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DrBob
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PostPosted: 2004-06-06, 2:22 pm  Post subject: Beark ! map5 Beta Test Results Reply with quoteBottom of PageBack to top

map5, right.
Has anyone noticed the cool effect in the background of textareas like the post box, when you scroll the page??
Anyway, map5:

+ Illia is sunk into the Romulan chair

+ AMBIENT NOISES!!!! ArG!

+ You should really be able to get into the bridge of the shuttle, since the cinematic showed you in there, and the doors wouldn't just automatically lock behind you, would they?

+ The consoles should beep when used (even if they do something)

+ Normal door open/close sounds

+ Normal door locked/error sounds

+ You can walk through the console in the control room

+ Shouldn't the console in the control room be labelled as 'Shuttlebay', not 'Cargo bay', as this is obviously a shuttlebay

+ We need mission objectives

+ There are some bad textures inside the control room (up the wall, for instance) - these need checking out

+ The texture on one of the shuttlebay door surrounds is not the same as the other three

+ The whole outside of the map needs caulking

+ There are some untextured faces around both control room windows

+ Both security guys look exactly the same!

+ Illia is standing still a little too long before the security guys beam in - people will be wondering why she doesn't just walk off before the guys beam in

+ Shouldn't there be some music in the background?? Like over a public address system, or something

+ The sound that the security guy makes when he 'talks' is unintelligible

+ Illia doesn't jump off the platform

+ The security guys' field of view, and range of view are too short, so Illia can stand right behind them, and they wouldn't notice her. Make these values bigger, and the guys will actually try to shoot Illia!

+ If you look carefully, you can see the inside of the Romulan interrogation room from through the shuttlebay forcefield. (It looks like a metal lump, with a light in the middle.)

+ The footlight textures around the edge of the shuttlebay are misaligned

+ When the shuttle exits, the top of it clips through the bottom of the top of the door surround (if that sentence makes sense!)

+ The shuttle also stops whilst still in view of the camera, so the transition from one area to another is tainted by the fact that you see the shuttle stop (from within the shuttlebay), and then see it fly at full speed from outside the ship, and go into warp.

+ When the ship blows up, shouldn't both nacelles explode? And shouldn't there be some debris, and the lights going down?? There also should be no sound at all, because sound doesn't travel in space

+ When the camera rotates to watch the ship exploding, it looks as if the camera is staying still, and the ship is moving round to be in front of the camera. You need a point of reference (such as a star), that can be seen, and then flies off to the right as the camera rotates left. This will show that it is the camera moving, not the ship

+ You appear back in the shuttlebay once the cinematic is over; instead, the next level should be loaded

+ Again, we have instances of double-layered alpha grids, where someone has textured both sides of the brush with alpha textures, and you can see one through the other. It really doesn't look good.


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Cortex
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PostPosted: 2004-06-08, 9:26 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

The first thing is that all points are correct except for one, both nacelles DO explode, you should cehck the .map file as you can see that, and i know sound doesnt travel in space but it would sound crap if there was no sound imagine the battle scene in first contact with no sounds in space........point made?

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We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets. We shall fight in the hills. We shall never surrender!

- Sir Winston Churchill - June 4th 1940

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DrBob
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PostPosted: 2004-06-08, 5:15 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Mmmm...we have to make a decision - you either add more sound (cos atm is sounds a little skimpy if we are going for sounds) or take it all away.
I'm perfectly happy with either, but I do accept your point about First Contact...
I'm sorry about the nacelles, but it does look a little one-sided () - we should make it look like the other one is exploding more - maybe a little explosion on the strut?


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Cortex
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PostPosted: 2004-06-08, 5:56 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

ill make the camera higher

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We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets. We shall fight in the hills. We shall never surrender!

- Sir Winston Churchill - June 4th 1940

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DrBob
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PostPosted: 2004-06-09, 6:46 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

That should work


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Cortex
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PostPosted: 2004-07-05, 11:23 am  Post subject:  RE: map5 Beta Test Results Reply with quoteBottom of PageBack to top

+ Illia is sunk into the Romulan chair

- Moved Illia Up

+ AMBIENT NOISES!!!! ArG!

- Done + music from enterprise boarding mission

+ You should really be able to get into the bridge of the shuttle, since the cinematic showed you in there, and the doors wouldn't just automatically lock behind you, would they?

- I can workout how to make the shutle interior doors to work so unless someone else works it out ill leave it as it is, i think it works oK

+ The consoles should beep when used (even if they do something)

- Done

+ Normal door open/close sounds

- Done

+ Normal door locked/error sounds

- Always has had a normal error sound (press the Use button)

+ You can walk through the console in the control room

- Opps, clipped

+ Shouldn't the console in the control room be labelled as 'Shuttlebay', not 'Cargo bay', as this is obviously a shuttlebay

- The script calls for a Cargo bay which it is, with some cargo in itll look just like a TNG cargo bay

+ We need mission objectives

- dunno how to do that

+ There are some bad textures inside the control room (up the wall, for instance) - these need checking out

- Control Room(s) completly replaced

+ The texture on one of the shuttlebay door surrounds is not the same as the other three

- Fixed

+ The whole outside of the map needs caulking

- Done

+ There are some untextured faces around both control room windows

- Again Control Room(s) completly resone
+ Both security guys look exactly the same!

- Changed Dude 2

+ Illia is standing still a little too long before the security guys beam in - people will be wondering why she doesn't just walk off before the guys beam in

- changed wait time to 1sec

+ Shouldn't there be some music in the background?? Like over a public address system, or something

- Generally starship PA systems dont play music in the middle of a public room, but there is background musics now on the map

+ The sound that the security guy makes when he 'talks' is unintelligible

- Not my problem, i just made him talk, if you can understand it get the audio re-recorded
+ Illia doesn't jump off the platform

- i cannot make her walk off the platform i dont know why so i may have to improvise
+ The security guys' field of view, and range of view are too short, so Illia can stand right behind them, and they wouldn't notice her. Make these values bigger, and the guys will actually try to shoot Illia!

- i dont know how to do that, please tell

+ If you look carefully, you can see the inside of the Romulan interrogation room from through the shuttlebay forcefield. (It looks like a metal lump, with a light in the middle.)

- fixed

+ The footlight textures around the edge of the shuttlebay are misaligned

- not last time i looked

+ When the shuttle exits, the top of it clips through the bottom of the top of the door surround (if that sentence makes sense!)

- lowed shuttle

+ The shuttle also stops whilst still in view of the camera, so the transition from one area to another is tainted by the fact that you see the shuttle stop (from within the shuttlebay), and then see it fly at full speed from outside the ship, and go into warp.

- yeah ive made the space corridor thing longer

+ When the ship blows up, shouldn't both nacelles explode? And shouldn't there be some debris, and the lights going down?? There also should be no sound at all, because sound doesn't travel in space

- see above comments


+ When the camera rotates to watch the ship exploding, it looks as if the camera is staying still, and the ship is moving round to be in front of the camera. You need a point of reference (such as a star), that can be seen, and then flies off to the right as the camera rotates left. This will show that it is the camera moving, not the ship

- ill do that

+ You appear back in the shuttlebay once the cinematic is over; instead, the next level should be loaded

- fixed

+ Again, we have instances of double-layered alpha grids, where someone has textured both sides of the brush with alpha textures, and you can see one through the other. It really doesn't look good.

- fixed

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Quote:
We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets. We shall fight in the hills. We shall never surrender!

- Sir Winston Churchill - June 4th 1940

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TickNSwisted
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PostPosted: 2004-07-06, 1:17 am  Post subject:  RE: map5 Beta Test Results Reply with quoteBottom of PageBack to top

Just for clarification the following items still need to be resolved or stricken from the list:


+ You should really be able to get into the bridge of the shuttle, since the cinematic showed you in there, and the doors wouldn't just automatically lock behind you, would they?
Shuttle doors.

+ Shouldn't the console in the control room be labelled as 'Shuttlebay', not 'Cargo bay', as this is obviously a shuttlebay
I don't suppose this matters much.

+ We need mission objectives
Scripting - Mission Objectives.

+ The sound that the security guy makes when he 'talks' is unintelligible
Voice Artist - Invistigate. Is this in the English or Deutch version?

+ Illia doesn't jump off the platform.
Scripting - Character Behavior.

+ The security guys' field of view, and range of view are too short, so Illia can stand right behind them, and they wouldn't notice her. Make these values bigger, and the guys will actually try to shoot Illia!
Scripting - Character Behavior.

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Argyle
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PostPosted: 2004-07-07, 11:58 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

You shouldn't be able to get inside the shuttle. It's good that Illia has to open the doors to the shuttle under fire.

Illia shouldn't jump off the platform in the cinematic. That must be performed by the player.

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