Have to agree.. the versioning does seem a little lacking. Someone should point them to http://sourceforge.net/Originally posted by Unas
The interface at least is written in C++ (you can tell that by the file names which show up as part of client crash records), don't know about the back end. I've worked as a developer since 1987 and in C++ for about 10 years and this app shows all the signs of a first OO project by a team of C programmers. There's a reason why they say you should throw your first OO project away. Also, their change control seems to be somewhat lacking (now there's an understatement for you).
Someone above was marvelling at the possible size of AO. While this is only a guess, I wouldn't think it was more than a few hundred thousand lines of code, I'd be surprised if it was as many as 500,000. While that sounds huge, it's really no bigger than a fully developed e-mail system (server, client and gateways), and you'd never make any sales if your e-mail system worked as badly as this game does. Every large system has potential dependency problems, it's the development teams responsibility to correctly manage those problems.
If you want to see large, correctly managed systems, look at the ones which run the telephone and electricity grids. Just be glad the folks who wrote AO don't work on those.
Unas
I'd be suprised that the code for this is as small as 500,000 to be honest. Yeap, the main engine will probably be quite small, but then you've got UI parser, the AI sub-system, item parser, comms sub-system.. it all adds up. Then again, 500,000 is still alot of code, but I suppose we're not including comments.
As for the nightmare systems, one of our technical people that helps my company writes software that auto-calls internationally, checks line quality, voice synthesis, and measures billing accuracy over thousands of calls. It's frightening stuff.