This is going to be a lazy update, so bare with me.
The Development Team has been hard at work nailing down small issues and introducing some tweaks throughout the entire code base. I actually can't think of a project within the Client or Server that hasn't been touched this week.
Crashes are always the highest priority, and I am really happy to see the number of unique crash reports coming in have been dwindling down lately. There are definitely a few still out there lingering, but the overall stability of the mod is great and let’s hope the number of new crashes is kept to the bare minimum (hopefully none).
Another priority this week was optimizing some areas of the code so that they run more efficiently, or in a manner in which one would expect them to run. A few tweaks have been made to the data which is sent between the Client and Server, resulting in some bandwidth optimizations.
The QA Team has been focused on fixing issues with gamemodes and making them easier to play. One of the complaints raised was that in many cases the gamemodes are hard to understand for new players. The gamemode authors have taken the advice and are hard at work trying to make things a little more intuitive. The internal bug tracking system has been opened up for the QA Team to report bugs, suggestions, requests, etc... for each others gamemodes and it is already being used by quite a few of the team.
With some of the quality gamemodes coming out of the QA Team, I must admit that I can't wait to see what the community will be able to create.
The internal testing has ramped up a bit and has resulted in some larger-than-normal tests which have proved to be extremely valuable in producing some new issues, many of which have been quickly addressed. We are hoping to continue this trend so that we can test internally in a closer to real-life scenario, which of course will produce the best test results.
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Reply #87 on : Sat December 15, 2007, 13:09:39