TNM Alpha Thread

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TNM Alpha Thread

Post by Jonas »

ALPHA VERSION OVERVIEW

Alpha 1.0.0

This version contains the following maps:

- Menu map (with new logo + theme)
- 20_PhasApartment
- 20_FCDowntown
- 20_FCCorporate
- 20_FCCorpSewers
- 20_FCSlums
- 20_SolsBar
- 20_PDXHQ01
- 20_PDXHQ02
- 20_Despot
- 20_DXO
- 20_WCFloor1
- 20_WCFloor2
- 20_WCFloor3
- 20_WCFloor4
- 20_WCSublevel
- 20_WeaponShop
- 20_PartyZone
- 20_VoodooShop
- 20_GoatCity
- 20_LlamaTemple

It also contains the functional .ogg player, although it is only used on the menu map.

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Alpha 1.1.0

This build contains fixes from the first two weeks of bug testing of the alpha. It also contains additional content created in that period.

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Alpha 1.5.0

This version contains the following maps:

- Menu map (with new logo + theme)
- 20_PhasApartment
- 20_FCDowntown
- 20_FCCorporate
- 20_FCCorpSewers
- 20_FCSlums
- 20_SolsBar
- 20_PDXHQ01
- 20_PDXHQ02
- 20_Despot
- 20_DXO
- 20_WCFloor1
- 20_WCFloor2
- 20_WCFloor3
- 20_WCFloor4
- 20_WCSublevel
- 20_WeaponShop
- 20_PartyZone
- 20_VoodooShop
- 20_GoatCity
- 20_GoatTemplae
- 20_LlamaTemple
- 21_DXI_Frontend
- 21_DXI_Ruins
- 21_DXI_HQ
- 21_DXI_Caverns
- 21_DXI_MCR
- 25_Whoopass
- TNMOnly (death map)

This build has all soundtracks finished per April 17, 2006 for the listed maps (which is about 6, pathetically). In theory, the mod should be playable all the way up to mission 22 in this build, but we'll see about that.

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Alpha 1.5.5

This build fixes various minor and major bugs from Alpha 1.5.0 and the maps contained within it are essentially in beta state. It also contains additional content created in the intervening period, namely some datavault images, several soundtracks, and additional code.

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Alpha 1.8.0

This build will contain all maps up to but not including ABI. That is, all of missions 20, 21, and 22. That means it also contains both server complex maps and the Downtown Sector (which we fear may need to be recreated from scratch to fix that damn BSP error before we duplicate it for M22). Thanks largely to Martin, it will also contain nearly every soundtrack used in those missions! Hot damn.

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Alpha 2.0.0

This build will contain every TNM map, all properly linked, with full mission scripting as per MS.html. This will be the version distributed to the Strike Team.

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Notes on directional consistency:

- Corporate sector: Truenorth = 0
- Downtown sector: Truenorth = 90
- Slum sector: Truenorth = 90
Last edited by Jonas on Wed Oct 18, 2006 4:07 pm, edited 3 times in total.
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Post by Trestkon »

Alpha 1.1.0 posted! The bug tracker is still out of order, but hopefully it'll be back quite soon.

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Re: TNM Alpha Thread

Post by LeoBad »

Jonas wrote:Alpha 2.0.0

This build will contain every TNM map, all properly linked, with full mission scripting as per MS.html. This will be the version distributed to the Strike Team.
...Who is the Strike Team?
.....What is their purpose?
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Re: TNM Alpha Thread

Post by Trestkon »

LeoBad wrote:
Jonas wrote:Alpha 2.0.0

This build will contain every TNM map, all properly linked, with full mission scripting as per MS.html. This will be the version distributed to the Strike Team.
...Who is the Strike Team?
.....What is their purpose?
It's basically a couple of us who will go through the entire mod and fix up everything that needs fixing with maps, models, etc.

I don't recall exactly who Jonas put on it, but it's pretty much all the most active members of the team who actually have the time for such things.
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Post by Jonas »

As I recall, it is ZeroPresence, Shane, Phasmatis, Ricemanu, and Trestkon and myself. The point is to coordinate the connection of the maps and the placement of all critical resources (augmentations, upgrades, skillpoints, etc.)
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Post by Trestkon »

Note to self: eggs=19734
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Post by Grub »

I do believe I was also a part of that strike team. How doth thou forgotteneth me?
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Post by Jonas »

Right, you are.
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Post by Keffe »

I believe I have some of the least knowladge with the mod's details since I'm so new and only play with voices and sounds. So, if you need someone without a lot of extra knowladge of the game (playing it with a fresh look on it) then I'm ready to volunteer when the time comes.
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Post by that guy »

If you're talking about alpha testing then then alpha 1.1 and the bug tracker are both online right now. Go ahead.
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Post by Keffe »

that guy wrote:If you're talking about alpha testing then then alpha 1.1 and the bug tracker are both online right now. Go ahead.
Actually I meant for the later versions to be released. I haven't had a chance to try out the Alpha yet so if you want I can wait for a more final, complete version and provide an unprepared opinion of the mod. Since I'm doing some of the sound and voice work I'd leave it up for others to form opinions there but I can provide feedback in other areas.

Then again this is just a suggestion. I can always give it a look now too.
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Post by Jonas »

The sooner you play it, the easier it is to implement whatever suggestions you make. What you're talking about is essentially beta testing, and we have an external team lined up for that. The beta testing will only happen when the last alpha has been tested thoroughly for bugs and we think we've removed them all; the beta testing is meant to find bugs we couldn't find ourselves. And the beta testing won't really change a lot of stuff about the mod itself, because it'll pretty much be finished by then.
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Post by Jonas »

Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
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Post by Moonbo »

Heyo,

In an attempt to launch Project HJBOABO (Help Jonas Overcome Alpha Burn Out) I just uploaded a gaggle of bugs reports. More to come :-).

Overall, a huge improvement over 1.0. Good job!

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Post by Trestkon »

Jonas, I've started pathing Goat City. I'll get at much done as I can before I have to leave and then upload it for you.
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