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Betatesting Coercion


Sotha

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Been a while since I've tested or even played a tdm mission, so you can count me in, as long as you count me to the veteran mappers, of course. ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Hi Sotha!

 

I would be happy to help if I can. Although new to beta-testing, I believe Dragofer found my feedback to be of use, which was cool.

 

Let me know if I can help in any way! Are there any specific rules of guidelines for beta-testing, or is it a case of making sure of the following:

  • check there are no holes to the void
  • AI pathing is correct
  • check for typos in readables
  • collision testing with all sorts of objects in all kinda of places
  • objects stuck in brushes or other objects
  • scripted sequences act out okay without disruption
  • climb everywhere possible
  • find any Z-fighting
  • look for misaligned textures and brushes
  • play through the map at least 5 times
  • checking all ambient sound and other sound levels
  • all moveables have correct weight and play correct sounds if a door or window
  • check for any FPS drops
  • save and load and make sure the mission reloads properly
  • alert guards and makes sure they don't sit down in the middle of a corridor

...this type of stuff?

 

 

( I was playing through your "Thomas Porter 2: Beleaguered Fence" earlier today and what a tricky mission that is on expert difficulty!

Almost threw the rig out the window, however... this is exactly what I'm looking for in a game. A challenge! )

My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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crowbars did a fine job in testing, in fact I was reminded of Oldjim :)

 

What I'd add to that list would also be subjective aspects such as difficulty, how well the story flows and such. Betatesters are the first people to see the map besides the mapper, so opinions from their fresh perspectives would also do well for the development of the mission.

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Cheers Dragofer! I've played your mission about 6 times now, and have discovered a new moment of obscurity... I'll quickly post it in the other thread, but then I must get some kip!

My Autoexec.cfg contains seta g_fov "65" and seta r_gamma "0.9" for a more immersive Dark Mod experience...



Always expert difficulty every time... all hail the Dark Mod mission authors!



"Hmm, 'tis too quiet... I should summon the minstrel."

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Oh, and how to beta test?

1) play the mission how you normally would. Write down problems you see: z-fighting, typos, glitches, stuff that is obviously broken, etc. Report the issues you find. I also would like to hear, in general, what was good/fun and what wasn't. What was the general feeling and how the mission could be better in your opinion? (Does not necessarily match my opinion.)

2) if you still have time and energy, play again and test stuff. Check that all objectives work, can you break the map somehow,etc.

3) write a report, .pdf-format please, upload it somewhere and send me the link. Sometimes verbal description of the issues is enough, and sometimes a screenshot (taken with f12 in game) would make it easier for me to find the problematic area.

 

It is not more complicated than that.

Clipper

-The mapper's best friend.

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How do you fix an AI that sits in the middle of an area when alert? I did notice one of my AI do that on one occasion after many many plays.

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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