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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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I've worked through my final todo's and will be finetuning the release/updating the setup package soon. I will be running my test scripts tonight and if all is well (iow no major issues found), it will be ready for beta-release.
I am now looking for a select group of modders for the pre-beta release for some 7-14 days (depending on what they find), because so much has changed, and I would like it to be as stable as possible before the major public gets it. This means I need some of you to have a real good look at this release, and give me feedback on it. This does NOT mean telling me about new features, I need people to really test the tool, the UI, and the data it produces (in game) to verify if it works as it should. Testing means also redoing old work (for verification purposes, you know what the result should be already in such cases, so you can tell if S3D does it right). I'm not looking for modders to use this pre-beta to create new mods, ok? Until the test period is over, I will take a break on further development and will support the testers while they are testing. After this, I will take some more time to fix whatever critical things are found. If you are interested in doing this for the next few days please post here. Please state which OS and OS language you are using, and if it's 32/64 bit, so I can also make sure a variety of platforms is being tested. Please note that I handpick from everyone that signs up for this, so if you don't get a pre-beta copy, accept it and wait for public beta. I want to keep the pre-beta group small, so if I get alot of response I've got no choice but to do it this way... Once I've picked the testers I will post their names here and will ask everyone to send me an e-mail so I can send them a copy. Thank you... [edit] If you've offered to beta-test before I appreciate it but I won't be searching back up through this thread. So, do it again, now is the time!
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#2 |
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
Uploads: 0
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i'll probably have some time on my hands in the next few days as i've settled in and studiying is paced slowly right now. I think i'm gonna re-do some of the particle effects and see where that leads... reporting anything i'll find along the way, of course
![]() I'm using vista 64 in english atm. |
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#3 |
Swabbie
![]() Join Date: Sep 2007
Location: GER
Posts: 12
Downloads: 5
Uploads: 0
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well... im using a german xp sp2 and have the next 3 days off. one of the things i wanted to do is compare the submarine .sim files and make a mod for personal purposes. might aswell check out the torpedo, dephtcharge and guns sim-files... drop me a line if your willing to submit to (if language barrier=true then (limited(true))) testing results...
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...Fenster fährt mich Nüsse... |
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#4 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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But before you say yes or no to it does S3D in this test phase touch new files in the game or still the same type only?
But it might be hard to find people not willing to make new mod's with it as I am sure most are hard at it right now. I will do what I can to test it for you though in way's you ask but can not guarantee that it will not be work released once I have tested it in game to make sure all is well. I know what results I should see from adjustments I make. |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I'd help, but I feel I lack the ability to check the files vs files changed using traditional methods, so I might miss something.
I'm better for the "beat it up on the job" type of testing ![]() tater |
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#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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The only new file type this release supports is Sdl. I've tested this already myself, and it works perfectly. There's only one file so that was easy enough. The problem is with the other file types. With over 2000 stock files I simply can't test them all, not even using test scripts...
It's not really a problem to use it on mods 'in progress', but my problem is, I need verification. If you only work on new things, and it appears stuff don't work as expected, you may conclude that the S3D-beta fails, or that the changes you made are faulty. To avoid this, I have to be sure you (or me) can verify it by other means. If anyone feels the current public alpha worked fine for a (small) mod they made, you should recreate it from scratch it using the next release. You can then compare the two versions in game, and send the files to me for a more exact (binary) comparison. It shouldn't be that much work the 2nd time around, and then the verification is there.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#7 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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