Beta 1.0.0 Check List

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Beta 1.0.0 Check List

Post by Jonas »

OMG another check list! But it's for a beta this time! The end is nigh, I can feel it in my big toe!

Okay so... here is a list of things that, off the top of my head, we need to do before we can shoot out a B100 build to our dedicated (*cough*) beta testers!
  • Implement the DXI console minigame (Nick, Jonas)
  • Fix the PDX sniper sequence (bug 647, Shane)
  • Fix bug 491: ABI Water No Death (Nick)
  • Fix bug 558: walton simons get stuck (Jonas)
  • Fix bug 608: Nietzsche Room (Jonas)
  • Fix bug 762: Escaping endgames (Shane)
  • Fix bug 781: Mole keeps blocking... (Jonas)
  • Fix bug 790: Deadly OSC (Larry)
  • Implement the final NVShacker thingy (Nick)
  • Recreate 21_DXI_Ruins from scratch (Chris)
  • Equalize the volume on all our music (Grub)
  • Add improved OpenGL renderer option to installer (Larry)
  • Implement the PC minigame flags for the Debugger (Nick)
  • Fix the cameras for the DXI outro (Jonas and Shane)
  • Replace the assault gun in Treskton's default inventory with a WeaponTNMAssaultGun (Shane)
  • Implement the accessLevel setting for the PC user accounts (Nick)
  • Make the denouement sequence skippable (Shane)
Did I leave anything out?

[Note: Emails have been deleted at the request of some testers.]

QA list:
Mac: WaltonSimons (yahoo.com)
Windows: Scott C (scopic.com) - Confirmed Phase 1
Windows: Deus Diablo (hotmail.com)
Windows: Aemer (hotmail.com) - Confirmed Phase 1
Windows: Chris the Cynic (maine.rr.com) - Confirmed Phase 1
Windows: Noah (yahoo.com) - Confirmed Phase 1
Windows: Ozmo (hotmail.com) - Confirmed Phase 2
Windows: Philip Wood (europe.com)
Windows: Dr. Dumb Lunatic (hotmail.com) - Confirmed Phase 1
Windows: Jered Cain (gmail.com) - Confirmed Phase 1
Windows: Metche Steele (gmail.com)
Windows: EER (planet.nl) -Confirmed Phase 1
Windows: Spot/Placebo/Toni (hotmail.com) - Confirmed Phase 1
Windows: Fox (gmx.de) - Confirmed Phase 1
Windows: Tranquilite (tranquilite.com) - Confirmed Phase 1
Windows/Linux: Lofaesofa (hotmail.com) - Confirmed, Phase 2
Windows: Semianonymous (gmail.com)
Windows: Marcin (gmail.com)
Windows: m3rc1l3ss (yahoo.com)
Windows: Fox Hound (gmail.com)
Windows: Jake McCauley (hotmail.co.uk)
Windows: Simon Benjamin (optusnet.com.au)
Windows: Face (weekendrush.co.uk) - Confirmed, Phase 2
Linux: Mike Arthur (mikearthur.co.uk)

ASK:
Odaiba
Yakedo (available from around mid-August)
Steve Tack
Last edited by Jonas on Tue Sep 16, 2008 3:55 pm, edited 31 times in total.
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Post by NVShacker »

The DXI minigame is probably a beta priority, but other than that it looks spot on. And it also looks like I have a lot of work to do...

Oh and I need to finish the NVShacker stuff at some point, hopefully it's trivial.
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Post by Jonas »

I'm sure Shane could handle bug 491, so save that for last, Nick. Unless you feel like making it when you have an hour to spare, it really shouldn't be a very demanding fix.

The DXI minigame is indeed a beta priority, and we really ought to recreate 21_DXI_Ruins for the beta as well, but that depends on Chris, who has been disconcertingly absent from MSN recently :(
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Post by Trestkon »

One down!
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Post by Trestkon »

Jonas, we should probably add an item about going through all the music tracks and equalizing their volume. At least if that's done then the Beta testers can accurately report instances of low volume voice acting audio.
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Post by Jonas »

Yes you are correct. I will add it.
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Post by Jonas »

Grub has just equalized all our music :D

Beware the brutal update.
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Post by Trestkon »

My interwebs shall cry :p

Good work on that, Grub :D What bitrate did you save them all as? They were a mix of 196 and 128 mostly. I usually downgrade them all to 96 for the installer, but it's nice to have the high quality ones available.
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Post by Trestkon »

From Ryan (aka stenchy) a moddb admin type guy:

"also, since you guys are nearing release, you should shoot us a preview build of the game and we'll try and get you some exposure - maybe get you up on an episode of the modcast?"

He also gave me the email of a female voice actor that's supposed to be excellent. I told him we'll ship him the Beta when it's ready.

Huzza for the PR machine :D Plus, it helps that I gave him a voice acting part...people love that.
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Post by that guy »

How did you come to be talking to this guy? Did he approach you?
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Post by Jonas »

Have you assigned him a role yet? If he's any good, he can do a couple.

Shane: He replied to a post Larry made on the ModDB forums about needing voice actors.
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Post by Trestkon »

Somebody please to be testing the OpenGL install option now please thank you:

http://thenamelessmod.com/teamftp/temp/ ... 20Test.exe

It's still rather large due to our insane package size, sorry about that. It should give you a checkbox (pechecked) to install the enhanced OpenGL renderer, and then install it. It should copy the recommended settings from that post of Kales into your TNM.ini and TNM should then use the OpenGL renderer by default. I've tested it myself, and it seems to me that some of the ini settings may not be optimal, but maybe that's just my computer. Anyway, please try eet out!

EDIT: Note that the installer has been stripped (to decrease size) of all but one .ogg and the only map in there is the endgame03 map. You can best test if the renderer is working by opening the 03 map and seeing how the space skybox looks. If it looks awesome, it's working, if it looks like a blob of baby food, it's not.
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Post by Trestkon »

I believe we should set an exact date for this, it usually helps things along. I suggest the weekend of July 12, or possibly the next weekend, at the latest. What do you guys think?
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Post by Jonas »

I really have no idea, it hangs on Chris and Nick. July 12 doesn't seem outrageous as far as Nick is concerned, but I have no idea how Chris' schedule looks for the foreseeable future.

Also, since apparently I can't catch you online in the evenings anymore, Jim tested the OpenGL installer, but there were some issues. First of all, it didn't set his renderer correctly, his .ini said OpenGLDrv.OpenGLRenderDevice instead of GameRenderDevice=OpenGLDrv.OpenGLRenderDevice. When I asked him to set that himself and see if it would work then, he told me the space station skybox in TNMEndgame03 still looks low-res, and he added:

"I think I accidently had my DX settings set to low before it started, but even though I set them back to high it doesn't change anything"

As for the beta list, there are two items we're really close to knocking off the list: For the Narcissus ending, Nick and I just need to fix a couple of issues with the Treskton sequence, and then everything for Narc is set up. For the platform game, Shane needs to have a look at the issues listed in bug 825, then that's done too. Well, we need to implement a radish counter at some point, but that's hardly a critical feature for the beta.
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Post by that guy »

I can definately get 825 done by July 12
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