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September 2011 update
Posted: Fri May 27, 2011 10:20 am
by Red Squirrel
We are working on wraping up some of the code for an update in late August/September, there is still a minor issue with the save system where it randomly lag spikes, which has been a delay for the last couple months and I'm getting nowhere with it. It's a C# thing having to do with the garbage collector. I've decided that the issue is not big enough to keep delaying. I will continue to try solving it after the update.
There is lot of odds and ends to finalize such as the new housing tiles and making sure everything works. As far as content there will not be much, as the quests aren't ready but they will follow at some point.
This will be on a trial bassis, if the save system is acting up really bad in production, I will roll back to the old system, but I am hoping we wont have to go down that path.
This update is mostly so the latest patch can work and some of the minor things can be fixed and overall bring us up to par which will make mini updates much easier.
There are tons of systems that need to be coded for the rest of ML but we will probably be doing mini updates instead of what we wanted to be a one shot revamp.
Archived topic from AOV, old topic ID:5779, old post ID:35341
September 2011 update
Posted: Wed Jun 29, 2011 2:03 pm
by Red Squirrel
I found a bug which I'm very glad I found before release, but once I figure out the fix, things are looking good.
Expect this release in probably 2-3 weeks from now. After next week I will be off for 2 weeks giving me lot of time to wrap things up.
Just keep in mind this is mostly an engine update, so not much content to be expected, but at least it will make it easier for people to log in as it will support latest patch.
Archived topic from AOV, old topic ID:5779, old post ID:35422
September 2011 update
Posted: Wed Jun 29, 2011 8:09 pm
by Anonymous
Awesome!
Archived topic from AOV, old topic ID:5779, old post ID:35423
September 2011 update
Posted: Sun Jul 10, 2011 8:21 pm
by Red Squirrel
Just a status update, for once we're actually having a nice summer so I've been doing lot of yard work and other outside activities so there is a bit more of a delay. Also my main server (which houses the dev/test environments as well as my other stuff) seems to be taking a dump latetly, so I need to figure that problem out before it worsens. I'm off for two weeks but I'll probably be spending it doing stuff around the house / outside.
But good news is, the code is approaching an end. I just need to sit down a couple days straight and tie some ends and it's almost ready. I will release to TC1 and probably do a week or so of straight testing to validate that it's production worthy.
Archived topic from AOV, old topic ID:5779, old post ID:35439
September 2011 update
Posted: Mon Jul 25, 2011 9:11 pm
by Red Squirrel
Today I somewhat fixed the char creation in patch 7.0.16.1 (they keep screwing with packet stuff). There is still an issue where custom char chosen skills/stats don't actually work so I'll have to figure that out. They must have changed the packet field order or something.
Also working on fixing plants as in the old system they are based on server restarts, and we don't restart every day anymore.
Other minor fixes went in too.
I'll be doing a publish to TC1 in the next few days as I continue fixing other stuff. Things are starting to come together. Unless we run into a big roadblock again, expect an update within the next month or so. EA keeps screwing with packets though so we'll have to stick to doing small updates so we can keep up.
Archived topic from AOV, old topic ID:5779, old post ID:35525
September 2011 update
Posted: Mon Jul 25, 2011 9:50 pm
by Ixxie
Red Squirrel wrote:Also working on fixing plants
Love. F'reals.
Archived topic from AOV, old topic ID:5779, old post ID:35526
September 2011 update
Posted: Mon Jul 25, 2011 11:02 pm
by Red Squirrel
Advance character creation now works. The latest patch allows to pick 4 skills instead of 3, so there was some issues there with the way that was handled but all is good.
I'm also testing plants, will take a few days to go through the grow cycle and what not, but from a logic point of view, the code should be fine.
Things are coming together nicely.
Archived topic from AOV, old topic ID:5779, old post ID:35527
September 2011 update
Posted: Mon Aug 08, 2011 12:23 am
by Red Squirrel
Looking at releasing the possible live patch to TC1 tomorrow. More details will be posted then. There were lot of last minute changes but short of some heavy testing on the storage engine, things look fairly ready for live now. Still lot of work to do overall, but I just want to get this patch out so newer clients can be used.
Archived topic from AOV, old topic ID:5779, old post ID:35616
September 2011 update
Posted: Sun Sep 25, 2011 2:07 am
by Red Squirrel
The update is ready, I actually started uploading tonight, but it's getting late and my internet connection is bloody slow and I have to go to bed eventually... got church tomorrow.
I will let the stuff upload overnight but not restart till later tomorrow. If by chance the shard restarts for any reason, it will fail to come back up, so hopefully that does not happen.
Archived topic from AOV, old topic ID:5779, old post ID:36302