![how to reinstall xenonauts with no addons how to reinstall xenonauts with no addons](https://modssnowrunner.com/wp-content/uploads/2020/05/addon-maintainance-trailer-1.0.0-mod-1.png)
There are many hard but addictive games based on simple mechanics, but Vangers is a different story. If you play it and not delete it after five minutes, there is no way back – you better get used to new, different you. A very complex pieces of information, either carefully crafted or accidentally emerged from the void, delivered straight to your brain, making you an addict. It was certainly terrifying enough.īut yay! Complete system overhaul and migration of stored and realtime player data! on prod! With no issues! And lots of happy players! Woooooo!Įven though the game is extremely hard and very, very frustrating, it somehow has an ability to make you obsessed with it. well, we never really cared about those.īut I'm honestly more surprised to realize I've never had nightmares of that button click.
![how to reinstall xenonauts with no addons how to reinstall xenonauts with no addons](https://steamcdn-a.akamaihd.net/steam/apps/223830/ss_cd0544016681ba8f588aa4fb5358b72644703ea5.1920x1080.jpg)
We never trusted the lessers with access ? at least on the main servers where it mattered. I guess we were all super careful simply because everything was so fragile? or the decent devs were, at least. Apocalypses did happen, but were exceedingly rare, and were ususally fixed quickly. Looking back, that entire environment was so fragile, it's a wonder things didn't go horribly wrong all the time. They had no idea what went into building them, and certainly had no idea of what went into applying them, or what could have gone wrong - which is probably a good thing. Īfter applying it, I immediately checked my character to see if she was broken, checked the account data for corruption or botched flags, checked for broken interactions with the other systems.Įverything ended up working out perfectly, and the players loved all of the new features. That one click could have ruined every single player's account, permanently lost us players. And the scariest three seconds' wait afterwards. that was the scariest button press of my life. I ended up taking like 40 minutes to finally click it.Īnd when I did. Every time I considered it, I went back to check another part or do yet more testing.
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#How to reinstall xenonauts with no addons code#
I did as much testing and inspection of my code as I could, copied it from a personal dev script to the server's xp system. (and no, I'm not sharing the company name, but it isn't EA or Nexon, surprisingly ?)Īnyway, back to the story! My new leveling system also needed to migrate players' existing data, so. Terrible or not, we got to make games! What more could you ask for!? It was amazing and terrible and wonderful and the worst thing ever, all at the same time. The lack of reliable backups and the lack of proper testing grounds (among the plethora of other issues at the company) made for an absolutely terrible dev setup, but that's just how it was, and that's what we dealt with. So the backups were only really useful for retreiving lost code and assets, not so much for player data. The CTO would occasionally remote in and make backups of each server - we assumed whenever he happened to think of it - and would also occasionally do it when asked, but it could take him a week, sometimes even up to a month to get around to it. Neither of them were the most reliable of people, either. And usually just to troll/punish us devs (as in "Oops ! I pulled the cat5 ! )"). The techy CEO did as well, but he rarely dealt with anything technical except server hardware, occasionally. The CTO was really the only person with sufficient access. Worse yet, there was no backup system implemented - or not really. were in a future update.)Ī bit of background, first: the game's dev setup did not have the now-standard dev/staging/prod servers everything ran on prod, devs worked on prod, players connected and played on prod, etc. The server in this particular instance was a fantasy RPG, and I was building it a new leveling and experience system with most of the trimmings. We could use, extend, or outright replace anything we wanted to, leading to everything from Zelda to pokemon to an RP haven to a top-down futuristic counterstrike. The MMO boasted multiple servers, each of them a vastly different take on the base game. I was working on an instance of a small MMO at a game company I worked for. and I suppose it was my choice to build the feature afterall. How about "The riskiest thing you've done as a dev"? I have a great entry for that.