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http://www.mortalonline.com/forums/39634-why-they-flying-us.html
Evidently they are just implementing the latest build of Atlas. Suprise?
>>You say you are getting a new Atlas build, but Henrik said you are "upgrading our network solution" and "improving the overall network structure". Are these one and the same because it sounds very misleading.
>>It's not misleading at all really.
You can easily subsumize certain core components of the UE as well as Atals with this term.
I'm sorry if you were irritated by that but since you are the only one that seems to have been I will close this thread and thus the redundant discussion.
He who keeps his cool best wins.
Comments
Migrating from one engine to another takes a LONG time, and apparently they are going to upgrade both their network solution, as well as their unreal engine version.
My guess is that you may as well write off MO entirely now, because if you thought that each patch produced more bugs... just wait until this hits. It's going to be epic.
Latest build of something is typically considered an upgrade and an improvement.
What were you expecting?
As for why they are going to the US... the thread has a response.
The programmers go to where they are most efficient. In this case thats the US.
As Henrik already explained, we are merging our current build with both a new Atlas build AND a new UE build.
I hope that answers the question though I'm slightly irritated as to why this question arose in the first place. If people need to go to China, they are sent to China - if they need to go to the US, the are sent there. Pretty simple really :P
http://www.mortalonline.com/forums/39634-why-they-flying-us.html#post812930
and
It's not misleading at all really.
You can easily subsumize certain core components of the UE as well as Atals with this term.
I'm sorry if you were irritated by that but since you are the only one that seems to have been I will close this thread and thus the redundant discussion.
http://www.mortalonline.com/forums/39634-why-they-flying-us-2.html#post812947
http://www.mortalonline.com/forums/39574-release-update-mortal-online.html
Original release update by Henrik implies that they are fixing the desync by improving their network structure and that they are going to rebuild the way their network structure works.
By what that thread says they are just getting the new build of Atlas, not at all touching their own code, and hoping that works.
Not to mention that they aren't even sending people to the right place. Epic Games in the United States doesn't work with Atlas, that's Epic Games China's issue.
Overall they are being intentionally misleading in order to make people think they are fixing things like desync when they aren't doing shit.
He who keeps his cool best wins.
Honestly I'd ignore that fact that they are going to the US rather than China.
If your problems are so large that you need to fly your developers out to the engine makers, it says more about your developers than it does about the engine makers.
>>Honestly I'd ignore that fact that they are going to the US rather than China.
If your problems are so large that you need to fly your developers out to the engine makers, it says more about your developers than it does about the engine makers.
From the Epic Games support website...
>>Hands-on Training
We provide on-site training for first time licensees – at your location for content creation training, and our location for engineering. We come to you to show your content team how to best work with our tools and content pipeline, and we invite your engineering staff to visit our Cary, NC offices to meet with our entire engineering staff to answer questions and provide overviews of current subsystems and the future technology roadmap. Depending on availability, our doors are open for visits throughout the development life of your project.
Charging money for this game seems unethical.
He who keeps his cool best wins.
>>Latest build of something is typically considered an upgrade and an improvement.
What were you expecting?
Getting the latest build of something doesn't fix your code. In this case it won't fix the desync issue because the desync issue is related to SV, not Atlas.
He who keeps his cool best wins.
Atlas was released... a year ago?
I doubt it has much experience or even very many updates to fix issues it might be having. Regardless, you state the desync issue is due to SV, not Atlas...
but how exactly do you know that?
SV believes something is wrong with Atlas, or the way it was implemented, and they are going to Epic to get it fixed. This is probably the first project to implement this technology, and i'm fairly certain developers at Epic would be interested to see what is going on.... their product being the cause or not.
Particularly developers of a product that says:
“UE3 is already a proven and powerful MMO engine,” said Paul Meegan, CEO of Epic Games China, “With Atlas Technology, we’re now providing a purpose built solution that takes care of a lot of the heavy lifting and Unreal client modification.”
afaik Atlas is the network solution..
Good analogy is a site that barely works with php 4.0 and the server upgrading to php 5.5... everything will probably break.
Saying that this will take only a month is a joke IMO.
Uhm....I don't see what you are on about....
Don't understand?
He is saying, they are moving over to a completely new system where everything is upgraded. Problem is, moving over will potentially break all of their coding as the upgraded engine is different than the one they are on now. And Starvault is saying the game will launch in 1 month, which is not enough time to move over.
If they want to fix Atlas then why are they sending people to the United States? It's been said tons of times. Epic Games CHINA works with Atlas, not Epic Games in North Carolina.
He who keeps his cool best wins.
In the release update Henrik goes on for a paragraph about how they are going to improve the server networking. All of this was just a long wind version of "we're going to update Atlas" with the intent of spinning it so that you think they are doing a bunch of work on their own server to fix the desync.
He who keeps his cool best wins.
The topic of this thread is a lie in the first place.
How are they lying when they are going to send devs to EPIC to fix the issues? EPIC did develop their network solution.... So common sense would tell one (unless you have none, in which case that can't be helped) that if they are flying to EPIC it must be to get help with the implementation of it. And while they are already there they might as well get the help with upgrading the UE engine at the same time.
While it may be a rough blow to them, I would much rather see them get the issues fixed even though it means delaying then follow other MMO studio's and push the product out as is. I have already lost faith in them personally but at the same time I feel no need to be on the constant offensive like so many here.
Move along if you don't like it and find one you do like. Simple.
As for the PHP example... If you wrote your script in OOP the issue of upgrading is very easy. There is a reason why you have classes to encapsulate your functions after all.... Example: Why would one make SELECT/INSERT/UPDATE whatever calls everywhere in their app when all you need to do is pass in the arguments to a DB class? If something were to happen and you had to update all of your query's, would it be easier to find the SELECT calls scattered throughout or just update your one DB class function?
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So it was a complete lie?
Even Henrik said they were paying employees from Epic China to work on the desync issues. And now they are flying to the USA?
Only thing I hear now from this company are exagerations and untruths.
It is rather apparent at this point, that all the updates they said "We put in a fix for desync, how does it work now?" was really "we tried something, we have no idea if it will work!"
And that's what it boils down to. They have NO IDEA what is wrong. So now instead of actually trying to figure out the problem (which I'd bet money is DESIGN related), they are going to upgrade to the latest version of Unreal Engine and Atlas. As said above, and I'll paraphrase -- it's like taking a HTML4 page (the one you see now) that is not even loading, trying to convert it to HTML5 and thinking that will be the fix. It's stupid thinking, and is indicative of the whole project being an abject failure.
And oddly enough, all the things I've mentioned in the past have miraculously come true about SV and MO. And I think that going forward, I'll still be right. I thought that it may have a slow death over time, but I think at this point with Henrik's dad selling his shares to get some further funding (possibly), they are going to have some severe problems with the health of this game.
>>How are they lying when they are going to send devs to EPIC to fix the issues? EPIC did develop their network solution.
Epic Games China develops Atlas which is the network solution. If they have a problem with their network solution they need to fly to Shanghai.
They aren't flying to the U.S for any reason that has to do with networking or desync.
He who keeps his cool best wins.
And you think SV is writing object oriented code? *facepalm*
Although your mentioning "SELECT/INSERT" queries in a PHP page with direct calls to the database, I already know you're not a programmer. If I ever had a programmer that worked for me do that, I'd fire them on the spot. Read up on SQL Injections -- you are the exact people I know not to hire.
Perhaps the US is just the first stop in SVs world tour. We all know they need all the help they can get.
Stop 1 US : Get schooled on Unreal
Stop 2 CN : Get schooled on Atlas
Stop 3 Home : Hope it works
I win!!! LOL@U
[mod edit]
Engine: Unreal Engine 3 (US)
Network Solution: Atlas Technology (China)
There is a problem in their network solution that cause the desync and apprently it will be fixed by updating Atlas to the latest version. But to do so, they need to update their game engine (UE3) as well, and that is something that can be troublesome and time consuming. Hence they are sending a few programmers to the US to make the merge as smooth as possible.
And what's up with the lying part? Henrik said that they are delaying the game a month to fix desync, and that is exactly what the whole programming team is working on atm.
They're actually going to be taking all the money they've gotten...fire everybody...and fly to Switzerland.
You don't need to upgrade your version of Unreal Engine to use the network solution from Atlas.
Read the Epic forums. They are just doing a migration because well.. I honestly don't know why they are doing the migration. It won't fix the problem.
That, I think, is the most sensible answer I've heard yet. Except I think they'll fly to mexico and change their identities as opposed to switzerland.
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It depends on which version of the UE3 MO is currently using. Sure they do not need the latest version to use Atlas as Epic is maintaining all their version (UE3, UE3.25, UE3.5, UE3.5.x). But as far as I know Epic China is only actively developing Atlas towards UE3.5.x.
Lie or not, they had to do something, they've been working on the network code for 8+months,
http://www.mortalonline.com/forums/22023-update-2009-08-21-a.html
I win!!! LOL@U