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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Yeah, I don't get home from work until about 5pm, so we don't really sync up anymore. Let's just say July 12th, then, and go from there.
As for the OpenGL thing, it's definitely possible that I have it setting the wrong value. It shouldn't matter what he has he DX settings at, I don't think, as it should write in all the OpenGl info, but that could be a result of the aformentioned error. However, changing render settings in TNM (is that what he did?) will never work, at least, as far as I remember it doesn't…anyway, I'll have to look into it all some more :-p
_________________ -Life does not snap to the x-axis
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| Fri Jun 27, 2008 1:06 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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No he fixed the line in the .ini.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Fri Jun 27, 2008 1:09 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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*moves Beta conversation to proper place*
In the manual, will the link the the Beta actually work? I notice that it has spaces in the URL but no %20 's.
We should probably give them that manual as well as the regular TNM manual in advance (ie: with the email informing them they're in the first group).
Oh, and I think it would be good to add a blurb to the voice acting section in the Beta manual that mentions that we *don't* have all the characters voiced yet, or we'll get a lot of bug reports :-p What they should watch out for are characters that are voiced, but are missing lines, as that's always a bug.
*eats lunch*
_________________ -Life does not snap to the x-axis
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| Mon Jul 14, 2008 5:21 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Yeah I think it'll work. We can test before we send it out.
Partially voiced characters aren't actually always a bug right now. For example, check our list of "Pending rerecording" lines on the VADB
But yeah, I'll add a note about ignoring characters that aren't voiced.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Mon Jul 14, 2008 5:44 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Yeah, there's a couple that aren't bugs, but it's still way less than the amount of reports we'd get about characters with *no* lines. I'll have to poke a couple of those partial record people, actually.
As for the BETA folder, I don't know if we have to bother giving everyone seperate usernames/passwords. We could just secure it with a single user/pass and give it to everyone.
_________________ -Life does not snap to the x-axis
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| Mon Jul 14, 2008 5:47 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Here's the email draft, Jonas. Feel free to suggest changes.
_________________ -Life does not snap to the x-axis
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| Mon Jul 14, 2008 6:48 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Mon Jul 14, 2008 9:17 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Good stuff 
_________________ -Life does not snap to the x-axis
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| Mon Jul 14, 2008 9:51 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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I've finished the Treskton sequence in the ABI ruins. I think it works pretty well as a scripted sequence instead of a cutscene. There's still one thing left to fix about it though: Treskton has no items. We need to either decide on a set of items for him to use, or to find a clever way to give him the same weapons and ammo that the player has (which could be non-trivial to implement, since we'd need to make sure it doesn't copy unique weapons!)
Once Nick has implemented the PC game-related flags for the debugger, we can scratch Narcissus off the beta to-do list.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Jul 16, 2008 12:41 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Woo, nice work
I think it would be easiest to just give him a standard set of weapons.
Aemer confirmed for the Beta so we're up to 9 for Phase 1!
Also, I was thinking about the SVN thing. What you said yesterday about corrupting their saved games makes total sense, but then we should be sure to instruct them NOT to setup the SVN. Currently don't we recommend it in the doc? And there's also the SVN thread, so some people might just do it right away by themselves if we don't tell the differently.
I was thinking that maybe we should hook them up to the con audio part of the SVN, but in reality it's probably a lot simpler and more consistant for testing if we just keep them away from the SVN entirely.
_________________ -Life does not snap to the x-axis
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| Wed Jul 16, 2008 1:34 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Who's voicing Treskton? I'd like to give it a try, if we don't have anyone lined up. Even if it's not the best uber-quality voice acting ever, at least it seems like a character I should probably do.
_________________ -Life does not snap to the x-axis
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| Wed Jul 16, 2008 1:36 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Jeremiah is voicing Treskton.
Right now the beta manual sort of describes the SVN as optional, but yeah we could just tell them not to use it. Or just remove that section from the manual. I guess it would be easier for everybody if we simply upload a set of compiled convo packages whenever we've made enough VA progress that the testers should get an update.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Wed Jul 16, 2008 1:40 pm |
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Trestkon
Off Topic Productions
Joined: Sat Apr 24, 2004 9:03 pm Posts: 2817 Location: Canada
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Ah right, I guess that makes sense for Jeremiah to do it. Especially since he, you know...has talent :-p
I agree, let's just remove that section from the manual, and probably move that thread back to our private forum.
_________________ -Life does not snap to the x-axis
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| Wed Jul 16, 2008 1:51 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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Here's the latest version of the testing manual, let me know if you have any more changes so I can get it done before we send it out tomorrow
http://www.thenamelessmod.com/BETA/Beta ... Manual.pdf
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Jul 17, 2008 11:13 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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A few updates to the beta list: I've replaced the PC high scores with the PDX sniper sequence (which is already done, thanks to Shane) and struck the DXI ruins remake off the list. Speaking of which, the new DXI ruins are on the SVN. Not very well tested though and in dire need of some more scripting, but Nick and I will hopefully see to it tomorrow.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Jul 17, 2008 9:49 pm |
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