• Welcome to Freedom Reborn Archive.
 

Manowar Mod is looking for Beta testers

Started by lmalonsof, October 24, 2008, 01:59:38 AM

Previous topic - Next topic

lmalonsof

Hi there,

The mod I'm about to release (thanks to Unkoman and Death Jester) needs to be betatested. It would be nice if a group of 2 or 3 people could help with this. Blitzgott is already in, are any of you interested?

If so, please post in this thread and I'll PM you with the links.
(It's a big mod, about 160Mb)

Thanks in advance!

GogglesPizanno

Oh Man O War....
I could probably give it a run through this weekend.

lmalonsof


Blitzgott

I hope it's okay to post the bugs I've found here.

When I was about (or so I believe) to fight Narwhal, this popped up and I couldn't play further:




I've also noticed that the rampaging robot and Narwhal himself appear at random locations. I don't know if that's intentional.

When you begin the game, there is a dialog between Sea Urchin and Man O' War. When you hit "Mission Briefing" in order to start the mission, the same dialog occours. It'd be nice if that could be removed. There is no need for the same dialog twice.

Also, when I hit "New Campaign" in order to start a new game, after the intruduction, I'm thrown to an "In Base" screen. It'd be nice if the game started in the mission already.

Sea Urchin's static cage is not working like it should (it works for me when I play FFX normally).

This is just my opinion, but I think you should put some health power-ups here and there, or make the missions shorter. It might be that I'm a terrible player, but by the time I got to Narwhal, I had already used the hero points of both heroes, and they were both with about one third of their health.

Overall, I think it has a lot of potential, though.

qazwsx

Quote from: Blitzgott on October 24, 2008, 04:26:55 PM
I hope it's okay to post the bugs I've found here.

When I was about (or so I believe) to fight Narwhal, this popped up and I couldn't play further:




I've also noticed that the rampaging robot and Narwhal himself appear at random locations. I don't know if that's intentional.

When you begin the game, there is a dialog between Sea Urchin and Man O' War. When you hit "Mission Briefing" in order to start the mission, the same dialog occours. It'd be nice if that could be removed. There is no need for the same dialog twice.

Also, when I hit "New Campaign" in order to start a new game, after the intruduction, I'm thrown to an "In Base" screen. It'd be nice if the game started in the mission already.

Sea Urchin's static cage is not working like it should (it works for me when I play FFX normally).

This is just my opinion, but I think you should put some health power-ups here and there, or make the missions shorter. It might be that I'm a terrible player, but by the time I got to Narwhal, I had already used the hero points of both heroes, and they were both with about one third of their health.

Overall, I think it has a lot of potential, though.
Wow, that camera angle is brilliant! Wish we could play the game like that. Completely transofrms the city. The alert simply means you need to give Narwhal a nif called head. Haven't you played through once? You lazy sod! You do get to enjoy your own mod that way though...

bearded

vote of confidence here.
looking forward to the finished version.  man o war never got the respect he deserves!

GogglesPizanno

QuoteHaven't you played through once? You lazy sod! You do get to enjoy your own mod that way though...

This is one of those instances like his Thug Mod where his local settings probably work fine, but when played on a different machine some of those settings may be different... hence the error... hence the request for Beta testing...  ;)

I'm downloading now...

lmalonsof

QuoteThis is one of those instances like his Thug Mod where his local settings probably work fine, but when played on a different machine some of those settings may be different... hence the error... hence the request for Beta testing...

Exactly. I don't have that head.nif error.

qazwsx

Maybe you forgot to upload it? afaik, the head.nif should be in the library instead of a specified directory, unless it's a custom character you happened to put elsewhere.

GogglesPizanno

It looks like you can put a custom character anywhere you want, as long as the template for the character point to it.
HOWEVER, the head nif appears to be hard coded to look in the library\characters\<charactername> folder.

So to fix that error, move all your custom characters out of the custom_characters folder you currently have them in, and move them to the \library\characters folder. Then update your character templates in FFEdit to point to this new path. I think that should fix the problem.

Previsionary

I don't think that's true. The head.nif can be drawn from any directory as well as long as it's setup correctly in the resource tab. I'm fairly sure I had my head.nifs in "Custom_characters" in at least two-three mods.

GogglesPizanno

Well if I wasn't already being called Shirley....

Prev is right.
I completely overlooked the whole resources tab thing.
I looked in the documentation and it said something about them being looked for in a certain path. But upon rereading it was talking about the Max files for doing your own head nifs...

Nothing to see here...
Move along...

lmalonsof

I'm going to change the route to all the new templates in FFedit. After that I'll upload an updated version because it seems nobody can get through the first mission.

The new version will be available on Thursday (I hope), I'll send you the links.

Thx for the help!

GogglesPizanno

Issues aside, I would like to say that in comparison to the thug mod, this one is really improved in terms of polish. I still think it needs some music, and there is probably one too many encounters in the first level, but all in all it feels really solid.

lmalonsof

QuoteI still think it needs some music

Hey! It should have music! It's not playing?

GogglesPizanno

Nope not for me.
Were you using custom tracks, or just built in ones?

lmalonsof


GogglesPizanno

OK So i think I tracked down the music problem.
You have the mp3 tracks set up correctly, but in your EZScript missions you are telling it to play the filename instead of the name given to it in the resources tab.

So for example, your script has:
Play music m01

m01.mp3 is the name of the file.
But if you look at the entry in FFEdit in the resources tab, it uses the name "music_beginning"
So by changing the mission script to:
Play music music_beginning

Then it works fine for me.