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Old 10-10-2006, 03:03 AM   #1
razorace
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Enhanced 0.1.0 is Close! Need Betatesters!

I'm happy to report that OJP Enhanced v0.1.0 is getting close to release. I think we have all the major features we want (for v0.1.0) and are now in the process of bug hunting, balancing, and polishing.

However, we seem to be low on betatesters and now is when we need them the most. We need to test the living hell out of the latest version.

As such I'm going to suggest that:
1. The Enhanced Beta Server be up 24/7 (or at least try to be).
2. Betas be public.
3. Post remaining bugs to the Bug Tracker.
4. Start a Weekly Play Fest on thursdays @ 6pm (PST). The Weekly Play Fest should focus on playing the mod rather than attempting to fix/test specific issues. I know that we tend to get de-railed in the past and I think that's scared off the casual betatesters.
5. Contributors need to complete their work tasks.
6. A new trailer needs to be made.

Any other suggestions would be great. If we can get this hammered out quickly, I'd like to start on our new testing as soon as possible.

Also, if you're interested in helping us beta test, please PM me your IM contact information. This is how I stay in contact with our betatesters.

Current OJP Enhanced Beta:

Enhanced v0.0.9t - Clean out your ojpenhanced folder (you should be able to keep your .cfg files) and install the package. This package is complete so you don't need any other files.

NOTE: The current beta doesn't support Macs. Unfortunately, I don't have direct access to a Mac so the betas are for Windows only. As for the Mac fans, don't worry, we'll make sure that 0.1.0 has Mac support.


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Last edited by razorace; 04-01-2007 at 04:36 PM.
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Old 10-10-2006, 03:13 AM   #2
RipleyUK
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Iamsux, but I'll beta if ya' want.
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Old 10-10-2006, 03:17 AM   #3
razorace
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If you're interested in helping us beta test, please PM me your IM contact information. This is how I stay in contact with our betatesters.


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Old 10-10-2006, 12:21 PM   #4
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Am I still/Was I ever a betatester? lol
I also can't get the latest version to run, it crashes when I try to load a map.

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Old 10-10-2006, 02:01 PM   #5
razorace
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Yes, you're on the betatester list.

As for your crashes, that's a bit offtopic so I'd start a new thread about it if you need help. The only thing I can suggest before I release another version is reinstalling and completely deleting your JKA directory.


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Old 10-11-2006, 12:58 AM   #6
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Smile Hello, looking to try beta.

Hello. I ran across your mod, and I'd like to check it out to see what it has to offer. I like a lot of what I've read and seen thus far.

I did see some mention of "50% chance" which I hope isn't correct, because I'm hoping this mod doesn't involve chance, or "dice."

If I like it, I'd like to try to help out with the project. If I have any questions, I'll be sure to ask.

-- Cad
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Old 10-11-2006, 03:35 AM   #7
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Thumbs up

Quote:
Originally Posted by Cad
Hello. I ran across your mod, and I'd like to check it out to see what it has to offer. I like a lot of what I've read and seen thus far.

I did see some mention of "50% chance" which I hope isn't correct, because I'm hoping this mod doesn't involve chance, or "dice."

If I like it, I'd like to try to help out with the project. If I have any questions, I'll be sure to ask.

-- Cad
Nah, none of that bull****. If that was involved I would quit too! lol.
Even if it was in the system I can't notice it and I think you should take that as a good sign.

Good to see people showing some interest.

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Old 10-11-2006, 03:49 AM   #8
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Quote:
I did see some mention of "50% chance" which I hope isn't correct, because I'm hoping this mod doesn't involve chance, or "dice."
Um, actually there is a 50% chance thing having to do with mishaps when you start getting high on the mishap meter (which is your own fault if it happens usually). While it doesnt greatly effect the gameplay as far as being random, its half the reason I created my own code version with that 50% thing gone and mishaps completely controled by attackfakes and attackparries. Ha! What did I tell you guys!!


Game screen name: Master Jon Hoc Ni

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Last edited by JRHockney*; 10-11-2006 at 06:29 AM.
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Old 10-11-2006, 06:13 AM   #9
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Yeah, we're still working on that issue.

Anyway, v0.0.9m is out. Link at top of thread.


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Old 10-11-2006, 10:03 AM   #10
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Quote:
Originally Posted by razorace
Anyway, v0.0.9m is out. Link at top of thread.
<33333

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Old 10-11-2006, 03:13 PM   #11
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Thumbs up new version is out !

I try play tonight ..
ok I game was crashes when I add Bot ..
and still cant join game too ..
I love new loading screen
thank you
http://img99.imageshack.us/img99/521/ojploadingjk5.jpg



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Old 10-11-2006, 06:58 PM   #12
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I'm so sorry I ever mentioned the 50% thing.
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Old 10-11-2006, 07:11 PM   #13
razorace
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why?


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Old 10-11-2006, 07:18 PM   #14
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Quote:
Originally Posted by Sushi_CW
I'm so sorry I ever mentioned the 50% thing.
I'm just being an a** for the most part. The 50% thing isnt that big of a deal and the game is still plenty playable. It's just a potential excuse for people to not want to play our mod again after they try it since they have to step out of their saber combat comfort zones to do it in the first place. The way I had it was more of a personal preference, though I do think it may ultimately be the way to go way to go or something similar with the same effect. The way it is now isnt that random at all, but I might be just random enough to worry players.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 10-11-2006, 07:39 PM   #15
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Quote:
Originally Posted by razorace
why?
Because ever since I did, people have been worrying about it needlessly. As Jon said, it really isn't a big deal.
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Old 10-12-2006, 02:57 AM   #16
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Indeed, I knew there was something like it in the game but I never really noticed it enough to actually care. Chill Sushi, it's okay.

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Old 10-12-2006, 06:44 PM   #17
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Will the new OJP Basic by any chance come out any time soon?



Offtopic:

Quote:
Originally Posted by JRHockney
...though I do think it may ultimately be the way to go way to go or something similar...
Made me laugh
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Old 10-12-2006, 08:04 PM   #18
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Quote:
Originally Posted by Paro
Made me laugh
Aww shutup. LOL. Dont make fun of my sad lack of proof reading! I better fix that.


Game screen name: Master Jon Hoc Ni

UDM Quote: in singapore, gangsters are...skinny jacka**es who think they can 0wn you. they hurl insults at u, and then lose in a fight. n00bs
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Old 10-12-2006, 08:58 PM   #19
razorace
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Quote:
Originally Posted by Paro
Will the new OJP Basic by any chance come out any time soon?
That's a good question. I don't know. Doing full packages is a pain in a butt so I don't do them very often. However, I imagine we'll do one at the same time as Enhanced 0.1.0.


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Old 10-12-2006, 10:26 PM   #20
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Enhanced v0.0.9n is out! To install, clean out your ojpenhanced folder (you should be able to keep your .cfg files) and unzip the package to your JKA game folder. This package is complete so you don't need any other files.


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Old 10-13-2006, 06:16 AM   #21
Buffy
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Wink sorry I dont know how to do Bug Tracker so

I just post my bug report here ...
version N can join game but still Force Mastery level is Initate so I have only Melee and there is no weapons in Map
http://img136.imageshack.us/img136/8731/ojpnux4.jpg
http://img136.imageshack.us/img136/3224/ojpn2cg5.jpg
I dont know why this Thread didnt work Thumbnail link ??



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Old 10-13-2006, 03:53 PM   #22
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You're a Force Initiate because you only have 5 skill points.
Secondly, you're not supposed to have weapons on the map. That's all part of the new experience system.


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Old 10-13-2006, 04:43 PM   #23
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Question oh so ..

Quote:
Originally Posted by razorace
You're a Force Initiate because you only have 5 skill points.
Secondly, you're not supposed to have weapons on the map. That's all part of the new experience system.
everybody have to begining game from "Force Mastery level is Initate" ?
and kill enemy then level is going to up ?
oh like RPG ?



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Old 10-13-2006, 05:31 PM   #24
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Yeah, basically. You can set the initial skill points by setting g_minForceRank and the maximum wiht g_maxForceRank. If you don't want players to get experience, just set them both to the same value.


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Old 10-13-2006, 06:54 PM   #25
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Lol... maybe change score to xp points then, and you could maybe add some type of guid that is used, vry easy 2 do. could even then have xp save/storage then on the server based on GUID. Course, it would be nice to do it with the engine code but it can be easily done via cgame, just need to add md5 stuff and you should be good. I've got the code somewhere, so i can make a ticket to the trac and add it sometime soon.


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Old 10-13-2006, 07:15 PM   #26
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GUIDs are interesting, but I don't think we'd really need to use that vs a simple username/password.

Besides, from design standpoint, I think we're going to have the skill points reset at the end of each round anyway. Lets move this conversation over to the Experience System thread if you want to talk about it more.


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Old 10-13-2006, 11:20 PM   #27
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Thumbs up ok I understand now

I play UT2004 with RPG mod so
I love it



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Old 10-26-2006, 08:09 PM   #28
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Today's play test (10/26/06) is probably going to be delayed for an hour or so (to 7pm PST). I simply haven't had the time to make the needed changes and create a new beta package.


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Old 10-29-2006, 10:04 PM   #29
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Just a heads up guys, pistol glitch where it had limited ammo is fixed by making weapons.dat not load during enhanced. Also: the pickup centerprint message of security keys is fixed as well.

VoteSys tweaks to drawvote function :
- The vote info (cmd and parameter) should never appear blank or with garbage characters.
- Uses CG_GetStringEdString with Q_strncpyz instead of the direct trap translation cmd.
- Added Jedi Master and CoOp to the list of displayable gametypes when g_gametype is being voted for.
- Added timelimit, capturelimit, and fraglimit displaying when those are voted for.
- Added generic else switch to just display whatever is in the main vote string and not split into 2 parts like map, kick, timelimit, etc.

Razor has fixed the scoreboard in CoOp now so that it uses the team scoreboard since it is technically a team-game.

Cleaned up some of the CP coloring and who message is displayed to for Secret and Autosave messages.

Fraglimit, and timelimit no longer display on the map loading screen.

Note: also in basic with the exception of the pistol ammo fix by stopping weapons.dat from loading.


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Old 10-29-2006, 11:33 PM   #30
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Awesome thanks Razor!
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Old 10-30-2006, 04:26 AM   #31
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Ensiform needs some props as well. He did a LOT of coding work after our play test yesterday.


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Old 10-30-2006, 06:52 AM   #32
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I want to be beta tester



If you have xfire add kueto


otherwise pm me
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Old 10-31-2006, 12:51 PM   #33
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oh and if you want xfire go to www.xfire.com
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Old 10-31-2006, 02:35 PM   #34
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I'm not really interested in running yet another IM service but thanks for the information.


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Old 10-31-2006, 03:45 PM   #35
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Quote:
Originally Posted by razorace
I'm not really interested in running yet another IM service but thanks for the information.
I'll add him.

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Old 11-01-2006, 02:45 AM   #36
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ok razor
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Old 11-01-2006, 11:29 AM   #37
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I'm still working on the HTML conversions, but I'm working on the last 15kb+ file so after this one it's all easy. I'm at OJP_Changes_basic right now.
It is DONE!

From 36KB to a whopping 42 :P

I'm gonna take a break and start on OJP_changes_enhanced.


Last edited by Maxstate; 11-01-2006 at 12:57 PM.
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Old 11-01-2006, 03:07 PM   #38
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Quote:
Originally Posted by razorace
I'm not really interested in running yet another IM service but thanks for the information.
So just get the good IM service(xfire) and get rid of the others.

Btw is it too late to become a beta tester? :|

ramenrules16@hotmail.com = MSN

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Old 11-01-2006, 03:39 PM   #39
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Quote:
Originally Posted by Maxstate
I'm still working on the HTML conversions, but I'm working on the last 15kb+ file so after this one it's all easy. I'm at OJP_Changes_basic right now.
It is DONE!

From 36KB to a whopping 42 :P

I'm gonna take a break and start on OJP_changes_enhanced.
Please place your prototype files on the repository. Me and Ensi have been making a lot of changes to the changelogs so we need to have the prototype on there so we can start adding entries to it rather than the .txt file. We dont want to lose our last few days of changelog updates.


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Old 11-01-2006, 04:32 PM   #40
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Quote:
Originally Posted by razorace
Please place your prototype files on the repository. Me and Ensi have been making a lot of changes to the changelogs so we need to have the prototype on there so we can start adding entries to it rather than the .txt file. We dont want to lose our last few days of changelog updates.


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