Post#9 » 15 Nov, 2017 3:01 pm

Sarmat wrote: ↑ 13 Nov, 2017 3:16 pm Thanks for detailed reply.

Just one question: why didn't you use the current version of HE instead of old one?

.... <snip> .... Thanks for detailed reply.Just one question: why didn't you use the current version of HE instead of old one?.... ....

To long to read?

This was the engine version that Repop was on when we purchased the game from ABT this year.

If we upgraded right away there would not have been a playable version for quite some time (possibly a year or more).

We wanted to document the systems ABT built already so we could stay as true as possible to the original vision of the game.

Sarmat wrote: ↑ 13 Nov, 2017 3:16 pm .... <snip> ....

And I like how you guys are working on the project.

We have a lot of updates, besides I had a couple of conversations with game support and they were always very quick and helpful. .... ....And I like how you guys are working on the project.We have a lot of updates, besides I had a couple of conversations with game support and they were always very quick and helpful.

You are most welcome!ABT chose a code freeze early on. Since that time a lot of updates and changes have come into the engine. Since the game is heavenly built upon the game Hero's Journey, there is a lot of code that we need to be updated or replaced and changed. This includes removing old legacy code from mid 2000's that is disseminated through out most of the systems at their root and built upon over the years. With us just acquiring the game this game in Jan and start working on it in March, we have to document the current systems and had to make a decision on how we wanted to proceed. The below will explain the reasons for the decisions.The reasons we do not update to the current version right away is so we can get updates out to you, and receive feedback as we do. If we had upgraded to the latest version of the engine, then a lot of core systems would be broken. So instead of working on these in tandem we would have to rebuild most of them first, then get a massive update out to you once a playable state was in again.For your average developer, when we do change or update any of the core language or engine systems, they are given the change logs and what needs to be changed or adjusted. Legacy code is left in for at least 2 years to allow the small or single person teams to be able to make these changes at their pace. This can range from a simple 'search and replace' for a key word (the most common) with an update, to simply re-exporting art with the newer version of the max/maya plugins. So the work, if done in tandem with the updates, is minimal for the developer.However, wit Repop, because of their code (update) freeze this means many many changes and we have removed a lot of the legacy code that goes back to the mid 2000's.Please do note that it is not unusual for a development company or team to do a code freeze in late beta just before a final release, it is just a little unusual for it to be done so early on during alpha. However, each company and or team, no matter the software application, does tend to pick somewhere to stop taking updates- else they would be constantly updating and not bringing in new content. At times, a major update will come in, and the team decides to do another update, though that is usually done in parallel on another branch until all necessary changes are made and verified to work. This however can take a lot of work, a long time and a lot of man hours.Upgrading to the current or even the new d2d11/12 update on Main would break almost everything due to outdated code and scripting language. It would take too long to get any update out. So we are slowly going through one update at a time and making systematic changes so you still have a game to play and get the engine version for Repop updated.Thank you so much, I am very proud of our support team and i know it warms their hearts as much as mine to see the thanks. They really try their best!