Zepplin
10-30-2007, 08:03 PM
Posted by BlackHat at EA forums -
Patrick Gilmore Blog
Posted:Oct 30, 2007 10:30 PM
Hey everyone – Here’s the blog I promised you from Patrick Gilmore:
=============================================
Ai rborne:
BlackHat and I have read through hundreds of posts following the release of Medal of Honor Airborne. As proud as the team is of the key innovations in the game it’s been sobering to read about some of the frustrations around dedicated server and GSP support. I’ve corresponded directly with some of you to get the most direct feedback I can, and it has been incredibly motivating to see these frustrations give way to a constructive dialog. Thank you for helping us move forward on our commitment to provide long term support for Airborne.
You bought a game, and along with it you paid for ongoing support and investment, which we were not able to deliver as promptly as planned. I’m sorry for that. We’re working hard to fix it.
Here’s what’s happening next:
Today, we will release a patch that addresses key issues with the dedicated server, including:
1. A Dedicated Server no longer needs installation of full game.
2. A Dedicated Server standalone package was created and size has been reduced for quicker uploads.
3. Allows for Dedicated Servers to bind game instance to a specific IP.
4. Allows for Dedicated Servers to bind game instance to a specific Port.
5. Allows .ini files to be stored in a custom path instead of MyDocs.
6. The Dedicated Server now generates a log file under UnrealEngine3\MOHAGame\Logs.
7. The Dedicated server logging can be turned off by adding -nolog to the command line
8. Linux files have also been released separately today.
This is a dedicated server fix—not client side. Generally speaking, client side fixes can have unintended impact on the game itself, and need to be tested more deeply. By keeping this patch focused on the dedicated server, we’re able to address some of the biggest issues more promptly.
In the next couple of weeks, I’ll publish another note with some insight into our next client- side patch, which will increase the number of players supported, and fix many other key usability features in Airborne. If you have specific questions, feel free to post them and I’ll try to make sure they get addressed within the week.
We have other patches in the works, and look forward to a regular cadence of communication.
Many of you looked forward to or made specific plans around the launch of the game, and I appreciate the enthusiasm and dedication you showed leading up to the launch. We’re striving to rebuild that enthusiasm. We are committed to the MOH community and as always, we appreciate your feedback.
Thanks.
PG
=============================================
For comments, please visit the thread in the general discussion area:
http: //forums.ea.com/mboards/thread.jspa?threadID=301984& tstart=0
Patrick Gilmore Blog
Posted:Oct 30, 2007 10:30 PM
Hey everyone – Here’s the blog I promised you from Patrick Gilmore:
=============================================
Ai rborne:
BlackHat and I have read through hundreds of posts following the release of Medal of Honor Airborne. As proud as the team is of the key innovations in the game it’s been sobering to read about some of the frustrations around dedicated server and GSP support. I’ve corresponded directly with some of you to get the most direct feedback I can, and it has been incredibly motivating to see these frustrations give way to a constructive dialog. Thank you for helping us move forward on our commitment to provide long term support for Airborne.
You bought a game, and along with it you paid for ongoing support and investment, which we were not able to deliver as promptly as planned. I’m sorry for that. We’re working hard to fix it.
Here’s what’s happening next:
Today, we will release a patch that addresses key issues with the dedicated server, including:
1. A Dedicated Server no longer needs installation of full game.
2. A Dedicated Server standalone package was created and size has been reduced for quicker uploads.
3. Allows for Dedicated Servers to bind game instance to a specific IP.
4. Allows for Dedicated Servers to bind game instance to a specific Port.
5. Allows .ini files to be stored in a custom path instead of MyDocs.
6. The Dedicated Server now generates a log file under UnrealEngine3\MOHAGame\Logs.
7. The Dedicated server logging can be turned off by adding -nolog to the command line
8. Linux files have also been released separately today.
This is a dedicated server fix—not client side. Generally speaking, client side fixes can have unintended impact on the game itself, and need to be tested more deeply. By keeping this patch focused on the dedicated server, we’re able to address some of the biggest issues more promptly.
In the next couple of weeks, I’ll publish another note with some insight into our next client- side patch, which will increase the number of players supported, and fix many other key usability features in Airborne. If you have specific questions, feel free to post them and I’ll try to make sure they get addressed within the week.
We have other patches in the works, and look forward to a regular cadence of communication.
Many of you looked forward to or made specific plans around the launch of the game, and I appreciate the enthusiasm and dedication you showed leading up to the launch. We’re striving to rebuild that enthusiasm. We are committed to the MOH community and as always, we appreciate your feedback.
Thanks.
PG
=============================================
For comments, please visit the thread in the general discussion area:
http: //forums.ea.com/mboards/thread.jspa?threadID=301984& tstart=0