HELLDIVERS™ 2

HELLDIVERS™ 2

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Galahad Jun 16, 2024 @ 8:38am
Patches always reintroduce old bugs
I just had my game freeze when a teammate stuck his stratagem to my shield bubble and I took the shield off. A crash that was fixed two patches ago.

This is getting so tiring, guys. Why do you think this always happens?
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Showing 1-11 of 11 comments
Wutever Jun 16, 2024 @ 9:05am 
Originally posted by Liberty Goon:
A disaster of a dev-pipeline, lack of version control discipline, and a deprecated Autodesk Stingray engine.
I don't see how a bad engine would introduce regression in something like Packing Methodology. It has to be a process issue - no QA and likely bad use of version control (if any).
LoboFH Jun 16, 2024 @ 9:10am 
Classic Arrowhead patch Oopsies!

I don't know the reason but's hilarious and annoying at once.
Kobi Blade Jun 16, 2024 @ 9:13am 
Originally posted by Wutever:
Originally posted by Liberty Goon:
A disaster of a dev-pipeline, lack of version control discipline, and a deprecated Autodesk Stingray engine.
I don't see how a bad engine would introduce regression in something like Packing Methodology. It has to be a process issue - no QA and likely bad use of version control (if any).
I’m not sure where that logic is coming from, but depending on the engine, it can indeed introduce a host of issues, including regressions.

I’ve never personally worked with Bitsquid since it’s proprietary, but I’ve encountered similar problems with other engines.

Furthermore, the fact that the developers likely possess limited technical knowledge and inadequate QA could spell disaster.

Otherwise, they would opt to learn Unreal Engine or one of Sony’s proprietary engines, which are significantly superior to what we have received.
Wutever Jun 16, 2024 @ 10:01am 
Originally posted by Kobi Blade:
Originally posted by Wutever:
I don't see how a bad engine would introduce regression in something like Packing Methodology. It has to be a process issue - no QA and likely bad use of version control (if any).
I’m not sure where that logic is coming from, but depending on the engine, it can indeed introduce a host of issues, including regressions.

I’ve never personally worked with Bitsquid since it’s proprietary, but I’ve encountered similar problems with other engines.

Furthermore, the fact that the developers likely possess limited technical knowledge and inadequate QA could spell disaster.

Otherwise, they would opt to learn Unreal Engine or one of Sony’s proprietary engines, which are significantly superior to what we have received.
How though? Resupply and max ammo values are likely stored in some weapon config. The game then likely runs a check for Packing Methodology and either applies the max ammo value or a separate value from the config during resupply. There's no sane way you can mess this up aside from overwriting something during a merge.

I can get how a bad engine could cause regression in more complex aspects, like networking or physics simulations, but a literal if statement ain't the engine unless it's an actual abomination.
TunaHematoma Jun 16, 2024 @ 10:14am 
Saw something similar happen in another game I played a lot, Vermintide 2. Basically the game's development was forked: there's was live version for players with up-to-date bug fixes, and then an in-studio version for the devs to continue developing the game.

While the players' version of the game would receive patches for bugs, these weren't applied to the developer version in parallel. Of course this meant that with every major content update, the bug fixes were effectively rolled back.
Kobi Blade Jun 16, 2024 @ 10:46am 
Originally posted by Wutever:
Originally posted by Kobi Blade:
I’m not sure where that logic is coming from, but depending on the engine, it can indeed introduce a host of issues, including regressions.

I’ve never personally worked with Bitsquid since it’s proprietary, but I’ve encountered similar problems with other engines.

Furthermore, the fact that the developers likely possess limited technical knowledge and inadequate QA could spell disaster.

Otherwise, they would opt to learn Unreal Engine or one of Sony’s proprietary engines, which are significantly superior to what we have received.
How though? Resupply and max ammo values are likely stored in some weapon config. The game then likely runs a check for Packing Methodology and either applies the max ammo value or a separate value from the config during resupply. There's no sane way you can mess this up aside from overwriting something during a merge.

I can get how a bad engine could cause regression in more complex aspects, like networking or physics simulations, but a literal if statement ain't the engine unless it's an actual abomination.
I assume you did not read OP, as this entire topic has nothing to do with weapons.
Bait Jun 16, 2024 @ 5:00pm 
Version control. SVN is very well known for doing a very poor job on atomic updates, and that old ♥♥♥♥♥♥ forcing to re-fetch before committing (which often replaces the wrong files) is a major cause.
Wutever Jun 16, 2024 @ 5:32pm 
Originally posted by Kobi Blade:
Originally posted by Wutever:
How though? Resupply and max ammo values are likely stored in some weapon config. The game then likely runs a check for Packing Methodology and either applies the max ammo value or a separate value from the config during resupply. There's no sane way you can mess this up aside from overwriting something during a merge.

I can get how a bad engine could cause regression in more complex aspects, like networking or physics simulations, but a literal if statement ain't the engine unless it's an actual abomination.
I assume you did not read OP, as this entire topic has nothing to do with weapons.
Doesn't matter since there's a bunch of bugs that have reappeared. The OP's bug being back makes more sense since it might be a more complex issue. Breaking what should basically be an if statement is quite the achievement though.
Originally posted by Bait:
Version control. SVN is very well known for doing a very poor job on atomic updates, and that old ♥♥♥♥♥♥ forcing to re-fetch before committing (which often replaces the wrong files) is a major cause.
Is it actually confirmed they are working on SVN? Everything I have ever worked on has been on Git, and the only time I ♥♥♥♥♥♥ up badly was when I literally didn't read anything and just chose my local (outdated) branch during a merge. To me that feels like the only way to do really silly regressions like what we have in this patch.
Soji Jun 16, 2024 @ 5:38pm 
this is at least the 3rd patch in a row they have put out that introduces poor performance and bugs that crash your game. At this point it's incompetence somewhere along the line. Bad QA, poor communication between work groups, bad leadership in general, lack of time or overworking devs. idk, could be any number of things, even the outdated engine.
kevin Jun 16, 2024 @ 5:41pm 
they didnt playtest it at all
Onnajy Jun 16, 2024 @ 5:53pm 
This is just how coding works. If you're adding new code you don't just tag it on top of pre-existing code. You have to check and make adjustments to the previous code also.

Often times these previous fixes can be some obscure line of text across thousands of lines of code and sometimes (more likely) they're complex and fixes are littered across various different areas working together to make a fix so it's not as obvious.

This is always the case with all games and not just HD2 which is why releasing new content takes longer and longer because each new major update needs to be cross-referenced with the content before it.

Other games have ran across this problem also that's why in significantly older games certain older weapons, heroes, functions, etc. are just outright locked so players can play with the newer content after which some Dev scrolls through the older code to figure out what happened then patch it.
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Date Posted: Jun 16, 2024 @ 8:38am
Posts: 11