Alright, I've now begun testing. Played through Mission 01 yesterday, noticed some issues there with some brush ordering so had to rebuild UntcoIsland and then test that my rebuild was indeed bug free. That took some time. Then I also found several smaller texture alignment sort of bugs that had to be done to both Unatco Island and Unatco HQ. Incuding the reflective hallway that sort of bugs out with the rendering system. Sadly those maps are in four versions (01, 03, 04 and 05) so you basically have to do the same fixes all over again for the other versions, and test that it went alright. So that was yesterday and early today.
I then continued through battery park and noticed that the ambient music didn't loop properly, that there was a BSP near the subway station and some other texture alignment bugs. It's the same there, three instances of BatteryPark and three things to fix and to test. Mostly these small texture alignment bugs are not really noticeable at all, but I'm a nitpicker and I do notice, so it's just for me to dig in and fix.
I then managed to proceed to Hell's Kitchen and the various sub-maps there. Same there, texture stuff, the occational item floating slightly in the air and a minor sound bug.
That's all I've managed to do so far. It really does take time to play properly, do all side quests, note down bugs and then fix them in all instances, rebuild and so on. Tomorrow I probably won't have the time, must write more on the report.
Harry is at Vandenberg, he has noticed and fixed stuff himself, so that's all good.
The good thing with having multiple instances of the maps are that I'm likely to not find any bugs in them now that I've already fixed them. That should make the bug fixing part quicker when I get to them in the playthrough.
Hehe, that's one reason why I can never play DXN again, I'd be bound to find some bugs or things that bother me and one Gilligan Cut later I'd be cursing UED 1, BSP holes and UnrealScript again for the next 10 years. Oy!
I should make a fan patch for Nihilum sometime, or at least fix that mover crash that could happen ^^ I'm almost certain I know why it happens and perhaps UED2.1 can solve those BSP issues, it can at least transform all brushes permanently without screwing up textures.
It's a haunted map anyway. The mover brushes are definitely messed up somehow, considering that at one point the level consisted of like 10 000 mover brushes of which 9800 were 1 unit in size and they were all over the level. Even though I selected the 200 or so that actually were meant to be there and removed the rest, well, the BreakableWall problem still exists.
Anyway, if anyone made a DXN fan patch they'd probably get a lot of flak if they didn't fix the voice acting. ;P
Hmm, perhaps I should get together some friends and re-record the voices ;)
D:
All that for... NOTHING!
( Translate.google.com )
*rimshot*
but didn't you guys announce that the play-testing phase was complete a month ago?
Playtesting Complete
by John French
The final pre-release playtest has been completed, and we are now addressing the final remaining issues and preparing our promotional materials for the launch of Revision 1.0.
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11th of May is not a month ago. And that was the external playtest, the internal one is another matter. But don't worry, the internal test won't really affect anything, it's basically just polish like some texture that needs adjustment one unit up or down, that sort of thing. Most people won't even notice that.