Zeealex Posted October 25, 2012 Share Posted October 25, 2012 (edited) Okay guys, it's here. Final Test V1 Wombat also helped out by doing textures for M13 but I had already uploaded the file by the time I received it so here you go as well: Mission 13 What I NEED You To Do:Download and 'install' the mod would be a good start Check the Folder And make sure the Save file does not exist, if it does, get rid of it.Test ALL Missions Thoroughly starting from M01-Iron Dragon. (Please omit Docks Day and Night from testing)Note down what you have from the tests, be it compliments, problems or suggestions.Once you have finished with the Origmiss Textures, go to the map folder and extract the Desert Siege maps- test them If Possible could Someone also: Type in on the console command of the game 'perf' and then 'toggleshowtexturememorystats' (sans quotes) and note down the data you get for each mission (this enables me to get an idea of system usage with Novo Active) P.S if you don't put 'perf' in first, nothing particularly fancy happens. Notes Please let me know if there is ANY problems, whether it's crashing, or I was a dunderhead and forgot to remove the ground colour maps and you have a black and white ground, but please show respect for the time and effort put into this by me and wombat50, we are only human and mistakes are made (well, on my part anyway, Wombat50 is like god or something XD) Also This thread is for Suggestions and analysis on the FINAL TESTING PHASE OF PROJECT NOVO hard data only please. and yes, that big ass logo is neccessary Test Away and please do! Admin note: If possible, can you keep this topic separate from the original thread please, the original thread is for development only. thanks! Edited October 25, 2012 by Zeealex Quote Link to comment Share on other sites More sharing options...
JohnTC02 Posted October 25, 2012 Share Posted October 25, 2012 Pure awesomeness!! Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 thanks John Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 25, 2012 Share Posted October 25, 2012 Downloading. Will provide feedback in 2 shakes Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 thanks Pz3 much appreciated Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 25, 2012 Share Posted October 25, 2012 (edited) Very good, I breezed through the levels real quick just to check them all out. The only major things that stuck out to me this far were.... -Caves The cliff face looks great but the second cliff face texture (The part that is mixed with the grass?) Didn't looked changed at all? I dunno if that was an error or not. -Embassey tree by the bank has the Trunk texture displayed as part of the leaf geomtry. So big squares of bark are floating in the sky. -On castle night there is one bush that you can clearly see the alpha channel not cutting out the white background of the tree. Other then that I was rather impressed with the entire package. The sunflare, the lightning, the explosions. Overall a great job. With some final brushing up this is definitly a good mod to have on. Haven't got to try it with other mods though. Edited October 25, 2012 by pz3 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 (edited) oh lord, that sounds like the tree retexturing didn't go to plan thanks for letting me know, I would have tested them myself if I could play the game without it crashing the cliff face hasn't changed on that area, i will note that down on the list of things to do! Edited October 25, 2012 by Zeealex Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 hey, pz3 is there any chance you could get a screenshot of the M05 tree? the texture is the right way around, i don't quite understand what's going on with it or what type of tree it might be. Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 25, 2012 Share Posted October 25, 2012 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 thanks. that's really quite odd I'll check it again Quote Link to comment Share on other sites More sharing options...
wombat50 Posted October 25, 2012 Share Posted October 25, 2012 Fix for trees noted by Prozac on M05. http://www.mediafire.com/?43ao9kzacydeoud Place in: Project Novo Final Test Protoype\ Map\ Trees Texture was originally for a model that had a larger trunk. Rescaled truck and its alpha to match the model used on M05. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 25, 2012 Author Share Posted October 25, 2012 well spotted wombatman! Quote Link to comment Share on other sites More sharing options...
0-0 Posted October 26, 2012 Share Posted October 26, 2012 m09 swamp. Problems with water when I shoot it. Effect as the wall. And a lot of problems with large buildings in the city maps. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 26, 2012 Author Share Posted October 26, 2012 what happens when you shoot the water? do you mind getting screenshots for me? Quote Link to comment Share on other sites More sharing options...
wombat50 Posted October 26, 2012 Share Posted October 26, 2012 (edited) My mistake on the water for M09 Swamp. Messed up the settings in the RSB Editor. Here's the fix: http://www.mediafire...oazbvz5eemb50ay Place in: \Project Novo Final Test Protoype\ Map\ m09_Swamp edit: Undecided about this tree on M14. Maybe too much blue and a tad bright? Rest of the trees seem fine to me on M14. Edited October 26, 2012 by wombat50 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted October 26, 2012 Share Posted October 26, 2012 Can't believe I havent tried this one before Oh yeah noticed the same thing pz3 did strange plank like objects hiding in the trees Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 26, 2012 Author Share Posted October 26, 2012 (edited) i'll lower the brightness of the trees, those large grass bits shouldn't be there either haha there's always a first time MrMoon Edited October 26, 2012 by Zeealex Quote Link to comment Share on other sites More sharing options...
wombat50 Posted October 26, 2012 Share Posted October 26, 2012 Trees seem too bright on M02_Farm and M06 Castle night maps. M11-POW_Camp is ok. What follows has confused me so double check me before proceeding. -Straw texture in the barn on M02_Farm (m02_barn_floor-hay01) is too light compared too the rest of the floor. I think the texture the game reads is from DP02_Farm. -In the DP02_Farm folder, I think 02_farm_grounddmdp02_farm_day2.rsb is experimental or working copy the game doesn't use. On M04_Village the two story building model stretches the brick/ stone texture. (No fault of yours) Might lessen it by making it stucco? Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 26, 2012 Author Share Posted October 26, 2012 (edited) i'll have a look at the trees it's probably a darkmap thing if all the other maps are fine and the straw texture is a something i have been trying to fix since i spotted it months back, but i just can't figure it out. and I think the zip need to be checked over again these things keep popping out of nowhere. Edited October 26, 2012 by Zeealex Quote Link to comment Share on other sites More sharing options...
wombat50 Posted October 26, 2012 Share Posted October 26, 2012 (edited) Messed with the M02 straw for a good bit. Not much luck, so I looked at the map with only DS and IT activated. It's borked in the original map too. DP02 straw is OK in Novo. Edited October 26, 2012 by wombat50 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted October 27, 2012 Share Posted October 27, 2012 Worked on the M02 straw some more and if not perfect it is much improved. Had to rename the two files in question for M02 as they were being read from DP02. Edited the map file with a hex editor to do that. I'll upload the files later. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 27, 2012 Author Share Posted October 27, 2012 okie dokie thank you wombat. are there any more issues that need having a look at ASIDE FROM the ones already stated? so i can nip them in the bud all at once Quote Link to comment Share on other sites More sharing options...
0-0 Posted October 29, 2012 Share Posted October 29, 2012 Here are some screenshots of Moscow. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted October 29, 2012 Author Share Posted October 29, 2012 I can certainly change the window and doorway size (something i forgot to do) but i'm unsure of the cut off problem, i'll do my best to try and resolve it as much as possible. the 3rd and 4th from the bottom look like incorrect geometry on the map? i know there's a few instances of this on M1 i'll have a look at it either way, could be a black spot on the texture. thanks for the update on this 0-0 much appreciated Quote Link to comment Share on other sites More sharing options...
teppe Posted October 29, 2012 Share Posted October 29, 2012 (edited) Here are some screenshots of Moscow. Oh, and this whas of course just moscow. I will soon bring up all the fails with the other maps. This one was where i did spot few problems Anyway, this gotta be incredible, keep it up alex! Edited October 29, 2012 by teppe Quote Link to comment Share on other sites More sharing options...
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