Product Chat / V1.008 Feedback thread,

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bcx2068
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Posted: 29th Jul 2014 11:02
I've got very low frame rate, about 25-32 on the empty map, even when I have all set to minimum FPS isn't much higher. I had above 80 fps in the previous BETA. I'm using GTX 460. Aside from that, the new features are great, especially ragdoll.
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LeeBamber
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Posted: 29th Jul 2014 15:15
@MK83 : I will start with you as your report of the GTTR level (Get To The River) level from 55 down to 19 FPS is a good base to do an in-depth analysis.

Also, if anyone else can beat this in terms of before and after FPS, loosing more than 50% of you
Scene Commander
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Posted: 29th Jul 2014 17:46
Quote: " I recommend using the released V1.008 build and the previous V1.007 build"


Lee has asked me to say he actually meant V1.0071

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MK83
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Posted: 29th Jul 2014 18:45 Edited at: 29th Jul 2014 21:34
Here you go Lee.

[href][/href]



Fixed so it's now readable. 1.071 at top and 1.08 at bottom.

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synchromesh
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Posted: 29th Jul 2014 19:55
Quote: "Here you go Lee."


Out of interest I tried to see the difference....I tried looking full screen...zooming in a paint program...No joy
Not readable ...don't think it will help Lee ?
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DVader
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Posted: 29th Jul 2014 20:32
Looks like 60 and 27 fps to me from here. A huge loss in speed.



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Posted: 29th Jul 2014 21:42 Edited at: 29th Jul 2014 21:48
Strangely enough, I'n not noticing any significant frame rate loss from 0071 to 008...



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synchromesh
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Posted: 29th Jul 2014 21:50 Edited at: 29th Jul 2014 21:54
Quote: "Looks like 60 and 27 fps to me from here. A huge loss in speed."




LOL DVader !!



I see what your looking at now.....What a plank I am ......I was trying to read the sliders



I think my mind was set on the whole config ..
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superdude911
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Posted: 30th Jul 2014 01:16
I am totally enjoying the new build!

I do have one slight issue, I seem to run into a problem where the RPG goes through all the buildings and vehicles and any other entities I shot at with it. It could be a strange glitch or maybe the coding is just off. Anyone else getting this problem?

no apocalypse no game
rolfy
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Posted: 30th Jul 2014 01:41
The map editor seems to lag really bad with v1.008, I find this on more than one comp.

A funny thing happened on the way to the forum...
Pirate Myke
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Posted: 30th Jul 2014 01:46
I opened my comp map from 1.0071 and I noticed it was stuttering to get thru from area to area in the map editor. I believe It lost about 5 fps in this beta. I will mess with some new maps.

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AuShadow
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Posted: 30th Jul 2014 02:52 Edited at: 30th Jul 2014 03:11
My level from 1.0071 took a major performance hit to being unplayable. Will test a new map soon



Edit, new map seems ok but havent made a large one yet, explosions still need work when multiple things explode at once, see video to see what i mean

you see the barrels fly off but then all the explosions are at the start





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m2design
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Posted: 30th Jul 2014 05:38
@Scene Commander

[quote=]If you think your level is too bright now, Rick has posted a video on how to use the new brightness and contrast sliders. Is this a popular option? We went for a public vote on this look, but are always prepared to reconsider.[
Bisella
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Posted: 30th Jul 2014 08:06 Edited at: 30th Jul 2014 08:07
great job with this release.

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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Bisella
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Posted: 30th Jul 2014 08:07 Edited at: 30th Jul 2014 08:09
sorry...i'm a stupid

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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LeeBamber
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Posted: 30th Jul 2014 11:37
@MK83 : Great comparison shot, thanks for that! Can you dial your shadows down to zero on your V1.008 and let me know what gain you get on your FPS? I suspect a combination of shader tweaks, shadowing unnecessary objects added to V1.008 and perhaps some s
MK83
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Posted: 30th Jul 2014 11:52
Quote: "@MK83 : Great comparison shot, thanks for that! Can you dial your shadows down to zero on your V1.008 and let me know what gain you get on your FPS? I suspect a combination of shader tweaks, shadowing unnecessary objects added to V1.008 and perhaps some scripting overhead. We'll start with shadows, the worst offender."
Sure, be happy to.
[href][/href]

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Jerry Tremble
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Posted: 30th Jul 2014 14:24 Edited at: 30th Jul 2014 14:31
I have a question: How long has the day/night cycle been in the engine? I never really used 1.0071 so I've been kinda out of the loop as far as features go for a couple months, but I just discovered it by accident and I like it! Is there any way to adjust the speed? Also, is there any way to keep it on by default?

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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tomjscott
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Posted: 30th Jul 2014 20:08
I'm seeing serious instability issues. I can run my comp entry about 2-3 times in test mode before it crashes with memory guru error or undefined image error or just an unspecified crash. Seems like there might be some memory leaks in this version.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
science boy
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Posted: 30th Jul 2014 21:29
i am finding that people should of kept quiet with contrast and brightness, it seems worse from my end, trees glow and everything seems less smooth somehow. oh well.

as to fps a lot slower it seems, but i have not tested properly. but i am guessing there are many little naughty boys in this version.

happy hunting, look forward to someone giving a tutorial on getting none human beasts into reloaded as that is one of my main ones with melee.

an unquenchable thirst for knowledge of game creation!!!
TattieBoJangle
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Posted: 30th Jul 2014 21:47
I agree science boy version 8 looks and runs worse.





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MadLad Designs
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Posted: 30th Jul 2014 22:07
Perhaps a 'Reset to Default' button could be added for when you go overboard with the sliders?

Check out my YouTube Gaming Channel: /user/MadLadDesigns



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tomjscott
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Posted: 30th Jul 2014 22:20
@Lee, slider settings don't seem to stick in this version. I keep getting some of the items reset when reloading my level. Also, the sliders don't update based on settings done in scripts. So, if your level changes the scriptable settings such as fog and
synchromesh
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Posted: 30th Jul 2014 22:22 Edited at: 30th Jul 2014 22:22
That would work I guess



My worry is.....What may look good on my screen using hdmi cable may not look so good on someone elses..

If I use my VGA cable instead its a huge difference...At least before we all got the same



How about sliders in the game menu options ....Like many games today really...

a lot have a " set brightness so you can just see the cube " type of thing to allow for screen variation ..



But the conkit first eh
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Northern
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Posted: 30th Jul 2014 23:46
Hi all,

Firstly, I want to congratulate the TGC team by release of the version 1.008.

I have not tested it much, but in my opinion, there was a great improvement on the graphic level of the program in this version;

showing images with greater colour definition and adding controls to adjust the brightness and contrast.

I also have noticed a better AI character animation and seeing rag dolls in action is always pretty cool as well, besides the sounds of

the weapons now are more powerful. Another highlight was the introduction of the new AI (artificial intelligence) characters using the

Uzi gun, very good 3D models.

The AI (artificial intelligence) has also improved a bit, but like all AI in games always fails at some moment during the game play,

however, it is good so far, in my opinion, at this stage of software development. I know very well how complicated it is to develop a

AI system for a game engine, and trust me; it is not so that easy.

It seems to me that the way points are working fine with this release.

Regarding the problems of this version, I am going to report them on the bug thread.

That's it. Good job TGC team and keep walking.

Greetings,

Northern
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synchromesh
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Posted: 30th Jul 2014 23:55
On another note ...
I found the Characters and waypoints work perfectly for me now
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Jerry Tremble
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Posted: 31st Jul 2014 02:23
Wow, I've been trying to keep up on the forums these past couple months while not being able to work with Reloaded and there are a couple of things I don't recall being mentioned anywhere. When was the day/night cycle added? And the jetpack? That is WAY cool!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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morphtactic
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Posted: 31st Jul 2014 03:25
For me the update is almost rock solid. I have seen increases in framerate using highest shader settings. Also please keep the new shader and brightness and contrast sliders.

Perhaps they could indeed use some work, but I like the look I get out of them. I love the high-contrast Book Of Eli look, and now I can create it.

Also, visuals are like music, everyone has their own sensibility and taste, we can't just change things because someone does not like the look. If it is broken that is a different matter. But nothing is broken here.

All we need is a little more control of the overall visual functionality. Also for me, especially using the highest shaders, I have noticed a drastic improvement in the detail of entities that look before outright flat. I do not think going back to the old look is the right thing to do. This is a major step forward, and has improved my competition level a lot.

There is still a bit of random crashing to deal with, but this version is by far the most stable one yet. Great work team!
Scene Commander
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Posted: 31st Jul 2014 07:31 Edited at: 31st Jul 2014 07:32
As has been stated, visuals are a very personal thing, and different users are going to want to capture a different feel. Opinions are divided down the middle on the new look. It seems to me that more control over visuals is what's wanted?



Quote: "There is still a bit of random crashing to deal with,"




Do you have any examples of this?



SC

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DVader
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Posted: 31st Jul 2014 11:12
Quote: "Quote: "There is still a bit of random crashing to deal with,"

Do you have any examples of this?"


Yes, my compo level crashes all the time making it night impossible to do anything to it, plus severe slowdown in places. I've posted most my issues on the bug thread.

It seems some are finding this release to be better. With my config however, it certainly needs work. Even in a fresh level I only have to put in a clump of trees, say 70 of em, and the frame rate plummets. I certainly had better performance in the last version here.

The main difference in performance I see, is the speed is more constant between low, medium and high. But overall, when things get busy is way slower.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
Uman
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Posted: 31st Jul 2014 15:19
I get crashes as had been reported. Every so often I get the editor stop working and message resuming previous session.

Speed for me is down somewhat too - variable in different levels. Certainly no better than earlier versions which would be helpful given that my levels at least don't contain a massive amount of content with much more needed to be added. Already at lowest shader settings throughout and little content in a level I could not really build a complete Reloaded level as performance would not allow for me. I am hovering just above 30fps now in places though I can get up to 60fps in others currently.

morphtactic
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Posted: 31st Jul 2014 15:57
Scene Commander: my competition level randomly crashes sometimes at initializing physics, in standalone too. There are also parts of the map that are more prone to crashing, and after I'm about half way through the map, if I die, most of the time I do not respawn at the start, but the whole application crashes. Why this is happening is a mystery to me. All in all this version is still working way better for me than the previous one...
morphtactic
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Posted: 31st Jul 2014 20:48
Scene Commander: upon further inspection, particularly installing and playing my competition level on a very old laptop, which I pulled out of my archives, it appears that the game runs flawlessly, no crashes at all. I get about 5 fps, but that is normal for a computer that the Neanderthal once used. I was amazed that reloaded worked at all on it. Shows the true quality of this software... Perhaps the crashes are due to having both the map editor and the standalone on the same computer? Strange...
LeeBamber
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Posted: 31st Jul 2014 23:44
For earlier rendering visuals, set contrast to 30, brightness to 0 and increase ambient intensity to bring back the detail on the dark side of the objects. I will be looking at performance for the V1.009 as I suspect we just dumped a huge number of particle and explosion objects into the shadow renderer, which are not essential most of the time. I too am of the opinion we need V1.009 to bring more speed than we had in V1.0071 as this will make our games 'feel' better!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

TazMan
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Posted: 1st Aug 2014 14:22
I have been meaning to say for the last couple of versions but never got round to it. I have noticed that when you have Photoshop open and then run FPSCR and run your test level it won't let you escape out of it, you have to open task manager which seems to close FPSCR when you do and then you lose everything you have just done. Which can cause some problems if you are working on a game and have forgotten to save your level.

And I know BACKUP, BACKUP AND BACKUP.

I've got something to say

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mguy1122
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Posted: 2nd Aug 2014 02:43
I'm still getting the weird problem of the trees texture bleeding onto my models. Not sure what's causing it but it seems to still be a problem in the new beta. It seems to be very random the models it effects. Here's the original post and an image:

http://fpscrforum.thegamecreators.com/?m=forum_view&t=209303&b=6

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tommy8
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Posted: 2nd Aug 2014 06:08
I found that some of my models that i built for 1.0071 are resized or turned inside out.
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VRGames
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Posted: 3rd Aug 2014 22:29 Edited at: 3rd Aug 2014 22:30
Strange things happened when I converted legacy characters with animer to reloaded.

When the characters died they looks like the characters from the movie "The Thing"

I think it is the upgrade v1.008 I did not have this problem with v1.0071.

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Jerry Tremble
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Posted: 5th Aug 2014 14:21 Edited at: 5th Aug 2014 14:24
@VRGames-LOL, I was curious because I hadn't successfully used a converted character since 1.007. In 1.0071 they looked like they had serious skin cancer, but were functional. Now the skin is cleared up but I get the same result as you. This is after shoo
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Uman
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Posted: 5th Aug 2014 15:08
Yes I believe the issue is due to Ragdoll inclusion now by default (hard coded) and you cant disable it as far as I am aware. At least not easily if at all and I have not even considered looking at the possibility.

I use Animer to convert enemies and since Ragdoll introduction of course they no longer work at least not once you shoot at them. It may not be a Ragdoll related issue but I believe it is.

When I now kill non reloaded default enemies I don't so much suffer from the distorted characters which does sometimes happen but I usually get a Reloaded level freeze (crash) and have to force exit back to desktop.

eMaRDi
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Posted: 6th Aug 2014 07:49
I checked the beta 1.008 yesterday. Installed the gold pledger 400 pack along afterwards (great assortment by the way!).

First impressions:

- I appreciate the function deinstalling prior beta versions before installing the current version
- as a minor note: After installation I jumped into the installation folder and clicked on "FPSC Map Editor" which resulted in an odd display like a 640x480 screen in my Windows 8 app color (petrol blue).
Maybe an error should be raised if the map editor is executed outside of the FPSCreator.exe context?
- I worked a bit with elements of the castle sublibrary (part of the 400 pack) which work very well.
- I placed a "masked soldier" and a basic waypoint path. I had to finsd out that "soldier.lua" seems to include the waypoint system as well (FPS Creator classic hat a different script for that).
- At least the masked soldier always has the same weapon in his heands, equal if I select Uzi or Shotgun. Are there no suitable models there yet or do I need a special model to make this work?
- I wanted to play a bit with lighting. It seems there are no (apparent) settings for the current level like global ambient light level. Is there some key or menu I missed to toggle this level specific. I think I can remember there is an option via Ini file to set the ambient light level, but this would be global (across all levels)
- sometimes the loading screen seems to hang at "Launching game" (or something similar). It first happened after I added one light source but even happened afterwards occasionally even without a light source.
- When deleting a light source (in this case white), there is still a radiating light in the editor after deletion where the light source was.
- Minor: The loading screen shows "This is a demo". This seems to be a remnant from the demo game and looks a bit odd on the Beta editor.

Everything else looks quite well. I am looking forward for the construction kit!

Spec: Windows 8.1 - i7 4770K (3,5GHz) / Z87 - 16 GB RAM - AMD 7850

FPS Creator Owner & FPS Creator Reloaded Gold Pledger (twice )
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synchromesh
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Posted: 6th Aug 2014 13:39 Edited at: 6th Aug 2014 13:43
Quote: "I wanted to play a bit with lighting. It seems there are no (apparent) settings for the current level like global ambient light level. Is there some key or menu I missed to toggle this level specific"




When you test a game press Tab ( Twice )and you will have all the environmental settings including lighting..



The blue editor screen I have had a few times when initially installing the 400 legacy pack...Restarting the editor again has normally sorted this..
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LeeBamber
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Posted: 7th Aug 2014 21:26
The new 'eventual' Zombie Pack shows you how to take full correct control of custom characters, and use correct ragdoll as well as solving the vertex corruption issue. The engine fixes will be part of V1.0085 Hot Fix too. We have also made some tweaks to allow the editor to run faster with other processes rather than hog ALL of the available processing power of your PC when it does not have focus.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Colosso
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Posted: 8th Aug 2014 13:38
Thanks for the info Lee! I will not spent more time working on my custom characters that went crazy with 1.008. It sounds like 1.0085 and future upgrades will fix them for me or at least make them easier to figure out. As always I'm impressed with you and the TGC teams work.

Hold still so I can shoot you!
3com
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Posted: 8th Aug 2014 17:41
Quote: "also made some tweaks to allow the editor to run faster with other processes rather than hog ALL of the available processing power of your PC when it does not have focus."

Cool!
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tomjscott
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Posted: 8th Aug 2014 17:46 Edited at: 9th Aug 2014 16:02
Edit: Removed.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
Jerry Tremble
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Posted: 9th Aug 2014 03:24 Edited at: 10th Aug 2014 02:04
1.0085 will be out this weekend? Really? Oh, nevermind.

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tomjscott
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Posted: 9th Aug 2014 05:19 Edited at: 9th Aug 2014 16:01
Edit: Removed this.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
Titantropo
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Posted: 9th Aug 2014 13:36
I think the internal alpha testers team should be changed from time to time. Not that the present team isn't doing a good job, but as I said before, I belive the reason for the bugs after the new builds are approved is because every user has different programs on they're computers. The ideal would be 2 gold users to enter the team and test a new release. After that release, they would be replaced for another 2 for the next build, and so on. Like this, a wider ranger of computers would be used and the probability of finding bugs reduced.

Here, there and everywhere.
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Uman
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Posted: 9th Aug 2014 15:30
Lots of things users see as bugs and issues are not always seen as either by TGC who also cant accommodate every single individual users systems and personal software installations that may have impact in some way or another on their use of the product.

Internal testers help squash a lot of bugs and help have things seen as of being an issue to helpful better game making which are adjudged by TGC to be so to be fixed, changed or improved as is with the case of the current Zombies Pack where they feel improvements can be made if possible. Its down to TGC decisions at the end of the day.

By and large bugs or issues in the final analysis are given an order of priority by TGC - and critical show stoppers are given the highest priority obviously and are fixed in that order of priority. TGC decide at the end of the day when to release a version with or without known or unknown bugs and or internal testers feedback. Internal testers can't hold up development and or releases forever. Potential critical or not bugs may always exist at the time the releases are passed to the many pledgers of Reloaded when they then have that wider testing role to provide more general user/pledgers feedback as to the many individual users findings so that TGC can access whether or not they should be given further attention at any given stage.

Being in Beta and constantly under development where most things are permanently under change and influence of other areas of development impacting and potentially causing further bugs or issues as a result - a permanent state of change and flux currently then in many instances bugs become constantly popping up and fixing some things breaks many others which in turn have to be found and fixed and so it goes on in a never ending spiral.

Thus non critical bugs are often not fixed during beta development as they have no critical potential and may disappear or get worse as development goes on in that spiral of influence. Many are simply instabilities caused by low performance or other influences which has a knock on effect and so on. Such would not be fixed until acceptable performance on all systems is restored if that's ever possible which it is probably not.

Yes all pledgers have a vital role to play in giving feedback and all are testers in their own right - thats part of the reasoning of being a pledger and receiving frequent releases during development.

Every pledger/user is a tester in reality and TGC listen to users feedback. For TGC to stop development with any number of internal testers or even all users/pledgers to chase constantly the never ending circle of minor bugs during development would be an exaggerated spiral and nothing else would ever get done. Clearly show stoppers and major bugs and issues have to be addressed and the rest will come with product maturity as the stability of development smooths out.

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