Thread deadlocks are my worst nightmare! :d. When TDV first started out a couple years ago sound loading would actually deadlock the game sometimes. Finding out where you're getting "data chomping" and "race conditions" is absolutely horrid, so I know how annoying your situation might be. I agree that the better you get the less mistakes you make but yes, computers do exactly what you tell them (even though we may have the convenience of .NET Framework, it's still advisable to "clean up after yourself" instead of waiting for the garbage collector) and forgetting to set one flag can cause a pretty nasty crash. I actually managed to get TDV to crash out with the standard crash dialog provided by Windows--and I thought .NET programs were supposed to give "friendly messages." lol. It was an error in one of the dependencies I had written, I found out eventually. Once you get past the big ones though, it's such a relief isn't it?
Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha
----- Original Message ----- From: "Thomas Ward" <>
To: "Gamers Discussion list" <>
Sent: Friday, December 04, 2009 10:42 PM
Subject: Re: [Audyssey] my thoughts-- Thomas Ward's development schedule

Hi Nick and all,
Well, when it comes to the programming part obviously you get better, make less mistakes, the more you do it. The longer you've been programming the less bugs, mistakes, etc you will make from the beginning. However, this by no means a good developer doesn't make mistakes and create some rather interesting bugs on accident. I just found three of them in level 2 of MOTA tonight and had to fix them. They were miner things like one of the rope sounds wasn't playing because I assigned the sound object to the wrong room, when scanning one of the spike traps the game crashed because I forgot to assign a speech label to it, and stupid little mistakes like that. It happens and is to be expected from time to time. Thing is people forget or don't realize the kind of work that gos into debugging a game, because some bugs aren't as obvious as a rope sound object was placed in the wrong room and can be easily corrected. Clear back towards the beginning of the project there were some definitely major bugs that literally took days and even weeks to figure out and solve. In a game as big as MOTA it is no wonder why some bugs can remain hidden for a long while before they are discovered and fixed.


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