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Old 7th Mar 2008, 10:51 PM   #1
Dalai
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Multiplayer test game

We'd like to try a multiplayer game using the latest alpha!

If you're interested, please post here along with the timezone and rough times you're available to play.
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Old 8th Mar 2008, 12:13 AM   #2
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I am up for a mp test

Time zone is 8-GMT but because of my jobs odd hours I can play anytime does not matter when.
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Old 8th Mar 2008, 04:50 AM   #3
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I'd be happy to help MP test the latest Beta,
my timezone is GMT+10.

I can play any hour given sufficient warning.
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Old 8th Mar 2008, 04:57 AM   #4
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UTC, any time before 2am will do
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Old 8th Mar 2008, 06:59 AM   #5
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 Originally Posted by necros: ( link to post ) 
UTC, any time before 2am will do
Ditto.
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Old 8th Mar 2008, 07:56 AM   #6
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 Originally Posted by necros: ( link to post ) 
UTC, any time before 2am will do
 Originally Posted by deathispainfull: ( link to post ) 
Ditto.
I'm joining your pack.
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Old 8th Mar 2008, 08:15 AM   #7
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I want test it too! But first I need to buy NightBlade aka UT3.
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Old 9th Mar 2008, 08:57 AM   #8
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Depends on times/dates, but I'd like to join. My timezone is GMT.

Last edited by Appollonius; 9th Mar 2008 at 09:02 AM. Reason: none whatsoever
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Old 9th Mar 2008, 09:23 AM   #9
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I really want to test this out, im in GMT +10hrs (Australia)
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Old 10th Mar 2008, 11:09 AM   #10
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I'll test. I'm available almost anytime. I'm GMT-5 (DST)

Just be sure to send an email out to everyone when you know when you're gonna host =)
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Old 13th Mar 2008, 07:03 AM   #11
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Thanks for offering to help out guys. It's tough to work out a time that works for all time zones. Including me and Immort, we've got:

GMT -8 x1
GMT -5 x1
GMT 0 x5
GMT +10 x3

So.. we'll set the test game for Saturday 11am GMT. This should be around 10pm for the Aussies.

As our first test, it'll be rough, so expect bugs and problems! Have a notepad and pen on hand so you can write down any problems or thoughts as we play. We'll be playing on Biohazard's server, which should be up already, if you want to test you can connect:

63.210.148.2:7777

We'll likely be uploading an updated alpha tomorrow morning, so make sure to grab that before the test time.

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Old 13th Mar 2008, 07:21 AM   #12
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sounds good, I will be there!
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Old 13th Mar 2008, 09:59 AM   #13
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geez..ffs... that makes me wanna friggin go and buy UT3 today or tmoz and install it and get NB to join in..
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Old 13th Mar 2008, 10:02 AM   #14
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Getting up at noon on a Saturday?

I will try to make this sacrifice for the greater good.
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Old 13th Mar 2008, 12:49 PM   #15
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Just to let everyone know me and Schleicher had to use Xfire to ip connect to the server as ut3 has no ip connect, and the browser does not show it.
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Old 13th Mar 2008, 12:53 PM   #16
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Sure it does. hit the tilde (or maybe F10 in some countries... )
type "open 63.210.148.2:7777" and enter.
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Old 13th Mar 2008, 01:14 PM   #17
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"Everyone is used to the rightclick->Open stuff since ye olden days of UT so of course our new crappy UT3 browser should have everyone enter it via console command"

Wheres ma buttan to clik? >:I

Well good to know anyways.
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Old 13th Mar 2008, 01:17 PM   #18
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i always used the open from the command line before even starting the game to avoid all the crap.
ut2004.exe open 63.210.148.2:7777
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Old 13th Mar 2008, 01:57 PM   #19
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go figure that the game is scheduled for the day/time i'm gonna be buying a new PC so i can actually play UT3 without it looking like 16-bit vision

however, if possible, sunday would be really good
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Last edited by necros; 13th Mar 2008 at 06:24 PM.
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Old 13th Mar 2008, 04:33 PM   #20
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You guys just had to pick the time of the day when I have an errand to do. I hope I can manage to get back in time.
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Old 14th Mar 2008, 05:56 PM   #21
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Bio's server is now updated running the latest NB alpha, so you can check if you're all set for the test tomorrow. You can as Kewl says at the main menu in UT3 to connect:

 Originally Posted by -KewlAzMe-: ( link to post ) 
Sure it does. hit the tilde (or maybe F10 in some countries... )
type "open 63.210.148.2:7777" and enter.
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Old 14th Mar 2008, 09:06 PM   #22
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The server also seems to appear under the Team Deathmatch server list as well, at the moment.

Edit post-event:

GGs everyone. Very... educational.

I quick list of the bugs I saw, feel free to add (or report to the Bug Tracker):
- Someone saw the Torch Flames appear in little bursts
- Flare flames and light would spawn where you used the flare, separate from the flare itself. Flares also don't last long enough.
- All the UT3 taunts could be used, and when you hurt a teammate the "Same Team!" taunt would play.
- No footstep sounds on carpet at the moment for either thieves or guards.
- Lots of sounds had far too large a radius (Flare, Bow creak, door, whistler)
- If a guard player disconnected and rejoined they'ld be put on the thief team.
- Sometimes a guard would get stuck when KOed and then explode on wake up.
- Can't spectate when lives run out.
- The bolts stuck in players are always visible, even if the thief is in stealth.
- It was possible to frob things multiple times before the server reported them picked up, each time generated a frob noise.
- Music plays on the ambient channel, as does some other sounds.
- Dropped loot can't be picked up and has a temp model.
- KOed guards collide with players.
- Mines can't be picked.
- Mines explode silently.
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Last edited by immortius; 15th Mar 2008 at 09:31 AM.
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Old 15th Mar 2008, 02:04 PM   #23
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Woops. Next time!

Dont see "Cant open doors while holding flares" there.
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Old 15th Mar 2008, 04:41 PM   #24
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 Originally Posted by immortius: ( link to post ) 
- Sometimes a guard would get stuck when KOed and then explode on wake up.
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Old 15th Mar 2008, 07:15 PM   #25
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the blackjack must've impregnated the guard with a baby alien, sounds like a feature.
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Old 15th Mar 2008, 09:03 PM   #26
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lmfao XD
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Old 16th Mar 2008, 08:58 AM   #27
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Thanks to everyone who showed up. It was some fun games, even with the bugs and glitches.

The biggest thing I took away from the test was how hectic and twitchy the game is at the moment. Playing as a thief didn't feel like a stealth game, with running around on rocket boots being a better tactic than sneaking. So I'm looking into ways to make the game more strategic and thoughtful, both as a way to enhance the differences and character between the thief and guard sides, but also to make the game more accessible to people who traditionally enjoy stealth games.
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Old 16th Mar 2008, 11:18 PM   #28
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slowing the movement speeds for guards holding weapons, slowing AI movement and making thieves always slightly-visible while running will help. As would footstep sounds for all surfaces.

Also, the player to map scale seems different to thievery, similar to the difference between cs 1.6 and cs:source. This means that players can move around the map much faster. Perhaps slowing movement speed across the board would do the trick, but I haven't done much testing of my own just yet.
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Old 17th Mar 2008, 08:46 PM   #29
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Sorry I've been out of town.

Did the server work out alright and handle the stress of people playing Nightblade?
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Old 18th Mar 2008, 03:27 AM   #30
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Yeah, I was resetting it after each game to overcome a bug which wasn't quite fixed in time for the last release though.
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