Under the Bonnet | Patch 11

Written by Parias on . Posted in Scattered Chatter, Under The Bonnet

With each new build of the hangar module, I’ve been keeping my own dumps of the game folders, running diffs against the varying versions, and making internal notes just out of nerdy curiosity for what’s actually being changed under the hood. I figured I’d start sharing some of these results, as others might find this interesting too. I plan to make this a recurring thing with each new patch until it becomes impractical.

This won’t cover each and every single byte difference between builds – just major points of interest that I find in doing diff-comparisons; in particular things which might not have been directly mentioned in the patch notes. There’s also a LOT to manually go through between builds, so it’s likely that I’ll miss some things.

This will generally be a bit of a disorganized mess as it’s more or less a brain dump as I go, but I’ll try to keep things as neat as I can. Bear in mind as well that 99% of this document will be my own conjecture – I may (and likely will) be wrong about my interpretation of a lot of things.

Summary:

(As per \CitizenClient\Client_Release.id)

Wow! Each patch is getting more and more complex in the changes that are being made, which represents good, clear evidence of the progress the development team is making in turning the base hangar module content into an actual game. One immediately noteworthy thing is the insane jump in build numbers (from 44 to 5513) – although they already reset this count once way back on the October 22nd update, so this may be ultimately meaningless.

Unfortunately I was out of town for the release of this latest patch, which is why this post is so late. I’m going to only gloss over some of the bigger things that parties like AnythingFPS have already uncovered (such as the Freelancer variants) and focus instead on some of the other less obvious tidbits I’ve found.

Let’s get started!