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Doom_Dude
December 19th, 2005, 05:39 AM
Beta Testing Sign-Up (Current Team Members Only) so please don't ask for it unless your on the NDCP and completed a map. Only other persons who I asked to test is Xtife (Sparky) and Looney.

Two people received the beta last night, Aliotroph? and Looney.

Map25 is still up in the air. BlackFyre messaged me Saturday night and asked me if I was 'there' but that's all I heard from him so I dunno what he is doing with map 25. So any beta testing will have to be on all maps except level 25, since it's not in the wad.

Also note that maps 06 and 27 crash Doomsday on load.

There is a NDCP Launcher for Legacy included made by Mr_Rocket. It's not a requirement. Looney couldn't get it to work in win2k but says it worked in win98 fine. It works fine for me in Win2k....

The credit graphic is unfinished. I'm waiting for final version of map19 and map 25 before I go and add all the names to the Credit.

So post here if you want to test what we currently have welded together and I will send you a PM with the download linkage and password.

Please don't give the beta to anybody, not even anouther team member. The reasons for that should be common sense.

ace
December 19th, 2005, 06:04 AM
please don't ask for it unless your on the NDCP and completed a map.

Dern it. Oh well, I don't make a great beta tester for maps other than my own all the time anyway. :p

Cutting it close, though. Will there be time to fully find and fix all the bugs in 5 1/2 days?

Doom_Dude
December 19th, 2005, 06:08 AM
Dern it. Oh well, I don't make a great beta tester for maps other than my own all the time anyway. :p

Cutting it close, though. Will there be time to fully find and fix all the bugs in 5 1/2 days? I think so. Most maps should already be pretty well tested by those who sent them in. I will be testing this a lot myself between now and the 24th anyways. ;)

By the way I edited the main post due to Danimetal finalising a few things in his map and sending it in. :D

Aliotroph?
December 19th, 2005, 10:49 AM
Heh, well I just described my problems running this thing on ICQ with you. :p

I have a fair amount of time to test this week. :) That is, unless that cute surfaces again and drags me to the bar. :D

Doom_Dude
December 19th, 2005, 11:03 AM
Ummm yeah but that was a Gmail screw up fuxoring the wad somehow.

Stay away from cutes. :P

Aliotroph?
December 19th, 2005, 12:32 PM
Well, I happen to like cutes! Oddly enough, some of them seem to like me too. ;)

So are we going to have some organized way of listing bugs/ugliness/confusion in here?

ace
December 19th, 2005, 12:55 PM
Though I'm not in on it (heh), I would think that it could work like:


[[Tester : PERSON!]]
[[Tested in Doomsday]]

MAPxx:
Bug X at linedef Y : Fixx0red
Bug Z at sector B : Removed
Bug U at sector M : Ah'm stump'd

MAPyy:
Crashes altogether

MAPzz:
Still testing

And then you just send that to whoever's in charge (I think his name involves the words "Doom" and the word "Dude"). :D

Looney
December 19th, 2005, 01:15 PM
MAPxx:
Bug X at linedef Y : Fixx0red
Bug Z at sector B : Removed
Bug U at sector M : Ah'm stump'd

But how am I going to give this info wthout opening the wad up an editor? This comp I'm stuck on has no editor installed and really didn't want to add it to this comp. I think a screenshot work.... wouldn't it?

I know.. I know... I'm a lazy SOB. :D

Doom_Dude
December 19th, 2005, 03:38 PM
Yeah, well don't be reporting a bunch of piddly stuff either like texture unalignments. Im well aware that they exist. Mainly we want to be sure that the whole thing is playable and theres no game stopping bugs and fix any missing textures and anything that is really blatant if possible..

Sarhento_T
December 19th, 2005, 06:37 PM
What's NDCP like? Are there screenshots? When is the possible release date, before Christmas? Post a link for the shots please!

iori
December 19th, 2005, 07:08 PM
http://megawad.newdoom.com/ndcp/

Sarhento_T
December 19th, 2005, 07:58 PM
Went to the site, the screens are broke. Do you know another place to see them. Thanks again iori.

Doom_Dude
December 19th, 2005, 08:42 PM
Went to the site, the screens are broke. Do you know another place to see them. Thanks again iori. Broke? The screens work fine.

Ummm the link iori posted doesn't work properly. Try this...

http://megawad.newdoom.com/ndcp

Sarhento_T
December 19th, 2005, 11:09 PM
How did you...the screens are beautiful, especially those outdoor styled ones, kudos for the mappers & everyone involved! Can't wait for it to be released! The links are the same; how did You...oh well. Thanks for those links iori and Doom_Dude (really, how did the same link show the goods?)

iori
December 19th, 2005, 11:26 PM
Yeah I don't understand that either...

Aliotroph?
December 20th, 2005, 02:14 AM
It seems it hates you if you put a / at the end. Now I'm tempted to know what Dreamweaver did to the code to cause that! Hmm, nothing weird in the code. I have no idea.

There's a nasty bug with one of the secrets in the conglom map. There's a grey, square room with computer panels inset into the walls at different heights. The secret in there is broken and shows a HOM.

Gah! Firefox tricked me into a double post! I thought FF was immune to that trick. :/

Doom_Dude
December 20th, 2005, 05:54 AM
It seems it hates you if you put a / at the end. Now I'm tempted to know what Dreamweaver did to the code to cause that! Hmm, nothing weird in the code. I have no idea.

There's a nasty bug with one of the secrets in the conglom map. There's a grey, square room with computer panels inset into the walls at different heights. The secret in there is broken and shows a HOM. That works fine for me. Where is there a hom in there? You mean the room with the lost souls? I'll look at it later. Maybe I was playing in one of those ports that puts a texture on the wall if theres a missing texture.

[edit] Yup I was right. Doomsday put a texture on the damned wall so I missed the missing texture. I found it in DB once I lowered the lift in 3d mode and saw where the problem was.. Thanks Alio. ;)

FATAL
December 20th, 2005, 08:22 AM
Say, I have a question about this wad. I think this has been covered somewhere, but can't remember where. Are the levels supposed to be played as a contigous game, or by starting each level with just a pistol in hand? I think that at least most of the levels have been designed to be able to complete with just a pistol at start.

Doom_Dude
December 20th, 2005, 08:46 AM
Say, I have a question about this wad. I think this has been covered somewhere, but can't remember where. Are the levels supposed to be played as a contigous game, or by starting each level with just a pistol in hand? I think that at least most of the levels have been designed to be able to complete with just a pistol at start. I would say pistol start but that would be up to the player. We certainly didn't make it contiuous by tweaking ammo and health ammounts.

Phoebus
December 20th, 2005, 10:14 AM
Has nothing to do with Dreamweaver (which doesn't change HTML code as do some other GUI-type editors, if you have the settings correct). It's because of the way D_D structured the NDCP section. The NDCP section is literally a page w/in the megawad base directory (http://megawad.newdoom.com/ndcp.shtml) and *not* an index page w/in a /ndcp directory.
Try it.
It seems it hates you if you put a / at the end. Now I'm tempted to know what Dreamweaver did to the code to cause that! Hmm, nothing weird in the code. I have no idea.

There's a nasty bug with one of the secrets in the conglom map. There's a grey, square room with computer panels inset into the walls at different heights. The secret in there is broken and shows a HOM.

Gah! Firefox tricked me into a double post! I thought FF was immune to that trick. :/

Aliotroph?
December 20th, 2005, 11:33 AM
If that's the case, I'm surprised iori's link worked at all. There's a hole in my knowledge of webservers here. :/

ace
December 20th, 2005, 11:48 AM
Looks to me like they're two separate pages. After all, iori's link works but does not show the screen thumbnails, whereas the address without a slash does show the thumbnails. Otherwise... *confused*

Aliotroph?
December 20th, 2005, 12:04 PM
Yeah, you'd think if there was no index page and the server was clever enough to point to ndcp.shtml by killing the / then the links would still work. Meh, some Apache guy (or is that a browser thing?) will see that one day, and patch it without anyone noticing.

PumpkinSmasher
December 20th, 2005, 08:26 PM
Well I'm out of town until thurs or fri, so i won't be able to test until then, if it isn't too late by that point.

Sarhento_T
December 20th, 2005, 11:09 PM
Just accept it. Some things in this world aren't meant for mortal eyes...*eek*

Just checked it and the LINKS that iori posted WORKED with PICTURES, now that's ok now!

EDIT: Sorry about that Aliotroph?, truth is just started using this edit feature on my last post before this one. Don't worry I'll try not to clutter up this great community!*bow*

Doom_Dude
December 21st, 2005, 02:57 AM
Yes it works now so no more bad links. ;)

Aliotroph?
December 21st, 2005, 11:35 PM
Just checked it and the LINKS that iori posted WORKED with PICTURES, now that's ok now!

Do the net a favour and use the edit button if nobody has posted after you. Keeps the forum clutter down a bit and makes stuff load faster. :)

DOOM_GOAT
December 22nd, 2005, 07:10 AM
I'd like to see if I actually remembered to add the custom textures to mine. So yes.

Doom_Dude
December 22nd, 2005, 10:22 AM
Roger that Doom_Goat.... sent you a PM.

Aliotroph?
December 22nd, 2005, 01:29 PM
Man, DD and I are doing all the bug squashing here. For a wad that's due to be released in two days you'd think more of its team would be interested in making sure it actually works. :p On the other hand, it is practically Christmas and everyone's running around doing other things (including me).

Surprising how many HOMs, BooM linedefs, and weird little errors we've found though.

Danimetal
December 22nd, 2005, 03:14 PM
I´m truly sorry that I won´t be able to help... You see, I´m quite busy with work and will be even working on the 25th :(.

Aliotroph?
December 22nd, 2005, 03:49 PM
Working on the 25th? That job ain't worth keeping! :p

Lots of the stuff we've been finding is in maps submitted by people who have disappeared. In those cases DD is fixing the errors in the least invasive way possible.

PumpkinSmasher
December 23rd, 2005, 06:42 AM
Well I'm back home now. I would liek to see the beta version of the wad if possible. I don't know how much testing I'll be able to do, but I should have some free time today.

ace
December 23rd, 2005, 09:12 AM
One day left, woohoo! How goes the testing/squashing?

Aliotroph?
December 23rd, 2005, 10:55 AM
Fucking bastards keep dragging me to Christmas parties! GAH! I HATE CHRISTMAS!!!! ;)

I played a couple more maps yesterday and found them devoid of nasty bugs, which is nice.

PumpkinSmasher
December 23rd, 2005, 12:23 PM
noticed any bugs in my maps?

DOOM_GOAT
December 23rd, 2005, 12:56 PM
The only thing I've noticed is that apparently nobody uploaded frades' map04 after iori and I fixed some things that frades couldn't be bothered to(added some little walls to hide the bottom of the sky texture, fixed some alignments etc).

Doom_Dude
December 23rd, 2005, 02:18 PM
The only thing I've noticed is that apparently nobody uploaded frades' map04 after iori and I fixed some things that frades couldn't be bothered to(added some little walls to hide the bottom of the sky texture, fixed some alignments etc). Hmmm that's a drag. Do you guys have the map?

I can delay this thing if we have to. I'm already tempted to wait for BlackFyre and his map shouldn't take much longer to finish but I haven't heard from him in a couple days now. As for playtesting, I thought we were going to get more help. Sparky / Xtife didn't show up and Looney is busy building 18 comps and nobody else seems interested, so it's basically me and Aliotroph? and I can't say I've gotten to all the maps yet myself. Meh.

Aliotroph?
December 23rd, 2005, 02:26 PM
Well, if you were to delay it until Jan 1 or so, I'd have a couple more days to hunt bugs. :p

Frades' map04 had some BooM linedefs that DD fixed.

I thought we weren't going to hammer at all the alignment issues. *confused*

Doom_Dude
December 23rd, 2005, 02:32 PM
Well, if you were to delay it until Jan 1 or so, I'd have a couple more days to hunt bugs. :p

Frades' map04 had some BooM linedefs that DD fixed.

I thought we weren't going to hammer at all the alignment issues. *confused* Yeah thats what I was thinking... Jan 1st.

As for the hammering of the alignment issues.... if they have an updated version of his map, then I say send it in. ;) But overall, alignments are all up to the individual mappers.

Aliotroph?
December 24th, 2005, 01:41 AM
Oh, I see. Well, in that case I take it upon myself to hammer out alignment issues in Mystic's maps! :p That guy never does anything anyway and I seem to be his best net pal from Newdoom (other than Jive, who isn't in this thing).

FATAL
December 24th, 2005, 06:01 AM
Oh, I see. Well, in that case I take it upon myself to hammer out alignment issues in Mystic's maps! :p That guy never does anything anyway and I seem to be his best net pal from Newdoom (other than Jive, who isn't in this thing).
I think you forgot al. They seem to be even real life pals.

And I might enjoy beta testing the wad. I'm not in a hurry these days.

send it over, damnit

DOOM_GOAT
December 24th, 2005, 06:02 AM
I think iori or frades himself may still have it, but I'm not sure if I do. It wasn't alignment so much as adding low walls to a couple of outdoor areas to hide the vertical tiling of the sky, and making some grates impassable.

Aliotroph?
December 24th, 2005, 11:50 AM
I think you forgot al. They seem to be even real life pals.

And I might enjoy beta testing the wad. I'm not in a hurry these days.

send it over, damnit

Yeah, he and Al are friends in meatspace but they don't do so much on the net anymore. I wonder why Al never joined the NDCP; he's a good mapper. I guess he only does DM.

FATAL
December 24th, 2005, 02:43 PM
Haha, meatspace. That's a good one.

Doom_Dude
December 24th, 2005, 03:18 PM
LOL@Meatspace

Aliotroph?
December 24th, 2005, 05:35 PM
I forget where I heard that one. It's definitely not a word I invented, sadly.

Doom_Dude
December 25th, 2005, 05:52 AM
I got drunk on Rum and released Vilecore II and the NDCP last night. *drinky* *winky* *bliss* *spin*






j/k ;)

PumpkinSmasher
December 25th, 2005, 01:07 PM
YAY Vilecore II

Phoebus
December 25th, 2005, 01:54 PM
I'm testing "13th Cross", PS (as well as DooMAD's "Sepulchre" before it)... Doomsday can't play it, but Risen3D has no problem with it at all. I'll still be going through it some more today, so if you want to converse with me about it, please PM me.noticed any bugs in my maps?
P.S. - Merry Christmas, everybody! *drinky* *wave*

g6672D
December 25th, 2005, 04:32 PM
Darn it Doom_Dude. I hoped you were serious for a minute. But of course, no. I have to wait in line like everyone else... :)

PumpkinSmasher
December 26th, 2005, 08:23 AM
Doom_Dude...I will be e-mailing you an updated version of Map21. Phoebus pointed out some errors to me that have been fixed. Phoebus has also siad that he hasn't been able to get Map21 to work with Doomsday, I will try it again with the updated version. This may fix the problems.

Doom_Dude
December 26th, 2005, 09:35 AM
Ok cool PumpkinSmasher. I'll keep my eye open.... maybe I should check my email now...

DooMAD
December 26th, 2005, 03:20 PM
The only thing I've noticed is that apparently nobody uploaded frades' map04 after iori and I fixed some things that frades couldn't be bothered to(added some little walls to hide the bottom of the sky texture, fixed some alignments etc).

I fixed stuff too. *snub*

Anyways, I have a version of map04 here, but it might not be the right one. Possibly the version I fixed one or two bits on before everyone else had a go. :D

Last modified 14th April 2005, heh. *rolleyes*

iori
December 28th, 2005, 12:38 AM
I have a december 21st one... er 2004.

Xtife
December 28th, 2005, 09:36 AM
hey dd, sent ya a pm about the beta test
havent heard from ya in 2 days. just wondering if your still around :)

Aliotroph?
December 28th, 2005, 10:16 AM
DD was killed suddenly when an HTML girder buckled and toppled a bridge on his head. The effort to reconstruct his body is going well. ;)

PumpkinSmasher
December 28th, 2005, 10:40 AM
Well while DD is in the HTML Hole Hospital, I'll be swimming in my Java hole, and maybe test a few more maps.

Aliotroph?
December 28th, 2005, 11:26 AM
I'd be testing maps now if people didn't want me to keep going places. This is ridiculous. Thankfully I usually get to test at night. What makes people think I want to be out partying every single fucking day anyway?!? I should have fewer friends, and then make sure all of them hate parties. :/

MR_ROCKET
December 28th, 2005, 11:38 AM
No drunken beta testerz ! :D

PumpkinSmasher
December 28th, 2005, 01:09 PM
Well the maps I've tested are: map01, map02, map16, map21, map31, map32.
The map with the most errors was one of my own maps: map21. hehe.

FATAL
December 28th, 2005, 01:38 PM
I'd be testing maps now if people didn't want me to keep going places. This is ridiculous. Thankfully I usually get to test at night. What makes people think I want to be out partying every single fucking day anyway?!? I should have fewer friends, and then make sure all of them hate parties. :/
Or you could let them know you hate parties. :p

Aliotroph?
December 28th, 2005, 04:05 PM
I play DooM a bit better after a couple bottles of beer. :D Of course, any more than that and I start to play quite badly.

hawkwind2
January 17th, 2006, 04:44 AM
Map 19 linedef 5302 is assigned wrong sector ( heights wrong ) resulting in a nasty HOM.

Doom_Dude
January 17th, 2006, 05:43 AM
Map 19 linedef 5302 is assigned wrong sector ( heights wrong ) resulting in a nasty HOM. Ahhh unclosed sector. Got it fixed now, thanks.

hawkwind2
January 18th, 2006, 03:28 AM
No Problem ... :)

Here's another ...

Map 24 - The switch on linedef 4686 cannot be reached without jumping to sector 339. As a result cannot open door sectors 352 and 367. Thankfully this oversight does not affect finishing the level , just a missing secret for boom players.

Also might be a good idea to delete the linedef actions for lines 5225 and 5287 - no doors ;)

Doom_Dude
January 18th, 2006, 05:13 AM
No Problem ... :)

Here's another ...

Map 24 - The switch on linedef 4686 cannot be reached without jumping to sector 339. As a result cannot open door sectors 352 and 367. Thankfully this oversight does not affect finishing the level , just a missing secret for boom players.

Also might be a good idea to delete the linedef actions for lines 5225 and 5287 - no doors ;) Ahhh dunno how I missed 5225 and 5287 with deepSea's error checker.

As for the secret area. I'll have to ask ReX if he meant that to be a jumping secret. :p Hmmmm all that's in that secret is some shells and a hellknight.... what a rip. ;) Maybe he set it up if your a jumper you get ripped off. lol

Grazza
January 18th, 2006, 06:59 AM
Unreachable secrets should definitely be regarded as a bug.

Doom_Dude
January 18th, 2006, 11:58 AM
Yeah I'm emailing ReX about that.

hawkwind2
January 18th, 2006, 09:26 PM
Here's some bugs for map 27 -

1. Linedef 2696 incorrectly crosses lines 1948 and 1958 causing various render errors in various ports.

2. Linedef 978 needs texture PLCCSVIN on its front side.

3. Too many teleport destinations in sector 234.

4. Tags on sectors 145 and 195 should be deleted as no linedef sector tag for them.

hawkwind2
January 19th, 2006, 05:33 PM
Here's some bugs for map 27 -

1. Linedef 2696 incorrectly crosses lines 1948 and 1958 causing various render errors in various ports.

2. Linedef 978 needs texture PLCCSVIN on its front side.

3. Too many teleport destinations in sector 234.

4. Tags on sectors 145 and 195 should be deleted as no linedef sector tag for them.


Map 28 - This map must have only been tested with (gz)doom only. Using prboom-plus, Risen3D ( possibly jDoom as well ) the player cannot run from sector 315 to sector 269. As a consequence players miss out on secret sector 317.

... So is prboooms etc run slow or is zdoom's fast ???

Danimetal
January 19th, 2006, 05:58 PM
Lately I´m experiencing problems with the Boom extensions in PrBoom... I guess it has nothing to do with the subject but well.

Nuxius
January 19th, 2006, 07:18 PM
To use a Doom saying:

Hawkwind, your strafe running skills totally "fail it". :p

Using PrBoom+, I made it the with the first try, no problem. ;)

Also of note, GZDoom didn't even exist when that map was made/finished, so it couldn't have been tailored to that. (obviously you wouldn't know that, I'm just telling you so you do know :)) (grrr, why does that sound so sarcastic... well, that's not my intention ;))

EDIT: Just tested it in Risen3D; strafe running, I made it the first try as well. I did notice a Risen3D bug though, the parts in the middle of the sector that activates the secret and the middle sector of the secret itself cause Risen to make it's water splash sound + animation, which it obviously shouldn't be doing. I imagine you've already told Graham about that, though.

hawkwind2
January 19th, 2006, 07:48 PM
Obviously I "fail it" I still cannot make it :(

How the f*** does one strafe run? I know how to strafe and run.

This sounds totally noob I know. *ugh*

Nuxius
January 19th, 2006, 08:15 PM
Straferunning is the combination of running and strafing at the same time. Obvoiusly, you have to point doomguy at a angle, which means you don't have a very good veiw of where you're going. But it allows you to run noticably faster.

Here's how you do it for this instance:

A) in sector 315, back up all the way into the corner where the shells are at.
B) point yourself into this direction:
http://img4.imageshack.us/img4/5819/map28jump4jk.th.jpg (http://img4.imageshack.us/my.php?image=map28jump4jk.jpg)
C) Press and hold the shift(run) key
D) While still holding the shift key, press and hold the , (strafe left) and forward keys at the same time.

You should be able to run and jump over the gap, right into the container thinger.

hawkwind2
January 19th, 2006, 08:25 PM
Thanks Nuxius, I had just worked it out before your post - I had never strafe-ran before - learn something every day :)

I play always run so I don't have to worry about the shift key.

Nuxius
January 19th, 2006, 08:29 PM
I play always run so I don't have to worry about the shift key.

Ditto. Autorun for Doom is a godsend for me. :D

Grazza
January 19th, 2006, 10:35 PM
Secrets that require regular straferunning are nothing too unusual (HR, from as long ago as 1997, had some, and IIRC you couldn't even finish its map11 without straferunning), and the technique is pretty standard. It's probably best to avoid anything that requires strafe-50 though, unless the map is designed purely for speedrunners.Lately I´m experiencing problems with the Boom extensions in PrBoom... I guess it has nothing to do with the subject but well.Have you disabled them? If you are using a vanilla complevel, then Boom stuff will be turned off. In the latest prboom-plus, the full Boom compatibility level is 9 (this has changed from earlier versions) and for Doom2.exe compatibility it is 2.

Or if you're using the default complevel (-1), then it might be that you need to change some of the compatibility settings. Those starting "Use exactly Doom's ..." are most likely to be the ones causing problems with Boom maps. Personally, I very rarely use -complevel -1, as using a specific complevel is a lot simpler - there's no need to adjust the individual settings then.

See this (http://www.doomworld.com/vb/showthread.php?s=&threadid=31839) for more information about the compatibility levels. (It applies to general use as well as recording. It's a bit muddled right now as I haven't fully merged in all the stuff about the new complevels, but I think all the information is there.)

Just in case the above is confusing, it boils down to:
If you want to play a Boom map in prboom-plus, put -complevel 9 in your command line, or default_compatibility_level 9 in your cfg.

Danimetal
January 20th, 2006, 03:42 AM
It´s strange I was using the latest experimental version and some linedefs just wouldn´t work in certain places of the map but in anothers. I downloaded the previous stable release and it worked. Well, I have to play in absurd resolutions and little windows but it works. Still, I´ll try to download the experimental vesion and do the compatibility level thing. Thanks a lot Grazza.

Grazza
January 20th, 2006, 04:12 AM
I wasn't referring to the experimental 2.3.1, but to prboom-plus (http://sourceforge.net/projects/prboom-plus), a separate project (based on 2.2.6).Well, I have to play in absurd resolutions and little windows but it works.*confused* All versions of prboom support fullscreen mode and high resolutions, up to 1600x1200. Just set it from the command line or by editing the cfg and it remembers it from then on.

[It's probably best to start a new thread or switch to PMs if you'd like further guidance, as this is getting quite some way off topic.]

Danimetal
January 20th, 2006, 05:01 AM
Oh, sorry, I was referring to the experimental. I´m not much an user of PrBoom except for testing purposes but I would appreciate if you could PM me about Prboom-plus features and guidance on using it for NDCP2 testing purposes. Is it an accurate port?.

Thanks.