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Narfig_AgarOffline
Post subject: Internal Playtest: 2005-05-06  PostPosted: May 05, 2006 - 03:03 AM
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This thread is for discussing the internal playtest on 2006-05-06. Don't post in here unless you're in the playtest.

To be tested:
-Launch screen show correctly on all resolution settings
-ic_mine looks/sounds good
-Laser fires at an appropriate speed
-Ship sounds are good, spawnsound is good (still looking for a sexy british chick)
-Bounding box is in fact a cylinder Razz
-Bounding box for pick ups is a reasonable size
-Weapon sounds can be heard from far enough away


Not sure what else has been done to test sooo...
-Art changes (please post details)
-Iceheart changes (please post details)

For this playtest I propose that the server goes up at 12/6 and comes down at 6/12 (you guys figure that out? Rolling Eyes ) with restarts as required. That way we'll have all afternoon/evening to make changes, discuss, drop in and out ect. We'll meet on IRC as usual.

Projected launch for 0.0.2 is May 13th so we should organize a go-no-go playtest for next week (keeping in mind this is 0.0.2) and then launch if all is well. Changes this week should be kept to a minimum.

Edit:Geeze someone could have told me I had the wrong date Embarassed


Last edited by Narfig_Agar on May 07, 2006 - 06:26 PM; edited 5 times in total
 
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HeXeticOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 05, 2006 - 04:30 AM
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I didn't figure it out.
 
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Narfig_AgarOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 05, 2006 - 04:57 AM
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lol
12pm-6pm for you and I
6pm-12am for Spec and Ice

Wink
 
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Narfig_AgarOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 06, 2006 - 07:28 PM
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So who's going to build the release?

There's a gui.sndshdr file in the upload directory, please add this to the sound folder in the when you pak it. That my only update.
 
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HeXeticOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 06, 2006 - 08:08 PM
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It's 1200h EDT; since ice isn't online yet and we're having a family brunch, I'll be back later to help test. The code hasn't changed, just the art.
 
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HeXeticOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 07, 2006 - 12:36 AM
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Four hours later and still no iceheart... gnomes again? Maybe you should buy a shotgun or spread some caltrops around your computer or something.
 
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HeXeticOffline
Post subject: RE: Internal Playtest: 05-09-06  PostPosted: May 07, 2006 - 12:40 AM
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Test pushed to tomorrow, same bat-time, same bat-IRC-channel.
 
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iceheartOffline
Post subject:   PostPosted: May 07, 2006 - 06:29 AM
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Crap, I could've sworn it was sunday! (Though I guess it is now...) Embarassed

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Narfig_AgarOffline
Post subject:   PostPosted: May 07, 2006 - 06:25 PM
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Can we also increase the size of the pick up bounding boxes? Doubling the size seems to make a big difference.

Just change this line in the def file for each pickup or weapon.
"size" "32 32 32"
and make it
"size" "64 64 64"
 
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iceheartOffline
Post subject:   PostPosted: May 07, 2006 - 06:33 PM
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I'm working on this release right now, I'll do that.

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Narfig_AgarOffline
Post subject:   PostPosted: May 07, 2006 - 06:38 PM
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use
"size" "64 200 45"
for the minigun and laser models. 64x64x64 works for everything else although the bounding box is still centered to high on the model.
 
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HeXeticOffline
Post subject:   PostPosted: May 07, 2006 - 09:46 PM
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[12:52] <Narfig> lasers are much better

[13:05] <HeXetic[PCNC]> ooh, loading screen
[13:05] <HeXetic[PCNC]> nice
[13:05] <HeXetic[PCNC]> MUCH better than the UAC logo

[13:08] <HeXetic[PCNC]> the bolts still seem to be coming far out in front of me, we don't know what's wrong with that? That wasn't always happening, so we should regression-test it
[13:08] <iceheart> It didn't always happen in MP, you mean?
[13:08] <HeXetic[PCNC]> I don't remember it in 001
[13:08] <iceheart> It's probably something you did in code then
--I will do a regression check

[13:08] <HeXetic[PCNC]> Can you kill the recoil on the minigun? It's pretty gay

[13:08] <HeXetic[PCNC]> I think the sparks should be larger on it (minigun) too, in D1 you could clearly see where they were hitting even a mile away
[13:09] <iceheart> yes, I know, the current sparks are scaled for marine-scale

[13:10] <iceheart> did someone press "G"?
[13:22] <iceheart> I can just comment out the script function (the 'G' key)
[13:44] <Narfig> crashy crash?
[13:44] <iceheart> I G'ed the server Smile
DISABLE THAT SHIT FOR RELEASE

[12:44] <HeXetic[PCNC]> A thought occurs to me
[12:45] <HeXetic[PCNC]> Could we use two sets of lights for the headlights? One shadow-casting set for close-up, and a long-range non-shadowcasting set for realistic distance?
[12:45] <iceheart> maybe
[12:45] <iceheart> but light count is generally bad, shadows or not
[12:47] <HeXetic[PCNC]> How flexible is the light envelope in Doom3? Could we make a light that goes far in front but short distances to the side?
[12:47] <iceheart> How, exactly do you mean?
[12:48] <iceheart> The light is configured by setting the size of the target rectangle, I think
[12:48] <HeXetic[PCNC]> Well, basically imagine if the headlights illuminated a narrow, tapering, beam in front - solving the problem of "too far not visible" because past a certain point it would only be a pinpoint
[12:48] <HeXetic[PCNC]> But close up, the light flooded the sides like car fog lights
[13:32] <iceheart> headlights got much sweeter with shadows now
[13:32] <HeXetic|IC> yeah, it's awesome although gay how you can't see when they're on if you're in a small room
[13:33] <HeXetic|IC> one of you was chasing me last time and I hid behind a pipe, and saw the shadows cast by the pipe
[13:33] <Narfig> ya it's kinda nasty in the tunnel
[13:33] <HeXetic|IC> maybe headlights could be 3-way? off-lowbeam-highbeam?
[13:33] <iceheart> I'll try the dual lights thing later

[13:20] <HeXetic|IC> i don't think you could even CARRY 50 missiles in D1, let alone START with them....
[13:20] <HeXetic|IC> but whatever, it's okay for 002

sounds:
[13:18] <HeXetic|IC> I like the "bing", it's better than the "transfer complete"

[13:38] <iceheart> "Warning, major system malfunction detected" is the muddy one
[13:38] <Narfig> ok totally fixable

[13:39] <iceheart> Also "Terminal system damage" seems to be a different woman than the others, sounds a little off to me Smile

[13:36] <HeXetic|IC> the "critical" one is muddy, yeah
[13:36] <HeXetic|IC> we don't have a death rattle sound... I really liked the half-life EKG thing when you died, think we should do something similar?
[13:37] <iceheart> CATASTROPHIC HULL BREACH DETECTED BEEP BEEP?
[13:37] <HeXetic|IC> maybe a pitch shifted "System failuuuuuuuuurrrrrrm"
[13:37] <Narfig> not sure it would have the chance before you exploded
[13:37] <HeXetic|IC> like a tape slowing down, you know
[13:37] <HeXetic|IC> no, i mean at explosion time

[13:10] <HeXetic[PCNC]> Hey Narfig, do you think you could reproduce the Descent1 announcer voice?
[13:10] <Narfig> maybe
[13:11] <HeXetic[PCNC]> It would be cool to have a computer-female voice do the game-start countdown instead of Mr. Burly Man
[13:11] <Narfig> that's not hard

ic_mine:
[13:07] <HeXetic[PCNC]> i like the coloured lighting
[13:17] <HeXetic|IC> cool seismic disturbances
[13:18] <HeXetic|IC> it feels a lot more alive down in the lava area
[13:18] <HeXetic|IC> hissing pipes, good
[13:32] <HeXetic|IC> that pipe in the tunnels still has no end... or side
 
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HeXeticOffline
Post subject:   PostPosted: May 07, 2006 - 09:53 PM
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More comments, post-test:

Minigun:
[13:52] <Narfig> should the minigun do more damage?
[13:52] <iceheart> YES
[13:52] <iceheart> It feels worthless
[13:52] <Narfig> it feels sorta wimpy
[13:52] <HeXetic|IC> probably because it's hard to aim that shit
[13:52] <iceheart> I mean, I can't aim for shit, but I still spent 500 rounds or so trying to kill you
[13:52] <iceheart> I also suggested a slight spread to the rounds, for a greater area of effect
[13:53] <HeXetic|IC> spread would work for me

Rockets:
[13:53] <HeXetic|IC> the rockets also have a kinda wimpy area of effect
[13:53] <iceheart> yes
[13:53] <iceheart> the explosion particles should also reflect the size of the splash damage, more or less
[13:53] <iceheart> it's the default doom kaboom now
[13:55] <iceheart> upscaling the radius and blast size are both one-line changes
 
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HeXeticOffline
Post subject:   PostPosted: May 07, 2006 - 09:58 PM
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[13:57] <iceheart> remind me to get rid of the pushback on lasers too

Get rid of the pushback ont he lasers.
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 07, 2006 - 11:34 PM
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umm..is it just me or is all the ammo gone from ic_mine?

Edit: Actually all of the ammo is gone. Uncommenting the code in mp.def seems to fix it.
 
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iceheartOffline
Post subject:   PostPosted: May 08, 2006 - 03:08 AM
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Yes, I just noticed that screwup Embarassed

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Narfig_AgarOffline
Post subject:   PostPosted: May 08, 2006 - 06:43 PM
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So if we're going to launch next week, lets not wait to release new builds internally. I would suggest we aim for one tomorrow, Thursday and Friday if required. Go-no-go on Saturday (with packaging). We can set up a quick evening play tests to confirm everything works and is appropriate (even if it's just Hex and I).

I'll have my new soundpak ready for tomorrow. Announcer's changed and I fixed up those remaining pain sounds. I'm probably going to defer a new death sound until next release and leave the explosions in for this one. Can I make the ships computer say "Hull Breach detected, please kiss your ass goodbye."?
 
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HeXeticOffline
Post subject:   PostPosted: May 08, 2006 - 07:10 PM
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That might be a bit too long for an actual death sound, but for a "critical pain level" it might work. I'm sure most FPSers recall with love the tender sound of Half-Life's HEV suit that cheerfully informed you that "EMERGENCY! User death imminent!"
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 08, 2006 - 07:36 PM
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Hmmm...I wonder what Valve used to create the HEV suit? That type of voice is totally what I'm going for. I'll have to make a few calls Wink
 
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HeXeticOffline
Post subject:   PostPosted: May 08, 2006 - 07:53 PM
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It sounded like a real person's voice edited down to me. Like the computers on Star Trek.
 
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Narfig_AgarOffline
Post subject:   PostPosted: May 08, 2006 - 10:00 PM
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Quote:

It sounded like a real person's voice edited down to me. Like the computers on Star Trek.


Indeed, it was Karen Levin (pretty well known voice actor) with mucho processing. Maybe someday I'll find/hire a real actor to replace the CG voice, but I want to make it clear to the player that it's a computer they're listening to and not a real person. I just don't like the way she say's some words. Maybe I should look into a better CG voice.
 
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HeXeticOffline
Post subject:   PostPosted: May 08, 2006 - 10:36 PM
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Ironically, I did most of the research work looking into voice synthesis for our voicemail application. There are some remarkably good research voice synthesizers out there, but I don't know if I can find a proper female voice for you.
 
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