TNM Alpha Thread

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Jonas
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Post by Jonas »

Argh Trest! But I've modified that map, and you don't have my version!

I fixed some geometry and stuff...

Well, I guess we can just copy/paste your path nodes into my version of the map when you're done with the pathing? Anyway, you get a thumbs up for the effort.
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Post by Trestkon »

Oh, okay. Yeah, I'll just copy and paste them over...but upload your map when you have a moment so I can do it sooner rather than later.
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Post by Jonas »

Jonas Wæver
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Alpha 1.5.5 files uploaded

Post by Jonas »

Alpha 1.5.5 files

Maps:
http://tnm.offtopicproductions.com/team ... 55Maps.rar

Textures: (there is a metric ton of new stuff in these)
http://tnm.offtopicproductions.com/team ... _v0.60.rar
http://tnm.offtopicproductions.com/team ... _v0.58.rar

Packages:
http://tnm.offtopicproductions.com/team ... _v0.40.rar (had a lot of problems with this, but see if you can download it all - make SURE you check the file size when it's done downloading)
http://tnm.offtopicproductions.com/team ... _v0.37.rar
http://tnm.offtopicproductions.com/team ... _v0.48.rar (I'm reasonably certain this is the latest version)
http://tnm.offtopicproductions.com/team ... s_v3.7.rar (I think you have this, no changes since the last I sent you, I believe)
http://tnm.offtopicproductions.com/team ... t_v0.6.rar
http://tnm.offtopicproductions.com/team ... _06_06.rar
http://tnm.offtopicproductions.com/team ... s_v003.rar

New music:
http://tnm.offtopicproductions.com/team ... _intro.ogg
http://tnm.offtopicproductions.com/team ... mbient.ogg
http://tnm.offtopicproductions.com/team ... mbient.ogg
http://tnm.offtopicproductions.com/team ... mbient.ogg
http://tnm.offtopicproductions.com/team ... _Death.ogg
http://tnm.offtopicproductions.com/team ... mbient.ogg
http://tnm.offtopicproductions.com/team ... Combat.ogg
http://tnm.offtopicproductions.com/team ... dd/DXI_MCR_ Death.ogg
http://tnm.offtopicproductions.com/team ... mbient.ogg
http://tnm.offtopicproductions.com/team ... Combat.ogg
http://tnm.offtopicproductions.com/team ... sation.ogg

Bitch-ass pimp manual: (you'll have to PDF-ify this for me, I haven't installed a PDF program yet)
http://tnm.offtopicproductions.com/team ... Manual.doc

I think that's all. I hope you can make the TNM package work, but otherwise pull that other stuff down and use it.

I'll be sure to update the manual for our next alpha.

Good luck :D
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Post by Trestkon »

Righto, compiled and uploading to the ALPHA folder.

Jonas, for some reason the OGGs don't seem to be playing :? I compiled the new DXOgg package, and using it seems to be causing the problem. If you could send me a working version of the compiled package (assuming you have it) I'll update the Alpha straight after work, and then we can post a link here.
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Post by Jonas »

Here's DX Ogg and the latest Consys, all compiled and ready to go in the alpha:

http://tnm.offtopicproductions.com/team ... CONSYS.rar
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Post by that guy »

trestkon do you have some sort of build script that you run to build the alpha or do you do it manually?
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Post by Jonas »

Oh Trest: Download the latest precipitation package from the FTP too. I want snow :D
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Post by Trestkon »

that guy wrote:trestkon do you have some sort of build script that you run to build the alpha or do you do it manually?
I have a NSIS script that I wrote, I basically just change the version number and run it, unless something else needs changing at the time.
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Post by Trestkon »

lol, I realized I just had my music turned down:p

Anyway, it now has the new consys 8) It'll be uploaded in 1 hour.
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Post by DDL »

Not sure if this is the right place to ask this, but it's skull-fuckingly hot and I'm all flustered and boiled.

So anyway: is there a dedicated thread to posting 'things we've found in the alpha which are confusing/worth noting/possible errors'?
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Post by Jonas »

Uhm... no? You can post them here if you like, and if they're outright errors, I know you have access to our bug tracker ;)

What is it?
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Post by DDL »

Not errors, per se. Oddities, maybe.

Just slowly playing though and looking everywhere..so I might not have got to some explanations/whatevers yet.

Anyway: why are there invisible flowers on top of the flames in the weird hidden altar thing in Phas's apartment?

Spray can: the one that says 'spray' (possibly): does this need reversing? It's mirrored at the moment, so import with unmirror=1, or reverse the texture? Or is this an in-joke?

The alliance trigger that makes the guards hostile: is it worth resetting that when you leave that 'risky' area, so the guard on patrol in the lobby doesn't always subsequently try to shoot you?

Finally: in the Melk notice on the first bulletin machine: "eachother" should be "each other" :D
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Post by Jonas »

DDL wrote:why are there invisible flowers on top of the flames in the weird hidden altar thing in Phas's apartment?
Because of uh... the invisible flower fairies? I'll check it out.
Spray can: the one that says 'spray' (possibly): does this need reversing? It's mirrored at the moment, so import with unmirror=1, or reverse the texture? Or is this an in-joke?
That would have to be a preeeetty weird in-joke. Of course in-jokes generally are, I guess. Yeah it's an error, blame it on Trestkon.
The alliance trigger that makes the guards hostile: is it worth resetting that when you leave that 'risky' area, so the guard on patrol in the lobby doesn't always subsequently try to shoot you?
We're actually trying to do this. It works for me and Shane, but others have reported this problem. I'm looking into it.
Finally: in the Melk notice on the first bulletin machine: "eachother" should be "each other" :D
Chris wrote that ;)
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Post by DDL »

Ok, more: I'm assuming Phasmatis is somehow set up not to kill me? I shot him in the head (sorry phas), and no matter how much he stabbed me, I took no damage. I even summoned in some other pawns just to check I COULD be killed, which I could (just not by phas). Also, is the run anim a little too fast when he's cloaked and angry (augspeed multiplies by 10!?) This may look ok for long distances, but in close quarters it looks hilarious.

Obviously, this is a personal preference thing, but hey.

Secondly, and probably more importantly: something in the missionscript timer is throwing up accessed nones all the time, which after an hour of play, amounts to a lot of acessed nones. It only does it at the start of the phas map, but every second out in FC.

I think it's to do with the GetInt bits of decrementtimers/istimerdone/etc: maybe if a getbool can't find a flag it reports false but doesn't complain, whereas a getInt that can't find a flag reports 0, but DOES complain. Or something. If that's the case, there's not much you can do, really. Thought I'd mention it anyway.

Oh, and I think you get accessednones in tnmpawnaugmanager.getcombatvalue (presumably if the pawn doesn't have augcombat), but that's minor and hardly worth fixing.

I just have an accessednone phobia (which admittedly often makes my own (horrible) code even more horrible, but hey).

Also, loving it. It's awesome. Just in case you thought I was all annoying criticism.
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