How's the progress going for the Unreal 224 patch?
Tim: We're almost there. We've gone through tons of internal testing. We had a release candidate yesterday that almost cleared testing, but a few bugs were found and we're trying again. The programmers are focusing 100% on the patch 'till it's released.
What cool features will the patch sport?
Tim: Improved Voodoo3 support, improved OpenGL support, mesh level-of-detail which significantly speeds up bot and multiplayer games where lots of people are visible, in-game Internet server browser (similar to GameSpy), improved stability. There's lots more, see http://unreal.epicgames.com/readme224.htm.
[break]En hier een stuk info uit het interview van Blue met Mark Rein:[/break]
Blue: You guys have been accused of falling prey to feature creep, both on Unreal's original release, and on these delayed patches. Do you agree?
Mark: Guilty as charged! What's happened to us is that by the time we realize that a patch is relatively stable, with only one or two things to fix, we are no longer working with the same version of the source code meaning we would have to undertake the same renewed set of testing to get another build out. This makes you say to yourself "hey, if we're going to have to do all that testing over again, we should wait until this one other great feature we're working on is finished," and that's how you get caught in a feature creep cycle. This leads us to today where we're testing a whole bunch of new features in 224 like the mod installer, improved OpenGL, continuous LOD on the models, texture LOD, the integrated server browser and others.In retrospect we should have released more than one patch to accommodate these improvements and at some point removed the word "beta".