Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: griffon67 on June 04, 2008, 11:42:09 am

Title: mod testing
Post by: griffon67 on June 04, 2008, 11:42:09 am
Hello,
I'm planning to release a mod+campaign I'm working on for now some weeks, but it's still currently a beta (we could even say an alpha) since I didn't included everything I want in the mod. But still the campaign is entirely written and I would need some testers to test it, to report bugs, to report bad language (English people or very good English writers needed), to report bad programming (in the missions)...etc....etc...
I would need only a few tester (no more than 10 please else, I couldn't manage everyone).

there is some informations about the mod (or at least what it should be)
-35 missions campaign separated in 5 acts (french and English version)
-roughly 20 new fighters (with 12 playable in the campaign)
-roughly 12 new cap ships (not all used though)
-don't expect new models, I'm not a modeler so all the models have already been seen in other mods (mostly inferno models)

I didn't write any background for the moment but I'll write one soon.

before having people interested in testing I should show you the bad size of testing what I've done :
-first campaign I created, since I just created 1 or 2 missions before, be prepared for noob errors in the campaign
-you can be stuck at a mission and can't continue (for the same reason as above)
-I'm french so there will be quite a lot of grammar mistakes (and I want tester to correct all errors they can find, I said ALL)
-I'm not really good with scenario so the story may seems very childish
-I mostly done this mod for myself and just planned to release it since friends of me told me to do so
-I'm not good at playing so I always play on easy, I'm currently playing my mod in medium to be sure everything is OK

so unless you have time to loose, don't post here xD.

PS : I'm currently fixing some last problems and I'll be giving a test mod only this week end, feel free to ask for anything here.
PS2 : If you think I need to change something, feel free to say it
Title: Re: mod testing
Post by: Galemp on June 04, 2008, 12:10:34 pm
First.. how much do you actually have done?

You say 35 missions in 5 acts. How many of those missions are playable?

You say 30 new models. How many of those are completely POFed, tabled, and balanced?

Second. Good job on putting in the effort and asking for testers! Too many people here ask for help in seeing their idea finished, while not making enough of an effort. Nearly all of us are native English speakers and everyone will be glad to help you with your grammar. :)
Title: Re: mod testing
Post by: griffon67 on June 04, 2008, 12:59:37 pm
Currently done :
-the 35 missions + 1 or 2 skirmish missions from the tech room
-HUD interface and other small things
-ships tabled (need heavy balance between them) with weaponry (some weapon are from opther mods too)
Things I want to do next :
-improving campaign , through test, and I didn't put any background for the missions yet (planned but not needed to finish the campaign)
-adding custom musics
-other stuff I'm not thinking off right now

the 35 missions are currently playable (maybe they'll annoy you a bit because it's a long campaign, but that's why I need testers xD). But there can be bugs which will make you stuck at a mission (same remark as above).

since I didn't make any of the models and currently I've never seen any problem with modelling I'll answer that I think there are well poffed. They're all tabled but not balanced yet (I made the table on how I liked the model currently  :nervous:)

Should I edit the first post with these informations ?

all fighters model I added are playable (except shivan ones and maybe vasudans), and I think you know the answer for the cap ships. (there may be a reduction of playable ship since some won't be used by the player because the other ship is better.
Title: Re: mod testing
Post by: Galemp on June 04, 2008, 01:53:12 pm
No, no, having it in the thread is fine. It's really amazing that you've done that many missions, and I'm sure you'll have lots of people clamouring to play it soon. :) From the sheer quantity, and the time you've been FREDding, probably your biggest issue will be mission essentials: Return to Base messages, making debriefings for every possible outcome, and wing directives. These are all general touches which seperate a mission-in-development from a finished mission.
Title: Re: mod testing
Post by: Titan on June 04, 2008, 02:48:41 pm
a small note:

as Galemp said, WOW. You're way better off than most people are when the announce they're working on a mod!
Title: Re: mod testing
Post by: Snail on June 04, 2008, 02:57:34 pm
Wow, 35 missions just like that? Most people would have announced their mod 3 years prior to making that much progress. I might have some time depending on how annoying Mobius is these coming weeks.

BTW, screenshots will make people more interested. ;7
Title: Re: mod testing
Post by: griffon67 on June 04, 2008, 03:07:15 pm
I'm making some right now :D
well... since I began that mod for myself, I didn't announce it xD

edit : well..... I don't know what to screen xD
Title: Re: mod testing
Post by: Titan on June 04, 2008, 03:12:47 pm
ships, i want ships!

for some reason, i like downloading mods just to see what ships are in them (not that i judge them by the ships)
Title: Re: mod testing
Post by: griffon67 on June 04, 2008, 03:23:44 pm
as I said none of the model in the mods is original, I'm not a modeler (too bad, I would need some (modellers)

here are some screens I made during one of the skirmish missions. (I'll try to make some more after)

some missile effects I liked (nothing is fixed, they may change with testing :D)
(http://img129.imageshack.us/img129/3733/vortexak9.jpg) (http://imageshack.us)


a primary weapon effect I liked (this screen is scrap, I'll do another one to replace this one soon)
(http://img129.imageshack.us/img129/4151/plasmamc8.jpg) (http://imageshack.us)


the tech room striped from the non modded ships, there is the list of the one who exist in my mod, the one showed is my most beloved one
if some nouns sounds familiar to you it's normal , I kept the same name as the original model
(http://img79.imageshack.us/img79/742/vampiregf5.jpg) (http://imageshack.us)
Title: Re: mod testing
Post by: Stormkeeper on June 04, 2008, 07:14:48 pm
I see beams of shiny blue. Shiny blue beams are nice. Energy and gauss meters. Intresting. I am intrested in your mod, to say the least. I'll volunteer to test it. But why doesn't your ship show up in the HUD? S' nothing big, but i like having a mini ship imprint there.
Title: Re: mod testing
Post by: griffon67 on June 05, 2008, 12:30:15 am
that's custom made reticle, only the radar part comes from btrl.

the reason why the ship don't show up in hud is one of the reason why the mod isn't finished (because the ship I used don't have hud ni yet)

the mod has still no name from one hand because i've not yet looked for one, from the other hand becauase I'm not good nough at english to find one xD
Title: Re: mod testing
Post by: Stormkeeper on June 05, 2008, 12:33:50 am
Don't worry. We'll write a thread and argue over it the way we argued over Shadow's cruiser's name.
Title: Re: mod testing
Post by: griffon67 on June 05, 2008, 01:16:32 am
only tester will be able to argue about the name of the mod I think.
I didn't notice shiny blue beams Oo, where do you see this ? the gauss and energy meters are already in game, just check the ballistic gauge in your launcher, then you'll have those gauge when you'll equip a ballistic weapon.
Title: Re: mod testing
Post by: Dark Hunter on June 05, 2008, 01:22:21 am
I believe he's refering to the missile trails.
Title: Re: mod testing
Post by: Reprobator on June 05, 2008, 01:42:10 am
i can test it for you for the french part of the missions ;)
i can test it for the english part too if needed  :p
but i won't have time enough to test them together but enough to test just once ;)
Title: Re: mod testing
Post by: griffon67 on June 05, 2008, 01:45:41 am
since I use file diff to modify one version of the missions and then copy the difference to the other (tortoise SVN rocks =)). there should be no difference between the frenc and english mission beside the language. But if you want to test it in french, just tell me, because I haven't made the campaign file for the french campaign yet (changing the mission file name and that sort of things)

just to ask, should I give the mod to the testers via PM or post in on the public forum ?  :nervous:
Title: Re: mod testing
Post by: ShadowGorrath on June 05, 2008, 01:49:40 am
Not public. As that is kinda like a release... Not finished release...

I'm the best english speaker in the class, so I could probably test the english one...

Also, look at Singh's background emporium. You can get a few different good looking backgrounds for Lightspeed's nebula.
Title: Re: mod testing
Post by: Reprobator on June 05, 2008, 01:53:44 am
well i would prefer to play it in french ;)

(ps : Pm serais mieux si tu veut pas faire une release publique ;) sinon si tu a besoin d'aide en francais pour corriger certaines erreur tout ça tu peut aller la : http://www.gamekult.com/forum/lire_n337595/ ou si tu a besoin de plus de testeur francais tu as ce topic aussi : http://www.gamekult.com/forum/lire_n157818/ )
Title: Re: mod testing
Post by: griffon67 on June 05, 2008, 06:12:35 am
useful link if you're a modeler indeed.
I would only need 1 or 2 french tester (just to check language and if the story is understable)
but I prefer having english testers since I'm french myself =)

ok, I'll do private release for the bug testing, once te bug fixed I'll release a first version (without music, background (just the starfield.pof) and other thing not done currently)

then, there is my question : who want to test it ? (you can precise if you want the way I send you the mod)
just to repeat, I expect from tester to give reports , any comment is welcome even if you feel it is an unecessary comment, I want every tester's opinion about everything related to the mod

current tester (I'm almost finished with the last bugs)
-StormKeeper
-esarai
-Jake2447
Title: Re: mod testing
Post by: ShadowGorrath on June 05, 2008, 06:18:59 am
I don't think I want to test though. But I could probably try to get you some backgrounds for the missions ( apart from the ones in Singh's background emporium here on HLP ), if you just listed the systems in the campaign to me via PM. Other than that, I'd prefer to wait till it's fully finished.
Title: Re: mod testing
Post by: griffon67 on June 05, 2008, 06:22:56 am
the background are currently being done but since I don't have much time it'll a bit long before they're all done.
and the finished version will only be there if they are people who want to test it (because the main reason I don't want to do a public release is the presence of bugs)
Title: Re: mod testing
Post by: Stormkeeper on June 05, 2008, 08:38:50 am
I'll test it.
Title: Re: mod testing
Post by: griffon67 on June 06, 2008, 05:48:52 pm
I'm begginning to send test version to those interested in testing.

Stormkeeper, you should have received a mail with the download instructions, please certify here if you received it.
Title: Re: mod testing
Post by: Stormkeeper on June 07, 2008, 01:52:41 am
Yep, I got it.
Title: Re: mod testing
Post by: esarai on June 09, 2008, 06:10:52 pm
I would be willing to test this mod.

If that's okay with you, then the best way to get it to me is probably to upload it onto a file hosting site (like filefront, etc...) and PM me a link.

Can't wait to try it.
Title: Re: mod testing
Post by: Jake2447 on June 09, 2008, 09:47:14 pm
if you still need testers, ill do it
i'd be happy to check for english errors
Title: Re: mod testing
Post by: griffon67 on June 10, 2008, 12:50:09 am
ok sending you the link to it via mail (precise if you want it by another way)
Title: Re: mod testing
Post by: Snail on June 10, 2008, 05:08:10 am
Sorry, mate, but there's one thing that kills me when it comes to mods... Grammar and spelling. Especially capitalization and full stops... I also hate it when people write "Stentor2" instead of "Stentor Mark II", it just doesn't look right...

Other than that. :yes2::pimp::yes:
Title: Re: mod testing
Post by: griffon67 on June 10, 2008, 06:34:03 am
the stentor2 is a current name which won't be used since this ship will only be used once in the campagin (and maybe replaced) and you won't choose it (you'll never see his name). this model is just a stentor with the second pack of textures and other table specifications. (In fact I just needed a name which will never be shown to the player since It'll be a stentor too)
I didn't noticed I flagged this ship for the tech room, since it hasn't any description it shouldn't be here (I fixed it right now)

thanks for noticing
Title: Re: mod testing
Post by: Jake2447 on June 10, 2008, 07:11:26 pm
i should have my testing done in about two weeks
it would be sooner, but I have finals this week :(

Spoiler:
EDIT:
I played though the first few missions.  Other than grammar errors, I thought everything was really nice.  Seemed like a nice blend of Sync/Transcend and a more action oriented campaign (aka FS2 main campaign).  One thing I noticed, should pirate ships be designated GT...?  That seemed a little awkward to me.  The campaign is pretty easy, which is nice because story is not interrupted by difficulty.  After I play through, I will go back and try to fix all grammar errors.  So far, its great!
Title: Re: mod testing
Post by: griffon67 on June 11, 2008, 03:00:59 am
I also have school work to do for the two weeks to come so don't worry.
And you're volonteer for this kind of thing, if you want you can not reporting me (though I would be sad)

Spoiler:
I began creating the campaign after playing transcend campaing so it looks similar on some points
(there even is an very clear allusion to sync in one of the missions)

I never though about the nouns of the pirates ships.... .The class of their ship is still GTF loki/myrmiddons etc.... no ?
I'll try to find how to change that.
Title: Re: mod testing
Post by: Jake2447 on June 11, 2008, 08:11:27 am
I also have school work to do for the two weeks to come so don't worry.
And you're volonteer for this kind of thing, if you want you can not reporting me (though I would be sad)

Spoiler:
I began creating the campaign after playing transcend campaing so it looks similar on some points
(there even is an very clear allusion to sync in one of the missions)

I never though about the nouns of the pirates ships.... .The class of their ship is still GTF loki/myrmiddons etc.... no ?
I'll try to find how to change that.

Spoiler:
I don't know about the classification for pirates, but it was always NTF Herc, etc.
After its revealed that they are TransWarp fighters, I think at least that should be represented.

by the way, when i get around to correcting grammar, should i just edit the missions myself?
Title: Re: mod testing
Post by: griffon67 on June 11, 2008, 08:53:31 am
since I can use diff tools between the original mods and your corrections, you can correct grammar errors on the missions itself.
you can also send me a text files which contains the whole corrections to do (if the file isn't too big to be sent by mail :D english isn't my native language)

Spoiler:
Totally agree with TransWarp , let's make some TWF ares :p
I'll make pirate ships "Loki" only without the GTF prefix

for the moment I'm editing weapons ani to make ballistic weapons yellow (when selecting a weapon) and the new energy weapons blue. This way we'll be able to differentiate the new things to the old ones. (I recommend playing with 3d ship/model selection)
Title: Re: mod testing
Post by: Jake2447 on June 11, 2008, 09:17:32 am
since I can use diff tools between the original mods and your corrections, you can correct grammar errors on the missions itself.
you can also send me a text files which contains the whole corrections to do (if the file isn't too big to be sent by mail :D english isn't my native language)

Spoiler:
Totally agree with TransWarp , let's make some TWF ares :p
I'll make pirate ships "Loki" only without the GTF prefix

for the moment I'm editing weapons ani to make ballistic weapons yellow (when selecting a weapon) and the new energy weapons blue. This way we'll be able to differentiate the new things to the old ones. (I recommend playing with 3d ship/model selection)

how do you view the mission as a text file?
once i know how, that will work
liked the designation idea
loadout idea sounds good, but will it work for 2d animations (i don't like using the models in loadout)?
Title: Re: mod testing
Post by: griffon67 on June 11, 2008, 09:33:12 am
I'm modifying 2d ani, not the 3d ani you have in the upper right corner. I'll also modify the one I used for missilles (won't be very used since 3dship/model selection hide them)
I prefer people using my mod to use 3dmodel/ship selection because I don't have the whole 2d models for all my ships and I don't know how to make them :nervous: (same for shields anis, if anyone know, please answer this topic)

you can open a fs2 mission file with wordpad :D even if it's still better editing them in FRED2 to avoid many problems
but to do this you'd have to unpack the vp file modify the missions and repack them (in zip or rar) when sending them to me

EDIT : looks like quite okay for me :
(http://img395.imageshack.us/img395/8027/weaponloadoutce4.jpg) (http://imageshack.us)

I tried not to use 3d model ship selection and just noticed two of my ship are using the selection model of the hercules  :nervous:, now I need to find how to make ani of ships with the model
Title: Re: mod testing
Post by: Jake2447 on June 11, 2008, 03:44:15 pm
yeah, the new ships don't work with 2d
ill just switch for now
still seems great
Title: Re: mod testing
Post by: griffon67 on June 11, 2008, 04:02:34 pm
normally only 3 ships need to be done with 2D, the others ones should work :s
Title: Re: mod testing
Post by: Jake2447 on June 11, 2008, 07:51:42 pm
Spoiler:
one thing i wasn't sure about was the obvious blue planet reference in the fist nebula mission
a small reference would be cool, but i think you took it too far with the dialog being almost the same (mother...)
it seemed like a parody campaign worthy sequence, but this campaign strikes me as more serious and original, even if it has a similar feel
also, maybe its just me, but the kayser advanced doesn't look to great
maybe you could use the standard mediavps kayser effect, and just change its color
Title: Re: mod testing
Post by: griffon67 on June 12, 2008, 12:49:38 am
Spoiler:
since I began the campaign even before blue planet was released (I still played this campaing but after finishing my scenario)
but since blue planet has already been release, I'll change that dialog (thanks for noticing)
Ok I'll see how I can change the layser effect

EDIT : sorry, it is spoiler beacon not quote beacon xD
Title: Re: mod testing
Post by: Stormkeeper on June 12, 2008, 04:53:44 am
Several issues, i have.

I'll e-mail you 'bout them later.

Btw, is any one other than me testing the english version ?
Title: Re: mod testing
Post by: griffon67 on June 12, 2008, 06:21:14 am
as I sent the test mod to two other people you are currently three to test the mod.
the french part isn't up to date currently, I'll update it in the new release (maybe public release if there is less bugs than I expected)
the testing are still opened to people who wants to test the mod (I won't close them, it's just to keep the mod in a "test" phase)
Title: Re: mod testing
Post by: Jake2447 on June 12, 2008, 07:11:10 am
im testing the english version
Stormkeeper, do you want to split correcting grammar/spelling errors
that would be easier than both of us running through the whole campaign
Title: Re: mod testing
Post by: Stormkeeper on June 12, 2008, 07:14:31 am
im testing the english version
Stormkeeper, do you want to split correcting grammar/spelling errors
that would be easier than both of us running through the whole campaign
Yea, that'd be good.

Also, griffon, check your mail.
Title: Re: mod testing
Post by: Jake2447 on June 12, 2008, 06:16:14 pm

Yea, that'd be good.


let's play through the whole campaign, and then we can split it up
Title: Re: mod testing
Post by: griffon67 on June 13, 2008, 02:20:41 am
let's hope you can get through the whole campaign *fear big bugs in the campaign :shaking:*

Storm I read your email and I'm gonna fix the campaign soon, I'll write a report of what's been modified

Since I don't think I'll get more tester than I have currently, once you've done testing I'll make a public release of the mod
Title: Re: mod testing
Post by: Stormkeeper on June 20, 2008, 09:05:48 am
:bump:

I've finished beta-testing the campaign!
Title: Re: mod testing
Post by: Jake2447 on June 20, 2008, 03:00:31 pm
:bump:

I've finished beta-testing the campaign!

Just finished the SOC campaign
Title: Re: mod testing
Post by: esarai on June 20, 2008, 08:12:59 pm
I'm on mission #27, the Duel Contre Bosch. I would like to say that this campaign is really cool. The grammar errors are not what you would hear in english, but they still make sense, and it is actually kinda fun to decode them. A second type of english, so to speak.

This would be really awesome with voice acting in the messages.
Title: Re: mod testing
Post by: Jake2447 on June 20, 2008, 09:29:19 pm
I'm on mission #27, the Duel Contre Bosch. I would like to say that this campaign is really cool. The grammar errors are not what you would hear in english, but they still make sense, and it is actually kinda fun to decode them. A second type of english, so to speak.

This would be really awesome with voice acting in the messages.

i agree
the campaign is great
provides a grand and epic feel with an element of mystery
i would volunteer to voice act after we get the grammar straightened out
Title: Re: mod testing
Post by: Stormkeeper on June 20, 2008, 11:31:16 pm
I remember that mission.

Spoiler:
Light show at the end is awesome.

Also, step up your rate of testing if possible. Sooner we finish, sooner griffon can release.
Title: Re: mod testing
Post by: esarai on June 21, 2008, 03:27:25 am
I guess I'll have to bow out here,
I'm leaving on a 5 week trip, and won't be able to do any more testing while I'm abroad. I'd just like to emphasize that I think this mod is epic, and with all the errors figured out, it will be awesome.

Some bugs I've noticed:

-can't open any Ghost Revenant missions in FRED2.
-Random quitting while mission is loading
-some events occur out of sequence
-grammar

Other than that, it's great.
If it's not done by the time I get back, I will gladly assist finishing this campaign.
Title: Re: mod testing
Post by: griffon67 on June 21, 2008, 03:35:10 am
-to open my missions in Fred2 you should add the -mod "nameofthefolder" at the Fred2 shortcut. and also maybe -fredhtl if you have an older version than 3.6.10
-I don't know why there is some random quitting while missions load. I'll try to run a debug build and test the whole campaign. If it quit I'll know why =)
-for the events that occur out of sequence, I would like to know which ones. because I can't look at the whole campaign looking for that kind of things (Though I'll do it anyway)
-grammar : you're here for that aren't you ? xD

I'm currently finishing to fix Stormkeeper's bug report. I'll wait for some grammar reports and then release the mod I think.
Title: Re: mod testing
Post by: Stormkeeper on June 21, 2008, 07:54:20 am
Yea, I forgot to mention the crashing. I thought it was due to my system, so I didn't bother mentioning it. Apparently its not. I got a few more issue I remembered, will mail you ... when I've got time. :X
Title: Re: mod testing
Post by: griffon67 on June 21, 2008, 08:30:01 am
I think the quit error must be linked with memory usage. I always had it when playing the campaign.
Currently I'm fixing the missions alone and when loading them separatadly from the tech room I never had this problem.

I'm releasing a second beta with all the things reported until now. take a look at the readme file since it shows what's be modified.
now the only thing's left to do before public release is english grammar =)
Title: Re: mod testing
Post by: Jake2447 on June 21, 2008, 04:58:50 pm
Yea, I forgot to mention the crashing. I thought it was due to my system, so I didn't bother mentioning it. Apparently its not. I got a few more issue I remembered, will mail you ... when I've got time. :X

same here
most crashes occurred in the later missions
Title: Re: mod testing
Post by: Jake2447 on July 03, 2008, 12:04:23 pm
Sorry
Ive been out of town for a while.
Spoiler:
I just was wondering that on the mission where the generation and the religion go down to the planet unexpectedly, how does one follow them?
the slow mo comes, generation and religion are gone, i defeat the shivans, and then nothing happens
what am i supposed to do?
Title: Re: mod testing
Post by: Stormkeeper on July 03, 2008, 12:34:27 pm
... Etto. The mod's been released.