Nayo
Terrarian
October 22 and still nothing :\
I'm willing to wait till November without news... I suppose
October 22 and still nothing :\
From the way Pipeworks talked on the Friday stream I don't think 1.3 will even be submitted for console certification before the end of Nov.I'm willing to wait till November without news... I suppose
I assume that the Switch version will come out before mobile 1.3 because they won't have to spend another six to seven months rewriting, just use the current 1.3 format for the other consoles, then give it new controls and fit it to the switch screen.
Can you give the address of this rerun please?PipeWorks did give us an update yesterday on their Twitch channel. They demoed the PS4 build live, and frankly it looked pretty damn good. Only a few more bugs to squash and then we will have it. I must say I was pretty worried about performance and how they would solve pasting a PC gui onto a console, but it looked pretty good. They didn't demo split-screen multiplayer so that is something to worry about still, but they seemed pretty confident they would crack that nut as well.
You can watch the rerun of the stream on their channel if you want.
The direct link to the video is:Can you give the address of this rerun please?
This is rediculousOctober 22 and still nothing :\
The direct link to the video is:
https://go.twitch.tv/videos/183775113
Thanks for sharing. Watched it and some of these bugs they encounter (like the zooming not cooperating properly with controls) gives me the impression they're still far off and a bunch of amateurs. If you haven't squashed these kind of obvious bugs yet, you're not going to submit to certification any time soon.
(And don't give me that "but they have to rebuild the whole game!" kind of ... if you say such things you clearly don't know what porting means.)
Writing games is fiddly, anything you do can change a whole ton of stuff, treat it like it's "The Butterfly Effect".
I wonder if you actually understand coding and porting enough to call them amateurs.If you're an amateur, yes, that would happen
Joking ofcourse, but honestly... that stream gave me a bad taste. My concerns:
- In the stream they show quite a few basic/obvious bugs (and it raises my alarm for bugs which aren't that obvious; certification will chase things like "what happens if you sign-out midgame on XboxOne... what happens if you pull out the network cable during online play... " in short: obnoxious stuff. If they bounce it, you're probably back to the end of some queue.)
- They say things like "sometimes it takes the whole day for our engineers to fix a single high-priority bug" (sounds like all programmers are helping eachother out, working on the same bug)
- They don't dare to show current state of splitscreen (I know that was a major addition to console, but the original team doing the port managed to do it and Pipeworks doesn't sound comfortable showing it after such a long time)
- There're these quotes related to porting it over to Unity saying "there was a time it wasn't over 4 FPS on PS4"... "it took more than 30 mins to generate a world [when we started porting]" (this makes me concerned about performance between old and new console version... I understand the current console version is a straight, lean C++ port... no 3rd party engine slowing things down)
Anyway, I think we should stop holding our breath and be prepared for a 2018 release :/
Sweet, I've been waiting since it was planned for release last november xD it's ok though quality is always better than quantity! Good Luck on getting in Certified!Greetings, Terrarians!
Understandably, we’ve been getting a lot of questions regarding the upcoming console release of 1.3 and wanted to provide an update.
Currently we are working through the final issues/bug list from Re-Logic and Pipeworks QA – as well as any final bits that we need to resolve for Sony and Microsoft certification submission. Parallel to that, we are putting the final touches on optimization and performance for split-screen multiplayer. It has been a challenge getting the authentic PC experience to feel just right in this important format, but we are nearly done there.
Keep in mind that for a game of this scale we need to ensure that the game is properly screened by QA prior to us submitting the update for certification, we don’t want to rush and sacrifice quality for the sake of getting it out sooner. We are hoping to be able to submit for certification in the next few weeks, though there is a good chance this will take a bit longer. That said, we can definitely see the light at the end of the tunnel! Hopefully this should give you a better idea of where the team is currently at. We hope to have additional information with a more solidified date soon – we just need to see how things progress on the final list before we can do so. Of course, if you have any questions feel free to let us know.
Thanks,
The Terraria Team at Pipeworks
will we be getting the extra row in this update or will that be saved for another time (Never xD)
In short, terraria is a complicated game and is a pain in the to make things for itI wonder if you actually understand coding and porting enough to call them amateurs.
- Basic/obvious bugs can literally be fixed in one build, then crop back up in the next. Coding is not simple when you have a team working on a project. Nobody is working on self contained code. Anyone can introduce simple bugs in the process of fixing other stuff.
- It's not unusual for multiple engineers to collaborate on major showstopper bugs. Doesn't mean the whole team is doing one thing at a time.
- Why would they show a mode they openly admit needs a lot more work? That's just asking for bad PR.
- The "straight, lean C++ port" as you put it is the reason there Engine was let go. It was buggy, unoptimized and not built to be upgraded since a lot was hard coded into it. It's also part of the reason every single platform was running on its own custom port. Unity is being used for the ability to have a single code base that runs on everything. That is a huge advantage in coding. PS4, XB1, mobile and Switch should all be running the same engine, so updates should roll out much smoother and faster. The wait time between the PS4/XB1 release and the mobile/Switch should be a lot smaller since by that point they will already have a working game.
I agree this is taking a long time, but it's not taking longer than it should. 505 and Pipeworks were too optimistic about what kind of performance would be acceptable to push out the door when the original release window was announced. Taking only a year for a port of this size was just not reasonable. If we see 1.3 this year it will probably be at least another month or so.
Actually about a year late.I may be a month late but HYPE!