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Very Hot Topic (More than 75 Replies) Sev getting moved off DDO (Read 39128 times)
Doodle
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Re: Sev getting moved off DDO
Reply #125 - Jul 14th, 2015 at 1:05am
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You should see some text files inside code written for governmental purposes.
  
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Re: Sev getting moved off DDO
Reply #126 - Jul 14th, 2015 at 1:10am
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Sasha wrote on Jul 14th, 2015 at 12:14am:
More stupid shit made by drunk devs:

http://i.imgur.com/PgHH0yD.jpg

Yes, that is an actual picture of a real map that exists in the game, and no I have no fucking clue what it's supossed to be.



Does anyone remember the pyramid Rugby game that appeared in House K after a server reboot?

https://www.ddo.com/forums/archive/index.php/t-434615.html?s=a3d3ac6f30b3e8a985c...
Cordo said it was a future event back in Jan-14 and it has never resurfaced.
  
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Re: Sev getting moved off DDO
Reply #127 - Jul 14th, 2015 at 1:37am
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it was going to be the next event released and also bundled with the winter events

instead we got mimicked
« Last Edit: Jul 14th, 2015 at 1:38am by Barkabout »  

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Re: Sev getting moved off DDO
Reply #128 - Jul 14th, 2015 at 3:39am
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Barkabout wrote on Jul 14th, 2015 at 1:37am:
it was going to be the next event released and also bundled with the winter events

instead we got mimicked


Ah, weren't we lucky to get that "fun" event instead.
  
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Re: Sev getting moved off DDO
Reply #129 - Jul 14th, 2015 at 6:56am
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DropBear wrote on Jul 14th, 2015 at 1:04am:
I'm not against a bit of humor at work, but that code is a workspace and it should be kept as clean as possible.  Save the humor for the PacMan Larp zone or Friday night beverages.

For example, for the post above, I had to delete several hundred rows of "This is safety valve...." variations.
Haven't they heard of "ditto"?

I believe the problem is a psychological one.
The same behaviors are observable in the work kitchen space.
As soon as anyone leaves a dirty spoon, cup or plate, there is a cascade of shit left there because people feel "someone else did it, so it's ok".  I've been quite amazed that even when people know the expectation is to clean your own stuff, that one person failing
suddenly sees everyone break behavior and become lazy asses.

The source code would be the same.  Why would a new programmer/dev bother trying to be neat when all of the visible material around him is unregulated crap?

I've inherited legacy systems in my previous life as a systems guy.  Fixing legacy systems is a PITA, but if an upgrade/replacement is not an option, then it needs to be done right.
You have a choice, operate it and leave it alone and blame the "other guy" for all the bugs and issues, and hope you don't get fired for it.

Or you get your hands dirty and own it.
You don't touch it till you know what you're doing, and you don't normally flaff around the edges - you start at the core and work out (depending on your timeframe and interest).
You change it and make it yours - no excuses "but the previous guy did that BS".  Having bothered to change it, you then structure it in a clean, logical way that future systems people can follow it, understand it and maintain it.

To my mind, its simply about taking pride in your work.  I get it, the Turdbine devs are overworked and underpaid, but someone has to bite the bullet before the system implodes.

Some queries for those proficient in game design and programming.
Surely the DDO sourcecode can be broken into modules for specific functions?  Break out all the extraneous functions like Crafting, TR'ing, Guilds, AH/ASAH, Traders/turn-ins, Feat swaps, etc and focus the source code on the actual game functions?

For example, things like the Cannith Crafting systems should be a separate module that only is called and released as needed (thus saving memory and overheads), and can be maintained without impacting the rest of the game?
Seriously, how hard can recipes be?
We do some DB work in my business, and my guys can set up many tables collating all the related data separately and call upon the tables as needed.  It makes maintenance and analysis so much easier seeing like data/functions together. 

Wouldn't crafting recipes just be an entry in a DB table?
You standardize the code for all the parameters - bound/unbound, ML, pre-reqs etc and then make calls on the DB tables?

Same for loot tables?  Have a central set of general loot tables that are called upon.  So when they decide to change loot, you don't have to change it in 45 places.

Monsters?  Shouldn't they be stored in a Monsters table?  Bosses and raid bosses with specific behaviours might be different.
This would make coding and tracking monster types in the MM easier.
All the core info on a Monster - it's stats, resistances, AI behaviour, animations, skins etc could be in a central repository.  Each content (quest) could then call and modify it as required. 

And with the right toolset, you should be able to see the linkages between code and tables so that when you make a change, you know what it is going to effect?

This type of work would be hard in the early days of a game as you're adding new systems and functionality all the time - but in a mature game like DDO, you have or know most of your systems, so do the work to change it knowing you can see the big picture.  If you think legendary weapons are possible, allow flexibility for it.  That's the reason for having a plan/strategy - you have some idea what you would like to do, time and budget permitting.

Interested to hear your thoughts.

Basically this is known as "Coding best practices" and Turbine is too good for those  Roll Eyes

Yes, you're right, for a non-programmer you are amazingly right. But a few answers/tweaks

Putting it in a database is fine for the server side, but for the client it's harder because you either have to ship a database to every customer (not just the data, but the whole engine) or deal with network latency and extra bandwidth contacting the central server, neither is attractive. So local .DAT files are a reasonable compromise. Leaving the crap in them, though, is lazy. They don't want to go back and update the pointers of everything when they add a new one, so they add the changed block as a new block and just update the pointer in the one area that called it, rather than updating every pointer. Lazy, bloat inducing, and totally Turbine, through and through.

Putting code in modules is absolutely essential and they almost certainly already are, but they break "encapsulation", meaning they don't respect the boundaries of the modules. It's faster and easier to reach out to global variables than to pass all arguments as function parameters, so the functions see things change out from under them.

Having a tool to show links - probably not. There are some high end tools that can help with this, but not having those tools is understandable. What most of us use is documentation, religiously applied. Not having your links documented and maintained is a huge problem, and probably the first they should address, it shows where all the other changes that need to be made are.

And yes, when the code was young and growing fast putting some of those best practices off until it stabilized was not great, but a reasonable compromise. But that absolutely should have been addressed once the initial push was over, and definitely before a new push was started. That's the unforgivable sin. But it's not too late, they could absolutely clean it up now, and it would be less work to clean it once and code against it 3 times than to code 3 updates against the mess.

Deciding not to clean it up is a good decision only if you don't plan in being in business more than 9 months longer.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Sev getting moved off DDO
Reply #130 - Jul 14th, 2015 at 2:44pm
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DropBear wrote on Jul 14th, 2015 at 1:04am:
I'm not against a bit of humor at work, but that code is a workspace and it should be kept as clean as possible.  Save the humor for the PacMan Larp zone or Friday night beverages.

...

I believe the problem is a psychological one.
...
Interested to hear your thoughts.


I agree with you about everything you've said, especially the point you make about the psychology of the code.

In complex code you need to be clinical and have a clinical mindset. I see sloppy comments like that and my immediate thought is that the code around those comments must be sloppy. It's a mindset you need to adopt when dealing with complex tasks that require focus and concentration.

Sure, have nerfgun fights, foam sword battles and Pacman LARPS but when you have that IDE open and you are elbow deep in complex logic you need to be sharp.
  
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Re: Sev getting moved off DDO
Reply #131 - Jul 14th, 2015 at 7:04pm
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KilgoreTrout wrote on Jul 14th, 2015 at 2:44pm:
Sure, have nerfgun fights, foam sword battles and Pacman LARPS but when you have that IDE open and you are elbow deep in complex logic you need to be sharp.

It says to me that the work place doesn't have much going for it, or managers who understand that concentration is needed. Optimum concentration means working in ~45 minute spans, with 10-15 minute breaks. Push that too far, and you'll find sloppy code, and you'll also find comments like these, which are the programmers finding less productive ways to take the mental breaks they need.
  

Silence is golden, but I only get silver rolls.
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Re: Sev getting moved off DDO
Reply #132 - Jul 14th, 2015 at 9:49pm
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Revaulting wrote on Jul 14th, 2015 at 7:04pm:
It says to me that the work place doesn't have much going for it, or managers who understand that concentration is needed. Optimum concentration means working in ~45 minute spans, with 10-15 minute breaks. Push that too far, and you'll find sloppy code, and you'll also find comments like these, which are the programmers finding less productive ways to take the mental breaks they need.


So that's why my brain stopped functioning ...
  
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Re: Sev getting moved off DDO
Reply #133 - Jul 14th, 2015 at 9:53pm
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Revaulting wrote on Jul 14th, 2015 at 7:04pm:
It says to me that the work place doesn't have much going for it, or managers who understand that concentration is needed. Optimum concentration means working in ~45 minute spans, with 10-15 minute breaks. Push that too far, and you'll find sloppy code, and you'll also find comments like these, which are the programmers finding less productive ways to take the mental breaks they need.


when you underpay your EEs they tend to act out in passive aggressive ways too.  like writing personal garbage in code?
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Sev getting moved off DDO
Reply #134 - Jul 14th, 2015 at 10:02pm
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Revaulting wrote on Jul 14th, 2015 at 7:04pm:
It says to me that the work place doesn't have much going for it, or managers who understand that concentration is needed. Optimum concentration means working in ~45 minute spans, with 10-15 minute breaks. Push that too far, and you'll find sloppy code, and you'll also find comments like these, which are the programmers finding less productive ways to take the mental breaks they need.



Oooh - can I work for you?

15 mins every 45? Wow.
That sounds like the productivity of the smokers in my building.
  
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Re: Sev getting moved off DDO
Reply #135 - Jul 14th, 2015 at 11:08pm
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While the comments and such in there are unprofessional and silly and I have no doubt that they have just left huge portions of old code in there... I'd just like to point out that if you go in and actually DASM the files yourself, you'll see that most of those items that appear to be repeated are really just string references.   So the message is really only in there one time and there are just hundreds of pointers back to it in memory for when it is getting called.

For anyone interested in doing so, the IDA disassembler has had no issues getting into the binary files that are included.  There are also several DAT file extractors / unpackers that will enable you to get into the actual sound / graphic files you might want or need (The LoTRO DAT_UNPACKER still works as well)


Domosan
« Last Edit: Jul 14th, 2015 at 11:18pm by Domosan »  
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Re: Sev getting moved off DDO
Reply #136 - Jul 14th, 2015 at 11:42pm
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Domosan wrote on Jul 14th, 2015 at 11:08pm:
While the comments and such in there are unprofessional and silly and I have no doubt that they have just left huge portions of old code in there... I'd just like to point out that if you go in and actually DASM the files yourself, you'll see that most of those items that appear to be repeated are really just string references.   So the message is really only in there one time and there are just hundreds of pointers back to it in memory for when it is getting called.

For anyone interested in doing so, the IDA disassembler has had no issues getting into the binary files that are included.  There are also several DAT file extractors / unpackers that will enable you to get into the actual sound / graphic files you might want or need (The LoTRO DAT_UNPACKER still works as well)
Domosan


Thanks Domosan.
Good to know about the repetition just being a pointer.  The output I received just had lots of them.
My critique is based on a lot more than just the repetition - that just struck me as inefficient, but as you say, if it is handled correctly in the code then no probs.

I did notice that there were slight differences at the end of several rows. Mot sure if they indicate unique references or are just artifacts of the copy.  A couple of examples below.

Code
Select All
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.7
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.68
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.50
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.N(
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.N+
This is a safety valve to keep some old weapons that shouldn't have this effect any longer from keeping it plus gaining a new die bonus mutation alongside it.>
 



There were all different numbers and letters at the end of many.
  
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Re: Sev getting moved off DDO
Reply #137 - Jul 15th, 2015 at 12:14am
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DropBear wrote on Jul 14th, 2015 at 10:02pm:
Oooh - can I work for you?

15 mins every 45? Wow.
That sounds like the productivity of the smokers in my building.



right?  what kind of new age bullshit is that?  a break every 15 mins.  so each 8 hour work day you get 6 hours of work done?  sounds like Europe to me.
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Sev getting moved off DDO
Reply #138 - Jul 15th, 2015 at 12:29am
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Yobai wrote on Jul 15th, 2015 at 12:14am:
right?  what kind of new age bullshit is that?  a break every 15 mins.  so each 8 hour work day you get 6 hours of work done?  sounds like Europe to me.


If it was 45 min breaks for 15 mins work, it'd have to be Greece right?    Grin

Just jokes for our Greek brethren.


  
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Re: Sev getting moved off DDO
Reply #139 - Jul 15th, 2015 at 12:37am
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The last time I dug into the binaries was well before Deathwyrm, so it's (sadly) entirely possible they stopped using even the most basic of coding principles.  I just re-ran a random bin through IDA (19000000.bin) and I'm seeing some garbage characters coming across from it as well in the interpreter:

Code
Select All
seg000:0000000D 0000000F C Vale_Cliff_TopG                
seg000:00000060 00000012 C Bottom_Layer_Grass             
seg000:000000B6 0000000D C \vShared_SnowU                  
seg000:00000106 0000000B C \nMkt_Road_A                   
seg000:00000156 00000013 C Shared_Snow_BrightV            
seg000:000001AC 0000000E C \rMkt_Cliff_E_W                
seg000:000001FF 00000012 C ThreeBarrel_Dirtc               
seg000:00000253 0000000E C \rMkt_Cliff_N_S                
seg000:000002A5 0000000F C \rTutorial_SnowM               
seg000:000002F7 0000000E C \rMkt_Cliff_Top                
seg000:0000034A 00000012 C ThreeBarrel_Dunea               
seg000:0000039E 0000000B C \nMkt_Dirt_A                   
seg000:000003EE 00000017 C ThreeBarrel_DriedLavag         
seg000:00000448 00000010 C Mkt_Road_A_Alpha               
seg000:0000049D 00000016 C ThreeBarrel_LavaVeinh          
seg000:000004F5 0000000C C \vDen_Grass_A                  
seg000:00000546 00000012 C ThreeBarrel_Roadk               
seg000:0000059A 0000000B C \nDen_Dirt_A                   
seg000:000005EA 00000016 C ThreeBarrel_Cliff_NSl          
seg000:00000642 0000000B C \nDen_Road_A                   
seg000:00000692 00000016 C ThreeBarrel_Cliff_EWo          
seg000:000006EA 0000000E C \rDen_Cliff_Top                
seg000:0000073D 00000017 C ThreeBarrel_Cliff_Topr         
seg000:00000796 0000000E C \rDen_Cliff_E_W                
seg000:000007E9 00000012 C Tutorial_Cliff_NSN             
seg000:0000083E 0000000E C \rDen_Cliff_N_S                
seg000:00000891 00000012 C Tutorial_Cliff_EWO             
seg000:000008E7 00000011 C Den_Road_A_Accent               
seg000:0000093D 00000013 C Tutorial_Cliff_TopP            
seg000:00000993 0000000B C \nTwv_Ground                   
seg000:000009E2 0000000F C \rTutorial_SandH               
seg000:00000A34 0000000E C \rTwv_Lava_Vein                
seg000:00000A86 0000000F C \rTutorial_DuneI               
seg000:00000AD8 0000000E C \rTwv_Cliff_E_W                
seg000:00000B2B 00000018 C Tutorial_Grass_ClearingJ       
seg000:00000B86 0000000E C \rTwv_Cliff_N_S                
seg000:00000BD9 0000000F C Tutorial_ScreeQ                
seg000:00000C2B 0000000E C \rTwv_Cliff_Top                
seg000:00000C7E 00000015 C Tutorial_scree_coverR          
seg000:00000CD7 0000000F C Twv_Dirt_Moss_A                
seg000:00000D2B 00000014 C Tutorial_Snow_CoverT            
seg000:00000D82 0000000B C \nTwv_Dirt_A                   
seg000:00000DD2 00000013 C Abandoned_Cliff_Top            
seg000:00000E2A 00000010 C Twv_Grass_Jungle               
seg000:00000E7F 00000012 C Abandoned_Cliff_EW             
seg000:00000ED6 0000000E C Twv_Dirt_Giant                  
seg000:00000F29 00000012 C Abandoned_Cliff_NS             
seg000:00000F80 00000011 C Twv_Lava_Vein_E_W               
seg000:00000FD6 00000016 C Shv_Ground_Dirt_RockyX         
seg000:0000102F 0000000C C \vKnd_Grass_A                  
seg000:00001080 00000010 C Shv_Ground_Dirto               
seg000:000010D3 0000000B C \nKnd_Road_A                   
seg000:00001123 00000019 C Shv_Bunker_Wall_Devil_NSs      
seg000:0000117F 0000000E C \rKnd_Cliff_E_W                
seg000:000011D2 0000000F C Shv_Ground_Tarn                
seg000:00001224 0000000E C \rKnd_Cliff_N_S                
seg000:00001277 00000017 C Shv_Ground_Ruins_Floorp         
seg000:000012D1 0000000E C \rKnd_Cliff_Top                
seg000:00001324 00000012 C Shv_Ground_Debrisq             
seg000:00001379 0000000A C \tKnd_Chasm                     
seg000:000013C8 00000013 C Shv_Bunker_Wall_EWw            
seg000:0000141E 0000000B C \nKnd_Dirt_A                   
seg000:00001430 0000000A C @333>333>                      
seg000:0000146E 00000014 C Shv_Bunker_Wall_Topx            
seg000:000014C6 0000000E C Knd_Cliff_Base                  
seg000:00001519 00000013 C Shv_Bunker_Wall_NSv            
seg000:0000156F 0000000C C \vPhi_Grass_A                  
seg000:000015C0 00000013 C Shv_Cliff_Stone_EWg            
seg000:00001616 0000000B C \nPhi_Dirt_A                   
seg000:00001666 00000013 C Shv_Cliff_Stone_NSh            
seg000:000016BC 0000000B C \nPhi_Road_A                   
seg000:0000170C 00000014 C Shv_Cliff_Stone_Topi            
seg000:00001763 0000000C C \vPhi_Swamp_A                  
seg000:000017B4 00000016 C Mng_Ground_Riverbed_By         
seg000:0000180D 0000000C C \vJor_Grass_A                  
seg000:0000185E 00000016 C Mng_Ground_Riverbed_Az         
seg000:000018B7 0000000B C \nJor_Road_A                   
seg000:00001907 00000011 C Mng_Ground_Grass{               
seg000:0000195C 0000000F C Tutorial_GrassK                
seg000:000019AF 00000017 C Mng_Ground_ForestFloor|         
seg000:00001A0A 00000019 C Tangleroot_Jungle_FloorF       
seg000:00001A66 00000010 C Mng_Ground_Sand}               
seg000:00001ABA 00000015 C Tutorial_Road_CobbleL          
seg000:00001B13 00000012 C Mng_Ground_Road_B~             
seg000:00001B69 00000017 C Tangleroot_Road_GiantG         
seg000:00001BC3 00000011 C Mng_Ground_Road_A               
seg000:00001C19 00000016 C Tangleroot_Road_PathH          
seg000:00001C72 00000019 C Shv_Bunker_Wall_Devil_EWt      
seg000:00001CCF 00000016 C Tangleroot_Cliff_E_WJ          
seg000:00001D28 00000011 C Shv_Devil_Groundm               
seg000:00001D7D 00000016 C Tangleroot_Cliff_N_SK          
seg000:00001DD6 00000011 C Shv_Demon_Groundk               
seg000:00001E2B 00000016 C Tangleroot_Cliff_TopL          
seg000:00001E84 00000012 C Shv_Archon_Groundl             
seg000:00001EDA 00000015 C Tangleroot_RiverbedI            
seg000:00001F32 0000001A C Shv_Bunker_Wall_Devil_Topu      
seg000:00001F90 0000001A C ThreeBarrel_Jungle_Floorb      
seg000:00001FED 0000000C C Jungle_Scree                   
seg000:0000203E 00000012 C ThreeBarrel_Sand`               
seg000:00002092 0000000B C \tSwp_Scree<                   
seg000:000020E1 00000016 C ThreeBarrenl_Volcanoe          
seg000:0000213A 0000000D C Swp_Wall_Top;                  
seg000:0000218B 00000018 C RedWillow_Jungle_Floor4         
seg000:000021E5 0000000D C \vSwp_Wall_NS8                  
seg000:00002236 0000001B C RedWillow_Jungle_Clearing5      
seg000:00002293 0000000D C \vSwp_Wall_EW4                  
seg000:000022E4 00000016 C RedWillow_Road_Giant6          
seg000:0000233C 0000000F C \rSwp_Cliff_Top3               
seg000:0000238F 00000017 C Irestone_Jungle_Floor*         
seg000:000023E9 0000000D C Swp_Cliff_NS1                  
seg000:00002439 00000010 C \rIrestone_Sand+               
seg000:0000248C 0000000D C Swp_Cliff_EW/                  
seg000:000024DC 0000000E C \rCavern_Ground                
seg000:0000252E 0000000B C \tSwp_Grass.                   
seg000:0000257D 00000014 C Irestone_Sand_Path-            
seg000:000025D3 0000000A C \bSwp_Moss-                     
seg000:00002620 0000000C C \vCavern_Road                  
seg000:00002670 00000009 C \aSwp_Mud,                     
seg000:000026BD 00000014 C Stormcleave_GroundA            
seg000:00002714 00000010 C Beach_Sand_Wet{                
seg000:00002767 00000015 C Gwylan_Jungle_Floor&            
seg000:000027BF 0000000C C Shared_Coral                   
seg000:00002810 00000013 C Gwylan_Road_Giant(             
seg000:00002866 00000013 C Cann_Cliff_Stone_EW            
seg000:000028BE 00000018 C Gwylan_Jungle_Clearing'         
seg000:00002919 00000013 C Cann_Cliff_Stone_NS            
seg000:00002971 00000012 C Gwylan_Road_Path)               
seg000:000029C6 00000014 C Cann_Cliff_Stone_Top            
seg000:00002A1F 00000013 C Archer_Jungle_Floor            
seg000:00002A77 0000001A C ThreeBarrel_Cliff_EW_bigp      
seg000:00002AD4 00000016 C Archer_Jungle_Clearing         
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In the actual DASM for the exe / dlls themselves, things are a lot cleaner, so it's possible that it's a different string encoding method they are using that is causing the begin / ends to be read improperly or that I just had my terminator set incorrectly.

It could also be that they really aren't using string references and have duplicated things like that all over the place.   When I was actively fiddling around in the binaries previously, there were a lot of places that were actually using string pointers appropriately.  But god only knows what has been going on in their code base since then.

Either way, we've all seen time and time again where things that are "fixed" crop back up as soon as they make a change to some completely different system.  Even if they were properly using referential data the amount of other issues in the code base at this point boggles the mind.

For those that want to dig into the DAT files, the images are almost all DDS files.  Most can be viewed with Irfanview (you might need to install the free nvidia provided DDS viewer utility) and you can also use this open source project to enable viewing the DDS files as thumbnails in windows explorer:

http://sourceforge.net/projects/sagethumbs/

The sound files are all .wav and .ogg and are easily playable in virtually any player you might want to use.

« Last Edit: Jul 15th, 2015 at 12:52am by Domosan »  
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Re: Sev getting moved off DDO
Reply #140 - Jul 15th, 2015 at 7:31am
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DropBear wrote on Jul 14th, 2015 at 10:02pm:
That sounds like the productivity of the smokers in my building.

Smokers have a great excuse for timely breaks. Funny you should mention productivity. Unless you have a large enough employee base for the statistical anomalies to smooth out, you won't be able to tell for sure, but those breaks are indeed likely making them more productive than employees who work several hours straight through.

It is important to note, however, that this does not apply to all kinds of jobs.
  

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Re: Sev getting moved off DDO
Reply #141 - Jul 15th, 2015 at 7:58am
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Revaulting wrote on Jul 15th, 2015 at 7:31am:
It is important to note, however, that this does not apply to all kinds of jobs.


Aye, if I'm not mistaken, I think you are referring to very repetitive task based jobs where boredom can set in quite quickly, and dangerous jobs where intense concentration is required?
  
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Re: Sev getting moved off DDO
Reply #142 - Jul 15th, 2015 at 8:36am
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Yobai wrote on Jul 14th, 2015 at 9:53pm:
when you underpay your EEs they tend to act out in passive aggressive ways too.  like writing personal garbage in code?

Yeah, this.

When you have as much scorn for your customers as Turdbin does, I'm sure you don't bother to treat your "where the rubber meets the road" employees particularly well either. While they are probably too afraid to tell you the truth, they'll find other ways to get it out of their system. And they certainly won't be doing their best work for you. Why go out of your way to help an ungrateful, arrogant, and obnoxious manager who cares nothing about you?

Domosan wrote on Jul 15th, 2015 at 12:37am:
It could also be that they really aren't using string references and have duplicated things like that all over the place.

It's also possible those extra characters at the end are a string buffer error, it's always 2 characters so if the parser is returning BytesRead+1 instead of BytesRead-1 you'd get the next 2 characters from the last longer string the buffer held.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: Sev getting moved off DDO
Reply #143 - Jul 15th, 2015 at 2:11pm
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Revaulting wrote on Jul 15th, 2015 at 7:31am:
Smokers have a great excuse for timely breaks. Funny you should mention productivity. Unless you have a large enough employee base for the statistical anomalies to smooth out, you won't be able to tell for sure,



A) bullshit.  anyone who has ever managed EEs can tell for sure.  could a hard working super smart smoker have the equivalent output of an easy-going 100 IQ non-smoker?  sure.  but what I see more often is the smoker actually ends up staying at work longer to make up for his additional breaks to achieve the same output.

b) 'micro-breaks' are supposed to be for about 5 minutes, not 15.

c) oddly this is how all hardcore gamers play.  they take a 15 every hour.  don't they?
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Sev getting moved off DDO
Reply #144 - Jul 15th, 2015 at 2:14pm
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DropBear wrote on Jul 14th, 2015 at 10:02pm:
Oooh - can I work for you?

15 mins every 45? Wow.
That sounds like the productivity of the smokers in my building.


I'm not sure I agree with this concept for developers.  Studies have shown that it can take upwards of 10 minutes to regain your focus after taking a break while writing or editing code.  It has to do with loading your short term memory with all things you need to be aware of.  Variables declared, where you are in looping constructs or complex logic or mathematical calculations, etc. 

It would also depend on what you were working on, though, and the size of the task.  If your task breaks up nicely into 45-50 minute chunks, I could see mental breaks as being worthwhile to productivity.  If not, however, I could see it as detrimental.  Then you have to factor in other interruptions that can affect that 45 minutes.  Phone calls, background noise, co-workers, etc. 

I will agree with the general comments that happy employees are typically more motivated to be productive.  But even that depends.  I've seen people like their job because their boss is basically absentee and they can screw around on the internet for hours a day and not be productive with no consequences.  That's a happy employee who isn't giving you jack shit.

  
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Re: Sev getting moved off DDO
Reply #145 - Jul 15th, 2015 at 2:19pm
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DropBear wrote on Jul 14th, 2015 at 10:02pm:
Oooh - can I work for you?

15 mins every 45? Wow.
That sounds like the productivity of the smokers in my building.

You can still be doing something else productive that doesn't require full concentration whilst resting. Not least idly chewing over the problems of the day and having space to work out better solutions. I didn't really believe it 'til I tried something similar. I (and my staff report the same) do far more in less time now I rest properly.
  
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Re: Sev getting moved off DDO
Reply #146 - Jul 15th, 2015 at 9:21pm
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DropBear wrote on Jul 15th, 2015 at 7:58am:
Aye, if I'm not mistaken, I think you are referring to very repetitive task based jobs where boredom can set in quite quickly, and dangerous jobs where intense concentration is required?

There's an entire class of physical labor where it's better to find a rhythm and trance out. Paying closer attention to a physical task, once you've got the program into your muscle memory (striatum), makes it much more likely that you'll fuck it up. Breaks in these jobs ought to center around physical health and endurance. It hurts efficiency every time the worker breaks rhythm, and every time they have to find their rhythm again. Music is of amazing benefit in these jobs.


Yobai wrote on Jul 15th, 2015 at 2:11pm:
b) 'micro-breaks' are supposed to be for about 5 minutes, not 15.

Fair enough.
  

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Re: Sev getting moved off DDO
Reply #147 - Jul 16th, 2015 at 5:16am
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Revaulting wrote on Jul 15th, 2015 at 9:21pm:
There's an entire class of physical labor where it's better to find a rhythm and trance out. Paying closer attention to a physical task, once you've got the program into your muscle memory (striatum), makes it much more likely that you'll fuck it up. Breaks in these jobs ought to center around physical health and endurance. It hurts efficiency every time the worker breaks rhythm, and every time they have to find their rhythm again. Music is of amazing benefit in these jobs.



yep yep.  except one niggling point.  muscle memory is a myth. it's neuromuscular facilitation.

  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Sev getting moved off DDO
Reply #148 - Jul 16th, 2015 at 5:17am
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DropBear wrote on Jul 15th, 2015 at 12:29am:
If it was 45 min breaks for 15 mins work, it'd have to be Greece right?    Grin

Just jokes for our Greek brethren.





just saw this.  I appreciate it.  so much. Cheesy
  

Revaulting wrote on Jul 7th, 2015 at 8:16pm:
Have you tried a lower difficulty, such as the official forums?
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Re: Sev getting moved off DDO
Reply #149 - Jul 16th, 2015 at 9:51pm
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Yobai wrote on Jul 16th, 2015 at 5:16am:
yep yep.  except one niggling point.  muscle memory is a myth. it's neuromuscular facilitation.

Thanks. I was thinking the striatum was stepping in to handle this. Completely different!


Asheras wrote on Jul 15th, 2015 at 2:14pm:
I'm not sure I agree with this concept for developers.  Studies have shown that it can take upwards of 10 minutes to regain your focus after taking a break while writing or editing code.  It has to do with loading your short term memory with all things you need to be aware of.  Variables declared, where you are in looping constructs or complex logic or mathematical calculations, etc. 

It would also depend on what you were working on, though, and the size of the task.  If your task breaks up nicely into 45-50 minute chunks, I could see mental breaks as being worthwhile to productivity.  If not, however, I could see it as detrimental.  Then you have to factor in other interruptions that can affect that 45 minutes.  Phone calls, background noise, co-workers, etc.

Yes.

I figured anyone who was serious about applying what neuroscience has discovered about concentration and how our brains maintain focus would look into it for themselves. Seems better than me trying to think up every possible scenario.

One thing to beware of in particular is lunch. Decisions before lunch become noticeably less complex, and tend to stay much more in line with whatever the status quo is (cuz less thought involved). Also, hunger seems to make people less sympathetic. So if you need to talk to CS, for example, try to do it after their lunch break instead of before it. Odds are they're happier and more easygoing and more likely to help you.
  

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