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Old 12-15-2004, 11:38 AM   #1
o_shaolin
 
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Play Testing?

Hey guys, just curious how you are handling this. Do you guys have a server or two planned for testing and a testing team, or do you plan on allowing as many people as possible to download the mod and then adjust according to their feedback.
I imagine quite a few people will be willing to host various beta servers etc, just curious on how you plan on fine tuning etc.
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Old 12-15-2004, 11:56 AM   #2
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Thats an interesting question and Ive wondered myself how the team will deal with game play and 'quality control'.
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Old 12-15-2004, 02:26 PM   #3
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If you do need any playtesters I'd be very interested, I have experience testing other big community mods.
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Old 12-15-2004, 09:22 PM   #4
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When the mod is that that stage we will be making announcements. Thanks for the offer tho!
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Old 12-15-2004, 10:48 PM   #5
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Quote:
Originally Posted by rebo
When the mod is that that stage we will be making announcements. Thanks for the offer tho!
I hope you mean a half-playable early pre-alpha with 'that stage' :P
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Old 12-19-2004, 07:36 AM   #6
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Are you guys going to be testing stuff(models, maps etc.) on other mods first(CS:S, HL2DM or just HL2), or are you going to code the game first then test them out?
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Old 12-20-2004, 10:17 PM   #7
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I hope there will be some sort of grand opening for the game with some interesting games to kick the mod off. Maybe DW vs. BC for Europe would kick up some decent interest. Also maybe a mini invite only cup will get stuff going. Give people plenty of notice when you think you might have a release date so they can start to get their clans together. I know you probably will have a release strategy but I couldn't help but throw a few ideas in.
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Old 12-21-2004, 07:59 AM   #8
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Quote:
Originally Posted by DoN Chico
Are you guys going to be testing stuff(models, maps etc.) on other mods first(CS:S, HL2DM or just HL2), or are you going to code the game first then test them out?
I think there's really no need to test it on other 'games'. The whole process of creating a fully working models is basically first getting a mesh done (e.g. the model itself) then (after unrwapping) getting a skin done and then animating. Once a model is finished and exported to the hl2 format then there's basically not much to test because animations should already be synched and working. Testing the models should be done before you export it to the hl2 model format and thereafter its only potential bug fixing

Quote:
Originally Posted by Storm
I hope there will be some sort of grand opening for the game with some interesting games to kick the mod off. Maybe DW vs. BC for Europe would kick up some decent interest. Also maybe a mini invite only cup will get stuff going. Give people plenty of notice when you think you might have a release date so they can start to get their clans together. I know you probably will have a release strategy but I couldn't help but throw a few ideas in.
Interesting idea, for the league community Im sure that its a nice introduction for non-league players too but this is all a bit far ahead. From what Ive heard, the first steps have been made by working on a website this is one of the most important things. You can say what you want but if you overhype a game and it turns out that the gameplay is bad or the game simply is no fun to play then people will not play it anyways and vice versa (already wrote some stuff about that). So instead of concentrating on 'release strategy' I think the team should concentrate on basic game design and development strategies instead of thinking about releasing strategies..
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Old 12-21-2004, 01:34 PM   #9
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There is always time for thinking about a release strategy, I am sure they will hire a full team of marketing professionals and PR agents in good time.
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Old 12-22-2004, 07:57 AM   #10
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Wouldnt Valve have anything to say about it as you need Steam as dilivery tool?
(lo btw lads)
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Old 12-22-2004, 08:25 AM   #11
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Hi mithjo how are you
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Old 12-22-2004, 09:22 AM   #12
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Ban Mith right away please.
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Old 12-22-2004, 09:45 AM   #13
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well they will be expecting people to make mods MITH so I am sure they will have made provisions

plus I second tha banning!
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Old 12-22-2004, 10:55 AM   #14
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Quote:
Originally Posted by Mithjo
Wouldnt Valve have anything to say about it as you need Steam as dilivery tool?
(lo btw lads)
It'll go on steam as a Third party game .. dont think you will download it through steam though as its not an official steam game.
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Old 12-22-2004, 01:01 PM   #15
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Lo eat, fo strom

Hmmm a "third party game"... But doesnt it still require access (or permission) to the Steam tool? As in, Valve can always block the mods they want to block; ai not the contentdelivery but accessibility
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Old 01-06-2005, 06:49 PM   #16
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Please do count me in for playtesting when the time come's, i'm very interested and curious in the alpha or beta version.
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Old 01-07-2005, 10:02 AM   #17
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Third party mods for pre-Steam HL worked fine on Steam just by dropping the whole mod directory in the Half-Life directory. I assume it'll work in a similar way for HL2?
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Old 01-08-2005, 01:29 PM   #18
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HL2 mods go in C:\Program Files\Valve\Steam\SteamApps\SourceMods\ (if using the default install directory of course)
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Old 01-09-2005, 11:29 AM   #19
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maybe fortress forever would so good that valve will buy it from them though






















yeah fuck that nvm. i heard steam is going to get more 3rd party friendly soon
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Old 01-10-2005, 04:15 PM   #20
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nooo

lol i want it free and out of valves control lol
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