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> Bg2 Betatesting Schedule, Announce tests in here
jackx
post Sep 23 2008, 04:58 PM
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Use this thread to announce bg2 betatests.


Next test: see posts below for details.




[Note to Grantel: merged your topic with this one, since this is linked to in the news post]


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gRanTeLbArT
post Oct 5 2008, 09:39 AM
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As we are getting closer to the official release of the next version of bg2, 1.2b, we invite the public to test the new version to get a preview of 1.2b, help eliminate potential flaws from the upcoming release and share their opinions on 1.2b with us. We will hold about 3-4 betatests in the next 2 weeks which anybody can participate in. For information on how to do this, go here. These tests will be held either on our own linux server hosted by Hairypotter, or a different server. This might be announced shortly before, otherwise join the server with most population or the one we choose. In order to be able to participate, you should update your SVN at least one day before the test and again a few hours before the test in order to make sure your version of all maps and .dlls are compatible.


1. Betatest Saturday, October 11, 18:30 CE(S)T [^= 17:30 for players from the UK and ^= 12:30 for US East Coast players]


2. Betatest Sunday, October 12, 18:30 CE(S)T [^= 17:30 for players from the UK and ^= 12:30 for US East Coast players]


More to be announced soon.


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Plexi
post Oct 5 2008, 03:33 PM
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Nice to see public tests are starting again smile.gif I think I may participate in both tests.


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General Stuka
post Oct 11 2008, 03:56 PM
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I'll be there.



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hairypotter
post Oct 11 2008, 07:05 PM
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October 11th: Test went fairly well, 5-7 people in total showed up. Played on TDR server (Linux) Rock solid the whole way.

This post has been edited by hairypotter: Oct 11 2008, 07:06 PM


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Plexi
post Oct 12 2008, 10:34 AM
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Ah shit... I forgot the whole thing.. Duh, I wish somebody had reminded me ;P Well I try to show up today.


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Nathan Hale
post Oct 12 2008, 05:51 PM
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No real turnout today from what I could see. I was in the larger server testing some stuff (still getting the Tron fire issue). Plexi showed up briefly too.


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General Stuka
post Oct 13 2008, 12:24 AM
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There's hardly any people turning up to them.


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lasershock
post Oct 13 2008, 12:55 AM
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Me and a mate would have turned up if someone had said anything on irc or there had been any servers visible, we've been playing 1.2b all week. Ah well.
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gRanTeLbArT
post Oct 13 2008, 09:35 PM
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More Betatests this weekend!

3. Betatest Saturday, October 18, 18:30 CE(S)T [^= 17:30 for players from the UK and ^= 12:30 for US East Coast players]


4. Betatest Sunday, October 19, 18:30 CE(S)T [^= 17:30 for players from the UK and ^= 12:30 for US East Coast players]

Features to test for these tests:

- bg_woodland stability
- bg_harbourtown gameplay and capture triggers behaviour (they are on all flags except one)
- LMS on bg_foothills 32 player or more (if it is possible to increase the slots on the server by then) using bots and as many players as we have
- bg_townguard gameplay and performance

Thanks to TDR for hosting the linux test server!

This post has been edited by gRanTeLbArT: Oct 18 2008, 01:07 PM


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Plexi
post Oct 13 2008, 10:16 PM
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Grantel, Are you sure about the dates? tongue.gif


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gRanTeLbArT
post Oct 14 2008, 03:52 PM
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I wll edit the dates, but the rest is fine.


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Plexi
post Oct 18 2008, 06:03 PM
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I'm too lazy to start a new topic, but to mention something about the 'bugs' during the tests:
- often when stabbing you see blood, but you don't do damage to the enemy
- sometimes the screen 'flashes' or something, gah, I really can't describe, but it happened when ducking or opening the door
- the fog in bg_maricopa is just weird imo, it's like glowing or something, perhaps it should be fixed? There is also a spot in the hill, which doesn't have texture. I already showed it to grantel.
- team say works, but when you type in team say, it doesn't say (team) or something like it should?
- Smithy mentioned that server crashes sometimes when changing the level. Anyway, it might have something to do with that he used 'map' command to change the map, and not changelevel
- My bg2 still keeps crashing occassionally(twice in a row during the test). In other hl2 mods I don't crash at least...




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Nathan Hale
post Oct 19 2008, 05:45 PM
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Good game and thank you for all who turned out for the tests. I was in today's test and the game seemed to go quite well-- I think 1.2 is coming nicely.


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gRanTeLbArT
post Oct 19 2008, 05:56 PM
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Note to HP: Specing after death isnt possible, youre stuck in the death cam. Really annoying in lms, because youll often be starting on the ground or your corpse for like a minute or so :()


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Nathan Hale
post Oct 19 2008, 06:42 PM
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QUOTE(gRanTeLbArT @ Oct 19 2008, 01:56 PM) *
Note to HP: Specing after death isnt possible, youre stuck in the death cam. Really annoying in lms, because youll often be starting on the ground or your corpse for like a minute or so sad.gif)


Interesting-- so it wasn't just my computer...

I though that was because of my crappy keyboard and machine, but maybe not.

I also get messages that I'm missing some "blood core" type files. I think this may be related to the missing fire textures too.


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Jackson
post Oct 19 2008, 07:14 PM
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Strange skybox in bg_harbourtown.


Strange black and white things in this tree in maricopa when I use low quality models


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hairypotter
post Oct 19 2008, 08:00 PM
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I think those server crashes Smithy mentioned were because of Pillage. which seems to have trouble with Linux. It took me a while to get it to work on my server, I must be missing something on his.


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gRanTeLbArT
post Oct 19 2008, 08:37 PM
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oh jackson, thats a pretty disco sky. Could you try something like a directX runtime update or something like that? I could also send you the skybo, maybe something happened to the texture file


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Nathan Hale
post Oct 20 2008, 02:34 AM
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I got the disco sky in harbourtown the first time I loaded it up. It went away after that, though I'm not sure what I did that was different.


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Jackson
post Oct 20 2008, 06:14 AM
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DirectX ought to be in order, but I updated my graphics driver.


Progress.


The only other map with the same issue is bg_freemans_farm


Also, the tree problem is due to using low model quality

High quality


Medium quality


Low quality


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gRanTeLbArT
post Oct 20 2008, 05:29 PM
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The skybox in harborutown and FF is the alternative version of the trueblue2 skybox of pillage, and its files are all called
trueblue2_alt_* (.vtf and .vmt files like trueblue2_alt_dn.vmt). It's basically a 180° rotation. At first I only wanted to add .vmt's that change the references to the actual image files around, but apparently the engine would get confused for whatever reason. And then I discovered that harbourtown needs to have all textures edited, anyway, so I made a completely new skybox texture set. Can you confirm that you got the files?


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Jackson
post Oct 20 2008, 05:43 PM
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Yes, I've got trueblue2_alt_bk/dn/ft/lf/rt/up .vmt and .vtf files


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gRanTeLbArT
post Oct 20 2008, 08:14 PM
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What does the console say if you open one of the maps?


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Plexi
post Oct 21 2008, 12:00 AM
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Mhm, I forgot to mention about the (miss) stabbing sound, but it has some weird hissing noise at the end imo.

To demonstrate it, I uploaded examples of 1.1b and 1.2b

Personally I think at least that the old one is better.

edit: I know you can change the .wav on your own, that's what I already did tongue.gif

This post has been edited by Plexi: Oct 21 2008, 12:37 AM


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