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10 for the Devs

10 for the Developers: Episode 11

23 May 201600:40:011,060 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] oh hello hello how are you how you doing I'm bad not bad not bad good who are you so I'm Randy Vasquez I'm associate producer here at cig who are you producer I'm a producer you know who I am I don't know who you are I'm the Bug Smasher no one watches that show I'm the Bug Smasher Mark aent gameplay programmer and everyone watches

  2. 00:00:50

    me it's true not even creepy a little bit creepy Well we'd like we're here to answer some questions first we'd like to thank the subscri for everything they've done to make this possible for us to have you know this show for 10 developers and I guess that one show you just mentioned what was it again I forgot already I don't remember I don't have coffee anymore something about smashing bugs Bug Smasher I think sounds right yeah so let's get started all right let's start off with our first very own question from bacon of War I do like bacon bacon all right bacon says have you ever had a bug that fixing it turn cynical IE you fixed a bug in the piece of code but

  3. 00:01:38

    that caused this piece of code not to work so you fix that bit of code only to find that it broke the original piece of code again so bugs turn cynical or C cyclical cylindrical okay with that yeah yes oh yes bugs have turned cinical and cynical this happened recently um for 2.4 we're having this uh persistence uh Shenanigans where you can you know walk up to your ship and you know if I have a cup on the ship or a weapon I could select it and remove it and add maybe a pencil a gun or something and in order to see that interaction we had to use our interaction system which was all developed for item system 2.0 not for the original item system so we had to

  4. 00:02:29

    basically start making the original item system work um with this interaction system which meant we had to install a new network um component a new physics component and finally the interaction component and the interaction component and network component were like all right I'll work I got this cool physics component was like nah nah nah I got bugs for you so we when I finally got it installed got it in QA started finding some bugs we had a flood of bugs coming cuz like all QA was like I mean like all the stuff is now we you're falling through things like the turrets were not working you could put a poster on the wall walk up to it slap it and it' fall down to the ground you could there's like a weapon um thing to restock ammo and you could push it into the wall and

  5. 00:03:16

    I was like oh no what did I do so yes you you fix one and then a bunch more come up cuz QA especially Andrew he'll call you up have this cynical laugh and go I found something you're like oh God it's even worse when he reopens it and then like just lets you know he's like by the way re not only does when he opens it he Skypes you directly and to give you that laugh it's great so yeah fix them break them happens all the time and then you just go back and fix it luckily that's why we have QA QA is awesome yes oh my God so the next one is actually um it's actually before my time but p one one one one one did I miss a one I think there's four more ones four more

  6. 00:04:06

    ones um so he says I heard a neat story that when the first physics stuff was being built for Star citizens the spaceship movement was bugged and the guy in charge of this was trying to figure out what the heck was going on double cheing triple checking everything to find out what was going on he talked with Chris Roberts at some point and he said oh yeah cry engine simulates everything as if it's underwater now if I probably got something wrong in the story above but but I want to know if there's any similar stories to share about someone losing lots of sleep trying to figure out a problem that turned out to be incredibly easy to fix if you just knew that particular audity of the engine so I don't I didn't even know about this story what is what is this oh this is a great story so this happened roughly two years ago before we even launched uh Arena commander and we had our physics programmer John pitet he flew out from Kansas and we were working

  7. 00:04:55

    with him trying to get you know R Commander one out and everything was going sort of working well and then all of a sudden our ships just started acting weird you you'd fly but it would go the wrong way and then you would just stop so like our missiles sometimes worse actually our missiles were underwater but that's another story um but yeah uh and we're trying to figure out what's going on and John pritchet he's debugging debugging this I think he spent like two or three days cuz we're all still new at the engine especially him trying to figure out what's going on with physics the game code is the thrusters it's whole big system yeah and he finally figures it out he walks up to us and he goes I still remember his face our ships are underwater everyone around just looks

  8. 00:05:44

    and goes can you repeat that our ships are underwater and what happened is um cry engine by default like if has water under everything under every single level in cry engine has water if you think of an um like XYZ plane you have X and then maybe Y and then Z up and down so if this table was the XY and then Z up and down anything below zero would be considered water so any entity that went past 0000 instantly got the water flag so if you were flying up in here you'd be fine soon as you go down here you're in water even though the plane is invisible cuz like you can't really even though we got rid of terrain and got rid of water for space you were still going underwater nice and it was like a simple

  9. 00:06:34

    fix it was just like really oh my gosh and there's been many bugs like that but H that's kind of awesome I can see I can just see John's face to is like by the way by the way this thing water yes everything's in it yes cool I I don't even know how you knew that but that was a good that was a good story all all right let's go on to our next question yep so Mr mortise rigger oh that's good we have I have to say before I go on to this question we have I'm gonna get we have a guy named John and his last name is rigs so we call him rigs the rigger yeah he doesn't like it hopefully he doesn't see this but rigs

  10. 00:07:22

    the rigger so Mr mortise rigger um bug smashing open development versus closed development pros and cons go favorite proon most hated con go so we actually talked about this for a little bit in that there's a big difference in the team setup when you're live and basically open development compared to when you know you're behind closed doors and the players don't get a chance to see what you're actually working on cuz like I remember when I was a designer working for other Studios and when we before we released any betas or Alphas or anything like that like we were able to just work on a feature and really nail that feature down and we also had like you know QA didn't really bug it up because they knew it was being worked on where now in like open development we're always live and people get to see

  11. 00:08:09

    everything we do every single push and the features we push forward like QA is again QA is awesome because they're like they're basically our lastline defense as well as they're on all the bugs on live they're on the bugs on the features so they're bugging everything and they even talk with the community to find what they have and going back and forth all the information then drop it on our desk going okay yeah so it's like it's it's I think like open development to me takes a little bit longer I think that's the con but again we get really valuable feedback really early on I know um what port modification and the 2.4 stuff we've been working with like the private group we've been getting a lot of feedback on some of the features that we're trying to push out and stuff we didn't even think about like oh yeah yeah okay cool we didn't catch that cuz I mean QA I think we have like maybe 30

  12. 00:08:57

    people if that I don't even know the actual number I think there's more cuz UK and Austin have a lot yeah but it's like I don't know like I think it might be about like 30 something people and that's not enough people like all the stuff we need from there is like we need more we need more people to test big so that's good that's the definitely good Pro for having open development and everything like that where closed development we don't have those same numbers of people being able to jump in and stuff like that and getting play test sometimes getting everyone involved is kind of crazy especially like trying to get devs to like take time out of the day to to play tests which we do do from well that's why you go around going ready to play test ready to play test ready to play test you're like bit five minutes five minutes so yeah that's kind of the pro and con I have for um open development versus closed development I don't have a preference sometimes I have a pre like

  13. 00:09:45

    if I'm working on a feature I have a preference you know but if I'm not working on a feature and I'm like just helping support stuff then I definitely prefer one the other so yeah anything on you good all right let's go to the next one um next question from am I don't know how to say that am hi Mark and Randy hi I understand that Mark is both a feature program and a Bug Smasher at cig do you typically get signed to squash your own bugs also bug smashing seems to be largely entirely directed at coding errors does cig have a similar system in place to smash design bugs and then how do you smash how do you smashing bug code bugs and fix and design errors compare so so this all kind of lumps into big one thing like I know I'm

  14. 00:10:33

    always talking with the engineers I'm always talking with the designers and stuff and design is kind of a weird thing in that designers are kind of the glue for a lot of different departments and all the Departments here at cig like they work closely like hand in hand like how many times do you work with designers at least like every day and then also how many times do you work with artists so every single department is kind of use the word cyclical like they all work together they're always because you and Mark McCall are always working on stuff together so the tech content team the tech artist the regular artists when they're making geometry if the geometry is not working right with the tech then you have to go back and forth I know Ariel is working on the port editor stuff yeah so like he's been working with the artist big time over the past like two three months he's been working and then also working with the designers as well because make sure when they use the tools they can kind of go from there so yeah it's like I don't really think that it is a

  15. 00:11:24

    specific system to like the whole entire company but like every department has their own processes in which they handle the bug like um some of the stuff with the ships I know you and Kirk talk a bunch because Kirk's like hey what's going on with this what's going on this and like you and Sh were talking about I think um some of the weapon stuff like what last week or was the week before I don't know remember well it's like um with the new item 2.0 stuff like since we're changing a lot of the systems I'll go to design go hey this is how I'm thinking of implementing it cuz they're the guys that are actually going to do the Brute Force work of here's the XML here's the records stick it all together I go here's the flow I'm thinking what do you have an opinion on what do you think and they'll give me a feedback and then I'll go to Evil Mark or Mark mall and all other marks are

  16. 00:12:13

    evil even this one even this one but I'll go also to evil mark because he'll do the like um asset and animations and Link those together with the items so design has specific Area Tech design has a specific area so I'll go to each one to make sure that when I'm making this new stuff that they both work together yeah so yeah it's a big mix like there's like I said like everybody everybody has their own process and what they need it really depends on what the bug is and what they need for it and who to talk to so cool let's go to the next one all right sounds good Mr Steve Hunter hey guys thanks for all the hard work you're welcome we do hard work I thought we do fun work I hav fun I think it's fun sometimes all the time most of the time

  17. 00:13:02

    uh when fixing bugs have you ever had an occasion where it was fixed in one place only discover later that the actual cause was in some other place so you had to do the proper fix and undo the original fix yes yes um I actually did a Bug Smasher video yeah you know that show never seen it I have to edicate you after this actually I think I'm on one or two of them no that's t or something may I don't so um yes all the times so I guess the example would be going back um with the new item system um we have these entities uh or items and they have I love having this stuff maybe it has this

  18. 00:13:52

    cup as what it looks like and it's physics so if I hit the cup it you know reacts and and it um is just one thing that we have we designate a slot where this geometry and physics go and we could have a number of slots but for most part uh we have one slot and our old items had one slot but to get this interaction system up and running we need to have um physics in different locations in you know maybe this one opens a door this one turns on power so we had to have another physics thing so now we have two slots in this entity and we had to physical both and it should have been as simple as saying1 and what that would do is go if it's negative 1 it'll go through each slot and physicalize it that was

  19. 00:14:40

    something we've did about two years ago for the vehicle system however um it was working when we attached this these items to ships but then as soon as you detached it and put it onto the ground it had no physics and it was because of that change and I were like what's going on this used to work this worked two years ago it's always kind of funny when like bugs like that pop up because then you guys are fighting old code and they mean like whoa whoa whoa so we did we want we want this to happen why is this happening then like kind of dig it in like sometimes I know you guys are like one time I think you came came over Destin was like you had like 12 different files open you're just like I don't know where it is I'm just tracing back the history but ultimately I did find what was causing that and it was when it hit when it was negative one

  20. 00:15:29

    just early aborted while the code that we had back then was just missing and I literally was tracing back to history to find what happened cuz I'm like this code was there and I find it way back I think it was a year ago there was an integration from like a newer engine engine version to some new tech for like 64-bit and during that it removed some code and we just never noticed this because we never had to do this type of thing yeah um the vehicles ended up getting a completely different code so we never noticed it until we put this item in and then so yeah I was like all right here's the old code that used to work and then now when we plop this thing down the ground it has physics it's just like the history is haunting me it's like I fixed this ago don't envy that at

  21. 00:16:15

    all but luckily oh I love per force you could just scroll through the history and like where'd it go where it go there it is it's called the blame history yeah so the next one actually for me is um from Sloan Warrior when an impending release rears its head roughly how much of the company would you say is devoted to getting the release out bug Smash and testing and so on conversely how much of the company isn't impacted by the release cycle and simply continues to make content this one right here is kind of a mixed bag and can't really answer it because this is a case by case for instance this release um we're working on you know persistence we're working on shopping working on item 2.0 here specifically and then we're working on refact in little things here and there and then the art time art ah the art side they're actually working

  22. 00:17:03

    on like the caterpillar and then like you know Jeremiah and om they're all working on like more character stuff Shane was working on like a cool um jetpack that's supposed to be going in this release too so every single person's working on tons of different things ton of different aspects and they're not necessarily all working on the same thing but they're all working towards the goal of the release and every single release we have a goal we like all right these are the main points we want to put into this release and then we kind of go from there and it goes back to even the bug fixing it's the same thing with task with task fixing and task like you know management of going through and making sure like all right what support does this task need and then kind of going from there so I know you've actually been pulled off sometimes from doing the feature stuff cuz I know you're working on you

  23. 00:17:50

    was working on seats controller manager with some of our new Engineers we're working on Signal links and stuff and piping and making sure all that stuff situated but then aent here gets like pulled off and like oh okay well two4 needs help with this so I'm going to go help out that so he will take a day or so here and there and like Paul has been a mad man like he's crazy out those yeah dude he's been really helping out the 2.4 stuff and he's been focused on that so that way like his team can continue just focusing on the feature and but he's a beast anyways like I mean he the amount of stuff he knows about the engine and amount of stuff that he just knows globally is just insane like my brain only fit so much you can talk to him and say something he'll like give a second the brain starts ticking and then then he spits the answer on you're like okay yeah so no it's basically

  24. 00:18:40

    everything and that's every release it's completely different so the stuff we have planned for 25 and going forward it's going to need different resources so and this is going to be spread across like you know all the different Studios that we're working with whether it's like you know Frankfurt UK Austin here in La even the guys at turbulent stuff like we're all just working on different aspects of it and need different things just from each release so every single release has its own little snowlake and to add on to that it's like I could be working on you know the subset of stuff for the new items things and then I can't work on the next thing because I'm waiting something from Patrick or even Chad so I take my code and I put up for a review and I go wait meantime I go bug Paul saying hey I'm blocked by this is there anything I can help with yeah and then I'll just help with some two4 stuff or some other things and then once I get unblocked I'll swap back yeah and right

  25. 00:19:29

    now I think like um actually between you between Paul you and Chad Z now like you guys are the old people here for engineers like you guys are V to the old crew and like now we have a few we have a few new engineers and stuff coming and then hopefully when we get humph he'll be actually kind of an old head too CU he knows the engine really well he'll be another senior here he's another Paul yeah I know it's going to be crazy having you three together all right so hope we answered your question um let's go on to the next like rambling got to give the details man uh did you say the question last time I did okay you can say it no I got this uh this one's by overturn hi hi hi can you tell us more about the tools you have developed

  26. 00:20:18

    internally and are in use uh for instance a tool to balance ship and weapons if it doesn't exist yet are you planning to do it and with what approach oh so actually this is a good one like we talked about John P before with the the cool story and John's actually been working on something that's um like goal based tuning so that way it helps the designers kind of input information into like a database right like a spreadsheet or something like all right this is what we want the ship to do and then the system will extrapolate everything all the information and then kind of make it work with ifcs and everything like that and also kind of help like the big ships the like the Idris the javelin all those also kind of work into it so like huge because um his system is physically based so you need to have actual proper physics um bunch of prams and designer they're like what

  27. 00:21:08

    does this one do basically and it's like John has it all in his head I know it's scary and he has all these valuables that he knows of and it's just like I just wanted to do this thing so he's he's making a nice in-game tool to say give me what you want output those values I remember sitting I remember sitting down with John and I was like John explained this to me he was like okay so he explained it to me and I'm just like jaw dropped eyes glassed over and then he was like too much mhm um no he's I love talking to him he's funny I'm like oh my God all this stuff that you're putting into this is crazy so um he's actually been he's been in UK for the past week or two actually this is the second week he's been in the UK and he's been working on the gold based gold based tuning system before

  28. 00:21:55

    that to before he goes out there to train like Andrew Nicholson on how to basically tune it for balancing and everything like that so it's it's been good for him to have to be out there just so he can sit down with the guys and be like all right this CU tuning a ship used to take a week or two sometimes like depending on how complicated things were and how thrusters were working now they have it down to a few hours so like it's a really big noticeable difference of balancing the ships now well that too and it's like um it would hit different problems and because we've done it so many times John knows what problems there gon to be so he's able to make these tools to help designers fix it and do it quickly so he's got down to a science and yeah I know he's pretty good about just sitting up the designers too and like figuring out exactly what they need I remember um on my the first ship I was starting to work on and he was

  29. 00:22:43

    like okay let's get this thing let's get this thing fly ready I'm like okay and he was talking about like all the math and algorithms and trying to get the thrusters set up and I was trying to do the balance on the thrusters and I was like oh my God so much stuff he has a lot of helpful things that just show the visual things yeah sometimes you just want to take a straw and like like suck the knowledge out and his stuff is more I guess in engine debug screen stuff that outputs things but we do have other tools like um data Forge or even the thing like aiel is working on data Forge is a big help actually cuz it's going to start really cleaning up from doing like hand XML stuff and anyone does like hand scripting and stuff like that it's like H if you have a tool it makes it so much easier to read and cleaner so that way you can see where the issues are no more editing Raw xmls it's so awesome when

  30. 00:23:31

    that's get done yeah and we also have um Aerials to the item Port editor yep which helps tremendously because you could see on the screen in game your character and the ships and you can move remove stuff and you could see it right then and there and any errors like hey this can't fit there because the size is wrong well he just recently got the preview stuff set up too this past week or so so it's like really good like I know Sean Tracy and like Mark McCall and um the new guy link he's actually going to be working on with that tool and stuff so they've been giving a lot of feedback and he's been working side by side with them and all the tools are just like I said like tools are awesome yes people that can generate tools to be useful and stuff will just save time so we can develop more faster better mo better and if we don't have tools you could always just be KX and just write your own python goey system to do heat balance and yes he did do that he did he

  31. 00:24:21

    did he he was like Hey look I'm prototyping this okay okay at least he's not flow graphing it he did I know but it was like flowra he flow graphed the entire system and then once he figured out how he wanted it then he made the gooey so he could explain it to better to other people yeah cuz like the flow graph looked like spaghetti half the time yeah I don't I remember actually I remember one time when he had first done like the little thing um for the when you're inside the cockpit and you get to interact with things and then he like he showed you guys the flow graph and you and Paul were like how does that work and he's like I don't know just works he gets prototypes working great but they're prototypes remember I tried getting his grabby hand stuff working in one of my levels when I was trying to mess with

  32. 00:25:08

    like some of the cargo and some of the Salvage and yeah no I was like kex I don't understand this it's like yeah that ain't going to work it's prototype mhm all right so next question is by Rufus Ultra hey Randy hello how was your transmission from from Dev to producer do you like your new job do you miss tinkering with the caterpillar or do you enjoy running around with a stick and Pock Mark and other devs while demanding progress ooh so my transitions my transmission's fine did you get your have you gotten your checked out lately what I power walk I power walk every day 30 miles 30 miles yeah that's why you have like 30 30 miles down I do you think I'm still up nice now the transition between Dev to producer has it's still ongoing I think I've been a

  33. 00:25:57

    producer now for 3 months maybe actually no four months feels like forever feel like years thanks have that dread when you walk over that's right like get to work I'm like no no keep oh no there a and then you'll be like what there is a jira sir yeah jira you had to do that didn't you he does this all the time he'll be like hey there's this bug ask you do I'm like there's no J I can't do it and he'll be Jara I'll be like you fine and no no then I'll try to get out of and go does my lead know and you'll be like Paul and then Paul's like I'm like fine I'll do it yeah I know cuz like um there's always a problem in development right

  34. 00:26:46

    where like people will since I come from a Dev background and I'm transitioning over to to production it's kind of like that whole thing of like devs will be like I'm not doing anything to producers says unless they have a jira I'm like okay fine it's document and I'm like yeah I know these tricks I've done them myself it's like kind of like um against us you're a spy pretty open spy then your tactics of spying needs a little work so yeah no it's like the transition is still going um I really do enjoy it I mean of course there's some things like I hate scheduling oh my God I hate scheduling so much cuz it's such in this type of like to schedule for it's it's an asynchronous schedule because you guys are working on something completely

  35. 00:27:33

    different the designers are working on something completely different all the games that I've worked on before have all been regular MMOs or more standard MMOs to where you know you have a Zone and then you have all the quest that you're planning you have everything else you have that progression and you we knew exactly what that progression was from Level zero all the way to whatever level cap was so it was easier for us to look at it and I've always kind of done production work in my other roles too cuz I've always always been like a designer SL producer on some things I've always made my own Jas and stuff I always had my own features that I was in charge of so I've always run that and when I was like when I was at 38 I think I had a team of nine people and I was the scrum Master for the team and I was running the features I had I was in charge of the quest tool which anybody that knows about anything tools like the quest tool itself like touches

  36. 00:28:20

    everything in the entire game because everything is based on that then I had like localization stuff I had some dialogue stuff so yeah I've always kind of done production stuff I've just never never actually made it really official yeah so it's kind of it's different a different mentality I'm still trying to like I still have that inner battle right now of like Dev versus producer but it's also cool because I can go into meetings with you guys and like one of The Producers when we were talking about the door the doors meeting right we're talking all through the logic and everything like that and I'm like I understand it because I've done this before and I've been a Dev for a while but the other producer he's like I I'm lost and we're like we're just talking about doors he's like oh I think Sean walks up and he like just made a door yeah I know right but even still like I was able to talk logic and I'm able to like give input and stuff and help facilitate that so I kind of have an

  37. 00:29:08

    idea of kind of what the developing team needs Grant out of still working on that too CU they're always hitting me up hey I want to do this I want to do this okay like the other day you I saw you like I'm on a meeting and I see like aent just like pulling a um a whiteboard I'm like I'm like hold on what what are you doing I needed to schedule things so then we started working on that together and kind of like putting the task up there and then making sure that at least the people he needs to work with which right now you're working with Patrick a lot so make sure that they're always in sync and they have what information who's doing what task since they don't necessarily have the same Vis um like visibility that I do well we'll have like the highend Jas that you'll sign us like hey make the seat but there may be a bunch of things under that where I'll have to work with Patrick and

  38. 00:29:56

    go all right we have to plan this out of how we're going to do this do we need any resources like Kirk I needed some stuff him to do so we get the new item stuff working it's like all right that's another task that's the task that's the task it's just like actually to be clear so a producer is never development boss like their job is to facilitate and get like to help them out to make sure that they are not blocked so they can do their job cuz like um some people they have the that they're outside the game industry they have the notion of like oh well producers the boss I'm like no producers never the boss like every time I make task it's based on discussions with like Paul and you and the rest of the team and being like okay I'll set up the meeting and I'll be like all right guys this is the goal that we want to do what are the task what do we need to do and then you Paul are almost like okay

  39. 00:30:45

    well to do that we need this we need this we need this and then I start taking the notes and I start jotting down all that stuff and then I turn those notes into actionable items so that way you guys can you know do the work but you guys already have a better idea of exactly what it takes to do that work I just trying to make sure that that work is visible to now a larger audience so that way people can understand what you guys are actually working on and doing and to track it what are they doing mostly communication tracking I have no idea stuff we're doing stuff and things MH we're making stuff work with more stuff you keep breaking stuff you have to break it to make it nice nice I see The disapproving Look by Hennessy over there you saw that he was like ah me and QA are buddy

  40. 00:31:34

    buddy speed dial pretty much dial with them now all right next question all right from Mr far Seeker why not near Seeker why you got be far it's so far so far question for Randy oh I'm gonna read your question hello I'm delegating big turn for patches with the type type yes there's two types I have to say the type for patches with the type of fundamental change is expected in two4 does the live team do anything special in preparation or is it hand off from PTU and QA basically the same so this right here like as mentioned before every single every single release I know right

  41. 00:32:22

    we don't know we're being held by gunpoint what a Nerf really are those things those things shoot fast to they do all right I'm getting put off on a tangent you're like that's our stay on tangent machine so every single release um there's really no live team there's basically everyone and then what is based on the lot the release they kind of pull from resources and like like I said before like art design engineering everything they're kind of like all right well this is what we want to do this is the goal for this release and then we pull the people that are in charge of those features is in charge of that release so then they'll kind of do most of the work for each individual release and when we do handoffs we do a handoff every day mhm and the handoff happens between the UK and here in the

  42. 00:33:11

    US and UK takes care of the stuff in Frankfurt as well so they'll have all those mix of bugs and then Alex Marshal and all of them over there they'll go ahead and kind of communicate with all the producers over there so that way like there's main points of contact for each individual studio and then we'll have meetings every day and now if we're pushing out to live or if we're pushing out to the PTU and stuff then we'll even have more meetings because we'll have our no go or like go no-o meetings and we'll be like we'll talk with QA we'll talk with the main leads and being like all right is this good enough to go to PTU now sometimes it was been completely like crap but we needed to test some stuff we're like hey we just put this fix in or we just put some debugging in and then we're like but we need to push this to PTU now so then like you know we'll ask for a build QA will do like a dirty test of that build and then we'll

  43. 00:33:58

    push it out to PTU anyways just so the people that are on PTU they help us out and they go through and get everything situated so we can keep testing it's like I know this is going to break this but we really need to test that yep yep so sometimes we've even like disabled Arena commanders like for two4 stuff we're testing on like the PTU right now um we we don't have Arena Commander working because Crusader at the it's only Crusader because we want to really test the shopping we want to test that stuff and there's enough crashes and breaks without introducing more things in there so yeah no we definitely do a handoff and it's every day and it's the communication between the different departments and QA and QA is really lead in charge of like telling us what's broken and what's not so I'm going to get shot I'm done I'm waiting I'm just waiting he's waiting for us to get comfortable and then he'll shoot one

  44. 00:34:44

    we'll be like what I'm do my girly oh that's not cool pluck uh oh jeez where did he get you at I don't want to say right in my soul oh no all right next question in my squiggly spooch it got me right where it hurts oh now you want us St continue yes all righty so the next question um is byon Jimmy beard oh oh bage 44 my page isn't the same thing he has bej BJ bej bj44 Jimmy beard

  45. 00:35:37

    so after each patch launched to the PTU do our bug reports make a difference yes I report bugs but have never received message or email stating it was resolved or fixed does this happen thanks so much for all your hard work jimy beard out so again yes every time you guys put in bug reports or using the council anything anything you guys do using the forums Community is always going through that QA is always pouring through that Design's pouring through that a bunch of people are always pouring through all the community stuff on the forums Council like bug reports everything all the crash reports I know once the crashes get to a certain point then all those crash reports are sent out to the producers then we send them out to our Engineers so that way they can kind of look at the crashes get everything situated so yes everything you guys do seriously thank you yes because without

  46. 00:36:27

    you guys testing and helping us actually find this stuff we could not do our job and fix what is needed I there could be bugs sometimes but we just can't even replicate it we need more information and when it goes out it's like maybe a ton of you guys get it and you pour all the information of how you're getting this thing and then all the information gets compiled up sent into a gigantic jira and that says this guy and it will link to what you guys have said and it's just like a big document of like everything so we could try to scramble through what is actually happening what is what people might think was happening yep and we've found and tracked down lots of bugs and QA QA is the one that gets those reports and then once QA gets those reports then they go ahead and verify it they fill out the information for like extra steps alternate ways to get things alternate ways because um

  47. 00:37:17

    like one of the ones actually recently remember the spawning the spawning issue we had where like 50 something Pirates were just spawning and we could not Repro that at all but then people on PTU they're like hey this is happening so it took us like about good 3 to 5 days to finally like narrow that down and that's between design and Engineering um there in QA like those guys were really just hammering these different aspects so yes seriously thank you again for all you guys hard work helping us make like Star Citizen better by testing jumping in the PTU jumping on live using the report system using the forums reaching out to us it is really really appreciated on everything that you guys do with this community and even if you don't get a reply we're still more than likely using your information it's just our QA team is so small and they're stretched so wide they they

  48. 00:38:06

    don't have really enough time to you know reply to everyone so they'll just gather the information that they can get the report done so the developer could get it and then if they have time then they'll reply if they have I yeah I don't know it's it's really hard for them but we do use a lot of information on I've seen information from Reddit from the forms anywhere I've even seen post on Facebook actually YouTube is actually really funny too cuz like we saw so many good things on YouTube but again um so so for you guys thank you for letting for allowing us to do this this is subcribers yes awesome subscribers are awesome we don't normal Studios don't get a chance to do this and this is actually really awesome we get to be very open with you guys answer questions you know and take the time out of our day to kind of again thank you guys cuz this is pretty awesome that we

  49. 00:38:53

    get a chance to do this not you guys we wouldn't have bug Smashers or whatever this show is things something 10 for the Randy that's right 10 for [Laughter] Randy So yeah thank you guys and if anything see in the verse the what hey guys thanks for watching um temp for the chairman uh if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to date with all our video content go here and uh if you guys would like to watch episodes of around the verse go here please and I will see you in the verse [Applause]

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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