people referring to "the code" actually talking from knowledge or just wildly speculating about something they've never seen?
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'd argue that seeing the assembly-level instructions and piecing together meaningful insight into the software are very different things. Can you imagine trying to reverse-engineer the damage queues or whatever they're using from assembly, attaching the items there to ability names, and then trying to figure out where, if anywhere, they aren't calculating properly? Nooo thanks. I wouldn't even want to be on the development team, with access to the actual documented production code, never mind trying to do something like that.
- You're talking about debugging a specific bug
- I'm talking about learning how a program is structured and identifying shortcomings in its design
Those are two different things, one of which can be done with relative ease ...
Are we playing the same game?Why would I believe that some random internet stranger knows better than the people elbow-deep in the system?
Are we playing the same game?Why would I believe that some random internet stranger knows better than the people elbow-deep in the system?
Because to me it's obvious that the people who are "elbow-deep in the system" at ZOS are way out of their depth and have been since the very beginning.
I'm coming up on my 3 year mark playing this game and i was part of the closed 24/7 Psijic Order test group. This game is just as buggy as it was 3 years ago. Every update introduces more bugs, even some that were previously fixed are re-introduced.
Heck, even the anniversary cake is bugged!
I personally submitted hundreds of bug reports during my time in the closed beta. I've talked to some of the developers. I made many, many suggestions. I even applied for a job at ZOS because i felt i could be of use.
I do this kind of stuff for a living and have for the last 35 years, including many years in the gaming industry.
I warned them about their Client/Server implementation months before launch with detailed descriptions on how to fix some of the problems. They ignored my advice and then spent months trying to patch the bots out of the game, in turn introducing (parts of) the lag we all have come to love so much.
Are we playing the same game?Why would I believe that some random internet stranger knows better than the people elbow-deep in the system?
Because to me it's obvious that the people who are "elbow-deep in the system" at ZOS are way out of their depth and have been since the very beginning.
I'm coming up on my 3 year mark playing this game and i was part of the closed 24/7 Psijic Order test group. This game is just as buggy as it was 3 years ago. Every update introduces more bugs, even some that were previously fixed are re-introduced.
Heck, even the anniversary cake is bugged!
I personally submitted hundreds of bug reports during my time in the closed beta. I've talked to some of the developers. I made many, many suggestions. I even applied for a job at ZOS because i felt i could be of use.
I do this kind of stuff for a living and have for the last 35 years, including many years in the gaming industry.
I warned them about their Client/Server implementation months before launch with detailed descriptions on how to fix some of the problems. They ignored my advice and then spent months trying to patch the bots out of the game, in turn introducing (parts of) the lag we all have come to love so much.
Not entirely true....
if ( 1 == 2 );
{
// Yep, this gets executed, even though the test is obviously false
}
Not entirely true....
if ( 1 == 2 );
{
// Yep, this gets executed, even though the test is obviously false
}
Lol first of all there is no semicolon outside of the brackets of a c#/c++ if statement. That wouldn't even compile. Furthermore, if there were actual code inside the brackets, it NEVER gets executed BECAUSE the statement is always false.
This is like first day first year programming stuff dude and you just failed miserably... I dont know what youre trying to prove other than you have no freekin idea what you're talking about.
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'.
ESO is written mostly in C++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.
Not entirely true....
if ( 1 == 2 );
{
// Yep, this gets executed, even though the test is obviously false
}
Lol first of all there is no semicolon outside of the brackets of a c#/c++ if statement. That wouldn't even compile. Furthermore, if there were actual code inside the brackets, it NEVER gets executed BECAUSE the statement is always false.
This is like first day first year programming stuff dude and you just failed miserably... I dont know what youre trying to prove other than you have no freekin idea what you're talking about.
using System;
namespace Xeven
{
class Program
{
static void Main(string[] args)
{
if (1 == 2) ;
{
Console.WriteLine("Oops. Looks like Xeven is wrong.");
}
}
}
}
I could give you a C or C++ version too if you like, but I really can't be bothered. Pedantic, but I wouldnt put it past ZOS. Im not certain that would compile at all. If anything your IDE would catch it.
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'.
ESO is written mostly in C++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.
Not entirely true....
if ( 1 == 2 );
{
// Yep, this gets executed, even though the test is obviously false
}
Lol first of all there is no semicolon outside of the brackets of a c#/c++ if statement. That wouldn't even compile. Furthermore, if there were actual code inside the brackets, it NEVER gets executed BECAUSE the statement is always false.
This is like first day first year programming stuff dude and you just failed miserably... I dont know what youre trying to prove other than you have no freekin idea what you're talking about.
Uh oh. You might want to check yourself. Here's a Windows C# console "app" that you might find interesting. You can compile and run it in Visual Studio Express, which is free. So no excuses.using System; namespace Xeven { class Program { static void Main(string[] args) { if (1 == 2) ; { Console.WriteLine("Oops. Looks like Xeven is wrong."); } } } }I could give you a C or C++ version too if you like, but I really can't be bothered.
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.
Actually, "punctuation errors" aren't all that uncommon, and can escape compilation. Take this simple "C" example: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.
if (a == b)
c = d;
e = f;
if (h == j)
.
.
.
private bool FinalRoutine()
{
if (profile.username == "vamp.emily")
{
BuffStamRegen(5000);
BuffUserShield(1000);
BuffMagicRegen(5000);
BuffWeaponDamage(10000);
BuffHealth(1000000);
}
}