2010-09-24, 12:27 AM
Back on topic...
So it seems Nexon has posted a blog. Oddly it mirrors the text I had sent up by a friend on the forums in the Tech Support section.
Anyways, we all know how things till now have been handled and literally as I predicted, the users are on a near revolt level so Nexon's going to swoop in with candy, cake, and cookies and calm down the masses. My question as I said in the other post. Does the blog promote only propaganda or does it have teeth?
I'm probably going to take a wild shot in the dark guess but Nexon probably could fix this fairly easily if they chose to.
If anything I've kept track of a majority of the 4 biggest issues regarding MapleStory.
1. The crashes associated with Visual C++ Runtimes.
2. The crashes associated with Hackshield.
3. The crashes associated with... well... disconnecting from the login server.
4. And the unknown crashes we get at bosses.
Oddly enough I dare ask the questions:
What is Nexon using to compile and build releases of the MapleStory client? I know the game is old enough to probably be built using Visual C++ .NET (the original one that was released for Windows XP). Perhaps this is a possible source of the problem. My question to that is, are they still using the same system to compile and build copies of the released clients? If so, they probably should start thinking about updating to Visual C++ .NET 2010 and using a Windows 7 Professional based x64 system. Could this all be some vague problem associated in how the client is built from the source code? What CPU architecture is MapleStory being optimized for? Are all the libraries and headers used in the SDKs up to date? Plus, why has AhnLab not developed and released a x64 based runtime and SDK for their service? If anything they should know a rootkit driver will only work properly for the architecture it's built for. Is this another source of the problem?
Could simple neglect of the software used to build and release the game client be the source of all the problems?
I remembered that a lot of developers had a bad experience using Visual C++ 6.0 on Windows XP after it came out. Could this be yet another Compiler vs. OS conflict?
So it seems Nexon has posted a blog. Oddly it mirrors the text I had sent up by a friend on the forums in the Tech Support section.
Anyways, we all know how things till now have been handled and literally as I predicted, the users are on a near revolt level so Nexon's going to swoop in with candy, cake, and cookies and calm down the masses. My question as I said in the other post. Does the blog promote only propaganda or does it have teeth?
I'm probably going to take a wild shot in the dark guess but Nexon probably could fix this fairly easily if they chose to.
If anything I've kept track of a majority of the 4 biggest issues regarding MapleStory.
1. The crashes associated with Visual C++ Runtimes.
2. The crashes associated with Hackshield.
3. The crashes associated with... well... disconnecting from the login server.
4. And the unknown crashes we get at bosses.
Oddly enough I dare ask the questions:
What is Nexon using to compile and build releases of the MapleStory client? I know the game is old enough to probably be built using Visual C++ .NET (the original one that was released for Windows XP). Perhaps this is a possible source of the problem. My question to that is, are they still using the same system to compile and build copies of the released clients? If so, they probably should start thinking about updating to Visual C++ .NET 2010 and using a Windows 7 Professional based x64 system. Could this all be some vague problem associated in how the client is built from the source code? What CPU architecture is MapleStory being optimized for? Are all the libraries and headers used in the SDKs up to date? Plus, why has AhnLab not developed and released a x64 based runtime and SDK for their service? If anything they should know a rootkit driver will only work properly for the architecture it's built for. Is this another source of the problem?
Could simple neglect of the software used to build and release the game client be the source of all the problems?
I remembered that a lot of developers had a bad experience using Visual C++ 6.0 on Windows XP after it came out. Could this be yet another Compiler vs. OS conflict?
