evo
tu je Kalm objasnio zasto se je patch tak dugo ceko
najzanimljiviji dio
Citiraj:
Each patch gets larger than the previous, because the game drifts ever further away from what was shipped on the DVD. Changes that require shader database updates make the patch balloon in size. And we have to be careful and clever when selecting which file types to include and which to ignore when creating the patch.
And that's where we finally ran into real problems. It was too difficult for one person to identify which changes were required and which were not, and how to update the patch generation process to accommodate the latest set of changes. Most of the delay of Client R8 was because there are very few people at DICE who have the in-depth knowledge of the far-spanning corners of the game engine *and* the cooking tools *and* the patch generation process, to work out what is going wrong, why, and how to fix it.
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Procito sam samo njegov post i dosta toga mi je jasno zasto njima terba puno za izdati patch tak da ostale komentare nisam citao, jer vjerojatno ima ekipe koja i sa tim objasnjenjem nije zadovoljna jer oni misle da ak si informaticar da problem rijesis sa 2-3 klika misem i da sve onda funkcionira kak spada.
Preporucam da procitate cijeli post jer se stvarno nauci dosta toga o game development-u.