Moskeeto 6 jan à 14h33
What We Are Up To - Brewing Up A Storm
Copy and pasted from here:
http://forums.tripwireinteractive.com/showthread.php?p=1288226#post1288226

"First of all, we at Tripwire Interactive hope everybody had a great December (a time many of us spend with family and friends) and wish all of you all a Happy New Year!

One of our favorite things about the new year is Brewing! No, not that one (with a special shout out to Putz with his King Tiger home brew). What I am talking about is a new system (which we are calling "Brewing") that replaces the cooking system of Unreal Engine 3.

Like cooking, it will optimize game content, but without any of the random non deterministic aspects that the old system used. In short, this should allow us to do smaller updates to the game, may reduce custom map size, and best of all, should allow custom content to continue working between game patches.

Maps should only need to be brewed and then they should work for the life of the game. Even some older maps (from previous builds) may work, but we can't guarantee it.

We feel that Brewing has now matured enough that it is ready for a public test. That is why later this week (or possibly early next week) we will be updating the Rising Storm beta to be a Brewed build with the new map Maggot Hill also making its debut for public testing!"
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Pte Maylam 7 jan à 2h46 
This sounds positive. Perhaps the likes of Univermag, Odessa, Koitos1943, Myshkova and Ogledow will see further use. Excellent maps, underplayed.
Pingu 7 jan à 3h36 
Please do NOT reduce custom map size. If that happens this game will be a COD party.
TheFish 7 jan à 3h50 
Pingu a écrit :
Please do NOT reduce custom map size. If that happens this game will be a COD party.

you realise the size being refered to is the size of the data on the disk right?
Pingu 7 jan à 3h55 
TheFish a écrit :
Pingu a écrit :
Please do NOT reduce custom map size. If that happens this game will be a COD party.

you realise the size being refered to is the size of the data on the disk right?

Nope did not. Sorry about this. Thank`s for correcting and informing me.

Thx mate +1
Praxius 7 jan à 5h47 
Yeah currently when a patch comes out it's usually 2-8 gigs in size depending on what has changed. When a patch comes out it means all custom maps need to be recooked/updated to work with the new version which results in servers having to redownload all the maps again, which leads to players doing the same, which causes a lot of downtime for custom map servers since they have to wait for the map creators to recook.

Also, most of these changes, regardless of being major or minor usually affects the stock maps too, so you have to download large chunks of those with the new patch. In the current system, if TW moved a bush from over there to over here, it means the whole map needs to be downloaded again, and not just a small code patch telling your map on your system to move the bush.

This is also why it takes TW a long time to release patches because they don't want to bombard players with huge downloads every two weeks, because

#1 - it's annoying

#2 - some people in the world have limited download limits.

This new way will be a very good step towards helping RO2/RS develop faster and more often.

This old patching and recooking process is an Unreal Engine 3 problem and affects a number of games that use the same engine (Chivaley Medieval Warfare as and example)
Dernière modification de Praxius; 7 jan à 5h50
Pingu 7 jan à 6h32 
Praxius a écrit :
Yeah currently when a patch comes out it's usually 2-8 gigs in size depending on what has changed. When a patch comes out it means all custom maps need to be recooked/updated to work with the new version which results in servers having to redownload all the maps again, which leads to players doing the same, which causes a lot of downtime for custom map servers since they have to wait for the map creators to recook.

Also, most of these changes, regardless of being major or minor usually affects the stock maps too, so you have to download large chunks of those with the new patch. In the current system, if TW moved a bush from over there to over here, it means the whole map needs to be downloaded again, and not just a small code patch telling your map on your system to move the bush.

This is also why it takes TW a long time to release patches because they don't want to bombard players with huge downloads every two weeks, because

#1 - it's annoying

#2 - some people in the world have limited download limits.

This new way will be a very good step towards helping RO2/RS develop faster and more often.

This old patching and recooking process is an Unreal Engine 3 problem and affects a number of games that use the same engine (Chivaley Medieval Warfare as and example)


A really good explanation. Thank you
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