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Viewing archived items for April 2009

Networking changes on TQ

By CCP Queeg500
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Well, we have done tons on upgrading PC machines with more memory faster hard drives, gone from floppy drives to some RAMSAN thing, but while this was happening the network operations team has been looking at the most important thing (from the NOC standpoint), the network. Without a network connection to this interweb thing, EVE would be a great single player console game for some lonely guys in Telecity datacenter ;P The Internet, how does it really work (yikes!!) When I started workin...

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CSM3 Candidates Application Breakdown

By CCP Xhagen
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It is getting closer to election to the third CSM in EVE and the application period has now been concluded. Following are the results from the candidacy application period. The statistics. We received 56 applications. We accepted 40.

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Art - Tech3 and the Renovated Effects

By CCP jBot
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Art - Tech3 and the Renovated Effects The Tech3 art team recently wrapped up the last stretch of the fourth variation for the newly discovered Strategic Cruisers. It's been a crazy few months for the team and we've seen people grow from mere juniors into invaluable team members, as well as getting a helping hand from seasoned veterans like Art Director Kári Gunnarsson and Lead Illustrator Börkur Eiríksson.

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Telling Stories: Evolution of the Atlanta Content Team

By CCP Technobabble
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Now, it's hard to believe it, but it hasn't even been a year and a half since CCP Molock came to the Atlanta office from the wilds of Canadia to start building this team. Before that, we had a few guys building deadspace complexes over in the Iceland office, but no dedicated mission writers (or copyeditors). So, CCP Molock began building a transatlantic team: CCP Big Dumb Object and I were the first Atlanta members, beginning in September 2007.

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Debugging Jita Live is For Real Men

By CCP Atlas
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Debugging Jita Live is For Real Men One of the problems that we're faced with in running a cluster on a massive scale such as our beloved Tranquility is the fact that it's extremely difficult to test specific load issues before code is deployed onto the cluster. We have a series of load-inducing tests that we run on our test servers and we get players to participate in huge fights on our public test server in order to gauge the effects of new code. In Apocrypha we had a staggering number of chan...

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