Playtesting is fun!

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Esrael
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Playtesting is fun!

Post by Esrael »

You know, I can't code, but helping development by playtesting (and translating the games) is immensely rewarding and fun to me. I'm glad I get to contribute to Raze's development at least in this way. I just felt compelled to say this. Keep up the good work, guys! :)
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Rachael
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Re: Playtesting is fun!

Post by Rachael »

I've noticed the huge number of threads you've made - yes, you are actually very helpful doing this. :)
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mjr4077au
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Re: Playtesting is fun!

Post by mjr4077au »

We're very thankful for all the reports you've provided as they've made the 0.7.2 release all the more robust. The way you speak though, its as if you feel such contributions are inferior to someone who can code. Please be assured that this is not the case!

I'm glad you're having fun with it too because that's what it's all about! :D. There's exciting times ahead. 0.7.x represents a point where Graf is able to advance the project forward as the underpinnings are now set up. 0.7.2 has just uplifted the menu from native code to ZScript, and there's more developments to follow of course.
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sinisterseed
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Re: Playtesting is fun!

Post by sinisterseed »

Indeed, we appreciate all the support we get, and you seem quite good at finding issues that have so far eluded us, notably the SW bugs with vehicles.

I'm glad you're having fun 😉, but from the way you're speaking it's as if you consider your contributions somewhat inferior to someone who can code. I can actually understand that sentiment considering I have my moments too, when I look at big changes or large PRs versus what I'm doing and it tends to feel way insufficient, but looking back, and at how Raze has evolved since 0.6, I quickly get out from that mindset. Make the most out of what you know, and all will be fine.
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Redneckerz
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Re: Playtesting is fun!

Post by Redneckerz »

Esrael, from one member to the other - Thank you for helping the Raze team out with your feedback. Playtesting is indeed quite fun, especially if you have a good connection with the team members. Thanks to your and others work, Raze becomes a better port every single day.

Thank you for that.
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SanyaWaffles
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Re: Playtesting is fun!

Post by SanyaWaffles »

the devs need all the help they can get, and playtesting is helpful, especially with detailed bug reports coming out (which you've been helping with). Wether it's Raze, GZDoom, or mods for these engines, everyone is grateful for that.

Also translating is extremely helpful. I'm glad Graf is implementing that. I didn't even know it was possible with Build considering many of the hard coded strings in CON scripts in Duke 3D.
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CBM
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Re: Playtesting is fun!

Post by CBM »

mjr4077au wrote:We're very thankful for all the reports you've provided as they've made the 0.7.2 release all the more robust. The way you speak though, its as if you feel such contributions are inferior to someone who can code. Please be assured that this is not the case!

I'm glad you're having fun with it too because that's what it's all about! :D. There's exciting times ahead. 0.7.x represents a point where Graf is able to advance the project forward as the underpinnings are now set up. 0.7.2 has just uplifted the menu from native code to ZScript, and there's more developments to follow of course.
it would be so cool to be able to use zscript to mod build engine games at some point
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Graf Zahl
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Re: Playtesting is fun!

Post by Graf Zahl »

Even if that eventuall works - it will never be as intuitive as Doom.
Remember - ZScript only mirrors how the game works internally, and not only do the Build games all work differently from Doom - they also work differently from each other. And the actor handling in all of them is far less conductive to external definitions. Just look at how haphazardly the Duke CON scripts look. This is not because CON is a shitty format (it is!) but because just like DECORATE does for Doom, it exposes how the game processes actors. Any ZScript replacement would essentially look similar.

There's also the problem that the internal structure right now does not allow the kind of inheritance that can be found in ZDoom. That alone will be months of hard work because it needs to be done for all games before the first one can receive a scripting interface.
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CBM
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Re: Playtesting is fun!

Post by CBM »

fair point

it would be a dream if it was ever possible to realise it at some point though

but it would require thick compatibility layers I guess
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Graf Zahl
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Re: Playtesting is fun!

Post by Graf Zahl »

Let's just say that there's really more important things to deal with first. And any such work would have to be brought into the code base in smaller chunks so that it can be playtested for robustness more easily.
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sinisterseed
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Re: Playtesting is fun!

Post by sinisterseed »

Indeed.

For such its the way of major changes, done in small steps, even if that may require a bit more fiddling when troubleshooting stuff sometimes, but its way better than dissecting a huge commit or merge of several thousands of changes. Been there done that :D .
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