Half-Life 2: Short Stories is a team working on a group of modifications that take place in the same realm. A lot of the focus is on the story and gameplay, new innovative set pieces and puzzles. After the release of the first episode of Human Error, the team is planning to release more episodes and expand the characters and the world.

Forum Thread
by member
Super Secret Beta Testing Blog (Mods : Human Error : Forum : Dev Diaries : Super Secret Beta Testing Blog) Locked
Thread Options 1 2
Jan 14 2010, 11:34pm Anchor

Heh, the Miner's Hat for the rebels was mostly so that you could see the rebels better in some areas. I originally had flares in their back but it was just weird.

We joked about having hats for the three metrocops unlockable after you have played the game to the end, though. Having Noah wear a sombrero, etc.

Friday 14 January 2010

Just watched a video one of our playtesters recorded. It was the map where the Alien Grunts first appear. I was waiting for him to get to this part, because it's one that has been in development the longest, and perhaps the most refined set pieces. Or so I thought.

First, the Alien Grunt's bee attack bugged. I had forgotten that gestures (animations that are layered on top of other animations, so that you can have the NPC run while shooting) don't work with animation events. They seem to work all fine the first time the NPC spawns, but after a while, the animation events stop firing. I had had the same problem with the Alien Controllers, but I never had had it with the Grutn, so I forgot to fix it. But now, when he was playing against the Grunts the first time, they would do the animations, but no bees would be created.

This was easy to fix, by removing the animation event from the gesture, and having the bees to be spawned the same time the gesture is started in the code.

Then luckily when the next Grunt spawned, the bees were working fine, and for a little while, it seemed like everything was going well. But oh no, he goes to the stairs and suddenly the Alien Grunts can't find him. There he is, trying to figure out where to go next, while he was still supposed to fight them. And he's even getting a bit frustrated. There was supposed to be a hint message from Noah, but that's only triggered after the battle. When I went to the map myself, I noticed the ai nodes were missing from around the map. Apparently, I had hit the limit for the ai nodes. The Grunts weren't able to find him, because there were no nodes. When I had been working on the map year ago, I had sometimes gone a bit trigger happy on placing the nodes. And while those areas had had working AI nodes before, I had extended some areas, and then reached the node limit.

Again, this was easy to fix... but god damn...

People sometimes ask if they can playtest the mod, and while I am happy that people are interested on the mod, I have to tell them no. It's because of stuff like this. It's not always fun to playtest mods. Things can very easily and very suddenly bug out and ruin the fun. That's why we prefer having people we know, and people who work on mods themselves to playtest, because they can understand the work that goes into it.


Jan 16 2010, 2:08pm Anchor

I haven't really worked on mods before but i have play tested indie games previously.

P.S Whats that little "-T" Stand for?

Jan 16 2010, 8:24pm Anchor

T maybe is the first word in his name.

Hmm, tester finally reach that part,the date of releasing get closer and closer.

BTW, i am not the person only hope to wait and play.

Edited by: EricFong

Jan 16 2010, 8:56pm Anchor

Yep, it's the first letter of my firstname, Tero.

We are indeed progressing well, although, every playtest report still has some bugs and issues to be fixed. The final battle has also had some reoccurring bugs that don't appear on every play time, so it needs to be properly tested. Dialogue wise, I think there's only one line actually missing, but we might rerecord some lines.

Jan 16 2010, 9:24pm Anchor

Yay, polishing, it is getting closer.


Bug are annoying.

Jan 17 2010, 1:12pm Anchor

Oh my gosh!!! This is so tense the release is going to be huge.

P.S - Tero is an awesome name

Jan 19 2010, 3:46am Anchor

Tuesday 19 January 2010

Got the first version of This Is Larson done. Almost ready to send the mod to the next batch of playtesters.


Jan 19 2010, 4:13am Anchor

Can't wait to watch it.


Bug are annoying.

Jan 19 2010, 6:14pm Anchor

Yea should be interesting.

Jan 21 2010, 5:20am Anchor

Thursday 21 January 2010

Latest report from playtesters revealed some painful bugs specially in the last map, including the old bug of not being able to complete the map. This Is Larson is almost done, but we are going to hold it until very close to the release of the mod.


Edited by: Au-heppa

Jan 22 2010, 12:44am Anchor

Hmm, still can't wait it, but what about "This is Eloise"?


Bug are annoying.

Jan 22 2010, 2:25am Anchor

We will do This Is Eloise only after release. This Is Larson might be hard to top, but we have few ideas.

Jan 22 2010, 4:21am Anchor

Good to hear it.


Bug are annoying.

Jan 24 2010, 2:01am Anchor

Sunday 24 January 2010

Well, we've got about week before the end of January. Don't know if we are going to make it. We still have some testing to do, but most of the bugs / problems are being found near the ending these days. Wheter or not we are able to keep our word on the January release depends really on how well the next days go.


Edited by: Au-heppa

Jan 24 2010, 10:23am Anchor

*Shiver* Aw fuck, *mumble* Hurry up-hurry up-hurry up.


Bug are annoying.

Jan 26 2010, 12:55am Anchor

Tuesday 26 January 2010

Well, so far so good. I have been fixing a lot of smaller bugs and annoyances the last couple of days. My to do list is getting empty, and I am going through the reports again to see if there was something I had missed. I am very optimistic about the release, though, shouldn't be that long anymore.


Thursday 28 January 2010

The last couple of days I have been playtesting the mod a lot, then working on some changes, then testing again. So far each playtest session reveals so bugs. We haven't yet reached a state where a playtest has zero bug reports. Even after that state it's going to be some time before we can give a definitive release date.

Anyways, it's on the "hands of the playtesters" now, since I have gone through my list again.


Jan 31 2010, 12:47am Anchor

Yeah! Can't fucking wait it.


Bug are annoying.

Jan 31 2010, 9:01am Anchor

Sunday 31 January 2010

Pretend I posted this one week ago:


Jan 31 2010, 9:03pm Anchor

Lmao, Arnold lol, is that movie call "Total Recall"?


Bug are annoying.

Feb 1 2010, 4:18am Anchor

Ya. If everything goes well, we will release on Sunday. You will know for sure on Friday if we do a News post.

The end is nich.

Beta Testing Blog is over.

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.