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wes last won the day on April 15

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About wes

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  • Birthday 07/29/1979

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  1. Thanks for the kind words! Man, I wish it was something like that, but it looks to be more than that. But I'm not the one staring at the code..the engineers are hard at work doing that..I'm not an engineer. Most of the time when problems come up, they have to ELI5 me. I just make sure they have food, coffee, redbull, etc...try to keep them distanced from drama, and focused on the fixes.
  2. You're very welcome! It's fine, I completely understand. I can emphasize with being frustrated AF. But yes, you will get the double XP and the CP bonus, just during the end game screen there won't be a little fancy "DOUBLE XP" thingy that pops up showing you that you earned it. But you'll still earn it. As for Azura. Yes I'm aware of that service, but we use AWS on PC and everything is plugged in there (when you see the database sign in that's hitting AWS), so it just makes since to keep everything there. As for being free...that's the first I've heard of that. If MS did that, it would be amazing. But I seriously doubt they would give that service away for free, I could be wrong...but for reference...launch weekend, dedicated servers on PC for F13 was $50K. So I don't foresee MS giving that kinda service away for free.
  3. It's all good. We should have made it clearer in that tweet.
  4. Ah, yeah we launched with dedicated servers on PC because you kinda have to. Steam doesn't provide the type of multiplayer servers required...and how they use "lists" for P2P was not the best route. So we went with dedi's on PC. But again, we acknowledge the need for it on console and have it in our pipeline. Just a lot of fires at the moment to put out.
  5. As mentioned before, all games crash, but it's the severity that is the issue. But we did discuss the crashing and match making issue a few times since launch..both here, on twitter, discord and on FB. As for when the patch comes out...we do know that MS has an updated patch in certification now and we should hear something tomorrow. But we don't control certification or how long that process goes. It can be a day, three days, 5 days, perhaps a little more. We hand them the game, and then we wait. As for getting double XP and the CP bonus..this patch has elements built into the HUD so that you actually can see that you're getting double XP. We can turn on the double XP on the back end, but most users won't really "see" the bonus unless they are really looking at their XP before a match starts. If you follow. Either way, if the patch isn't live by this weekend we will turn it on...there will just be a lot of folks that probably won't notice the bonus and assume it isn't working. Does that make sense?
  6. We never promised dedicated for console, but it is something that we want to do. Usually dedicated is more often used for shooters, as in FPS games there's a need for accuracy/predictive algorithms. Being a 3rd person, non-competitive game, we didn't feel there would need to be this support for console. But we want to implement a system so that if the host quits, the match would continue...and the best way to do that is with dedicated servers. So it's on the docket for sure.
  7. Are you trying to suggest that dev teams on other games, don't reach out to other dev teams to ask questions? All game teams do this. They even bring in members of other teams to work on their games to help fight fires. It's understandable that you aren't aware that this is a very common occurrence in the gaming industry. But that's why we talk to you guys, to make you more informed about how games are made. But again, the update was tested internally, then by a third party and then certified by MS/PS. But there are always issues with online games, it's just the nature of the beast. There also aren't a ton of UE4 games on the market, especially online ones. So there wasn't a massive database of FAQ's for us to work with. I understand your frustration though, it does suck. We have egg on our face, that is for sure. There are issues that we dropped the ball on or lack experience in, while others are beyond our control. But we are doing our best.
  8. All games launch with memory leaks. It's a very, very common problem. It's the severity that is the issue. And we were unaware of said severity until more recently. Kind of like peeling layers of an onion. We had a leak pertinent to animation, we found that, fixed it and that helped to stabilize most users. But then it came back. But it's hit or miss, which is why we struggled so much to find the issue with it.
  9. Yes it failed and we learned of that last night. So we immediately resubmitted in hopes that it could be tested and certified today. However more time was needed. The moment I found that out, we put this post together to alert everyone.
  10. Yes, I agree. The thing is...the build passed cert previously. We added in Retro Jason and then it failed. So we were kinda scratching our heads too. Which again leads to the sporadic nature of this crashing issue. But we at least have a strong lead now to the problem, thanks to some other dev teams that have gone down this path previously.
  11. It's sporadic. And we also see differences on gen 1 XB vs XB1 S. Also, when testing internally we get "call stacks" or and error message the informs us as to where the problem is occurring. But with this crash, we don't get call stacks. When you send off to certification, you get a more thorough report from PS/MS so we can find issues. You also have a QA testing done, which we hired an outside company to help with. We saw the memory leaks, but again, our tests did not reveal the crashes happening all the time. Same from QA...same from Certification. If it passes cert, then it's good to go. Even if there's the occasional crash. But something was compounding the issue. Something that wasn't being caught in all tests. Our tests, our QA or cert. Not until just recently. We knew there was a memory leak, but weren't sure of the severity of it. After digging more and talking with other UE4 dev teams, they started sharing information with us. Where to look, and what to look for.
  12. We didn't know this morning. We submitted to MS and there was a chance of same day turn around. But that did not occur. I waited until MS informed me that they needed another day to test.
  13. I wanted to take a moment to update our Xbox One Users. Both on the current state of the build and the imminent “Retro Jason” patch. Retro Jason Patch Unfortunately, our patch that was to include the Retro Jason has not passed certification for Xbox One. This was due in part to some instability of the new content AND the memory leak issue mentioned below. This is an unfortunate turn of events, as we had hoped to add the skin and content while continuing to work on these issues, however, this has become our top priority for Xbox One users. We’ve narrowed some memory leak crashes down, and we are currently back in certification and are hoping to have the new content out to you just as soon as we can, however, we are not certain when that will be. Crashes The XB1 build of the game has been unstable since launch. I know, I know..tell you something you don’t know, right? The problem is a memory leak in the engine, and our guys are working to fix this leak. I know it appears on the surface that PC and PS4 players are getting some favoritism on this front, but that’s not true. We have been working very hard on the XB1 version, this has just been a tougher problem to track down. When we test internally, we can play the game for 15-20 matches in a row on XB1 and only have one player crash out. On the exact same build, we can test again and get 3-4 players crashing out after only a few matches. Again, this all points to a memory leak. So what is a memory leak? Basically, when a program (in our case a game) uses memory, it is supposed to “release” said memory when not in use. When a leak occurs, memory is not being released properly or in some cases at all. Almost every game suffers from this, but they are usually so small, that the end user doesn’t notice it. Ours is very noticeable. We’ve narrowed some down and have fixed them but there are more. We are actively working on finding and fixing them as fast as we can. I wish we knew the exact amount of time required to fix it, but at times can be like a needle in a haystack. But we’re getting some outside help, from other colleagues in the industry that have had this identical problem. This in an effort to speed it up, or at least avoid some hurdles getting to the root of the problem. What we Know Here’s what we do know. We failed certification, we then immediately put in some quick fixes and re-submitted for certification with MS early this morning. Tomorrow morning (Wednesday) we will get an update from MS on this patch. If everything checks out and we pass, then Retro Jason will be available within that patch. This could be same day or Thursday morning. However, if we fail certification again, we will continue to work on fixes to get this content out ASAP. I want to personally apologize to all XB players. Both for the memory leak causing all the crashes, for the bad matchmaking, and for this content delay. We were very excited to get XB players this awesome update, as you all deserve some cool stuff, given the circumstances. This is on me and I’m sorry. We’re doing our best to make it right, just as fast as we can. As soon as I know more, you will know more. You are our priority right now, and few of us are sleeping until we solve it. -W
  14. Yes, this patch will fix the DLC issue. As for the theme, as I've mentioned before that's a Sony marketing thing. -W
  15. Tuesday, May 30th, 1:45 pm EST - PC/XB1/PS4 Patch Update Hey Campers, While working on the patch update yesterday and into the early morning, we found some areas that we could optimize to make a better experience for everyone, on all platforms. Here are the details. What’s going on? We have been identifying a lot of areas where we are sending various stats, metrics, and telemetry to our database through our game code. This was primarily for the beta to get good telemetry data on the game but we thought it would be good info to track to always make the game better while it was live. With the number of players we’ve had, we had to drastically trim down this data down. A lot of it had to be turned off on the game code side as some were intertwined with achievement progress so it wasn’t a shut it all down on the backend type scenario. We’ve been restructuring the code on the game client side. We made some good progress yesterday but we felt it wasn’t enough to warrant a current patch. Patching takes testing time once we have a patch candidate ready. It’s a long turnaround process and requires various team members and our partners to make sure we aren’t releasing a patch with new issues. We decided to hold it to get other critical fixes in. When will we get the patch? We are working on it hard now and will have a patch in testing later tonight. If everything passes our tests we are looking at the following patch schedule. Steam: Late tonight / early tomorrow. PS4: Tomorrow - Needs to go through platform testing XB1: TBD - We are working with our platform account managers to see when the patch can go into testing. Each platform has different patching requirements. We also are working on the Matchmaking issues for XB1 which is taking a little extra time to get it into testing. That should be wrapped up over the next 24 hours. Sorry for the delay. -W