2010-09-14, 10:17 PM
(This post was last modified: 2010-09-14, 11:18 PM by Jamie_Kurosawa.)
Let's see:
Disconnecting/crashing at multi-body/multi-form bosses (mostly related to Windows Vista and 7 but has beenn confirmed on some XP machines) aka Zakum, Nibelung, Red Nerg to name a few.
Change Channels after 10 minutes of in game activity causes instability with connection to the login server often resulting in disconnections.
Unknown game crash where game exits to desktop giving no error code read-out at complete random.
In all there are dozens of bugs that even affect logins, PIN entry, and some that have no explaination as to why they happen. Some even involve the music from areas nochanging correctly for no reason. Others graphical artifacts appearing when entring and exiting areas.
Some are OS related, but other's aren't...
It's just getting Nexon to acknowledge them that's the problem.
Even then there is a daunting question... where did all these patches and content originate and what differences were there between these versions of MapleStory that are different code-wise from the region they imported it from?
I've noticed this for a while that we get content in from other regions but who's to say those regions don't have a patch or much needed bug fix we don't or vice versa?
Importing code from differing regions, as they said can be tricky, but even if it feels seamless in many ways, there could be underlying factors not realized? Did they code this differently? Was this patched the same way? Was code used by one version deprecated in another making the new code in some aspects of the engine obsolete, while in other areas it's more advanced?
In truth they should be doing what they mentioned about writing everything back from scratch. This way there are no discrepancies, no deprecation, and nothing unknown in value.
Think about this for a second:
Program XYZ from region 1 has a value in it labeled as this:
[use module=A]
In region 2 they have something similar but not the same:
[use module=A]
[else use module=B]
Region 1 imports this code from region 2 but without realizing it they do not add a value for module B. In the code module B is linked too, has the proper code calls, but somewhere inside the code the handling instructions are simply not written. If Program XYZ then gets a mishandle code and tries to operate module B the program crashes. The programmers don't know why it crashed but it did crash when loading module B. They test the code, nothing is directly found, as every piece of code to work module B is there except the handling instructions. New versions are made and released that still try to load Module B and the bug continues to happen. A year or so later a random developer notices the handling instruction are not written for Module B and it's finally fixed. All this time one part of the code that they assumed was there wasn't there because they didn't import in that part of the code or it was never written, but the program compiled, debugged, and worked as it should have making the problem that much harder to detect and determine the cause of.
Disconnecting/crashing at multi-body/multi-form bosses (mostly related to Windows Vista and 7 but has beenn confirmed on some XP machines) aka Zakum, Nibelung, Red Nerg to name a few.
Change Channels after 10 minutes of in game activity causes instability with connection to the login server often resulting in disconnections.
Unknown game crash where game exits to desktop giving no error code read-out at complete random.
In all there are dozens of bugs that even affect logins, PIN entry, and some that have no explaination as to why they happen. Some even involve the music from areas nochanging correctly for no reason. Others graphical artifacts appearing when entring and exiting areas.
Some are OS related, but other's aren't...
It's just getting Nexon to acknowledge them that's the problem.
Even then there is a daunting question... where did all these patches and content originate and what differences were there between these versions of MapleStory that are different code-wise from the region they imported it from?
I've noticed this for a while that we get content in from other regions but who's to say those regions don't have a patch or much needed bug fix we don't or vice versa?
Importing code from differing regions, as they said can be tricky, but even if it feels seamless in many ways, there could be underlying factors not realized? Did they code this differently? Was this patched the same way? Was code used by one version deprecated in another making the new code in some aspects of the engine obsolete, while in other areas it's more advanced?
In truth they should be doing what they mentioned about writing everything back from scratch. This way there are no discrepancies, no deprecation, and nothing unknown in value.
Think about this for a second:
Program XYZ from region 1 has a value in it labeled as this:
[use module=A]
In region 2 they have something similar but not the same:
[use module=A]
[else use module=B]
Region 1 imports this code from region 2 but without realizing it they do not add a value for module B. In the code module B is linked too, has the proper code calls, but somewhere inside the code the handling instructions are simply not written. If Program XYZ then gets a mishandle code and tries to operate module B the program crashes. The programmers don't know why it crashed but it did crash when loading module B. They test the code, nothing is directly found, as every piece of code to work module B is there except the handling instructions. New versions are made and released that still try to load Module B and the bug continues to happen. A year or so later a random developer notices the handling instruction are not written for Module B and it's finally fixed. All this time one part of the code that they assumed was there wasn't there because they didn't import in that part of the code or it was never written, but the program compiled, debugged, and worked as it should have making the problem that much harder to detect and determine the cause of.
