Closed Beta Testing..... LAUNCHED!!!!!!!!!!!!!!!!!!!!!!!!!!!

Information and updates for the Cryptforge mod. If you have any questions or suggestions for the mod, please post them here.

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Closed Beta Testing..... LAUNCHED!!!!!!!!!!!!!!!!!!!!!!!!!!!

Post by Zhoulomcrist » Fri Nov 01, 2002 9:20 pm

READY!!!!....AIM!!!!..... S M I T E!!!!!!!!!!!!!!!!!!!!!!!!!

CryptForge Bug #1 rode Zhoulomcrist's rocket into Oblivion.

STATS...
1 Kill
0 Deaths

CryptForge Bug #2 was ripped to shredds by Zhoulomcrist's shrapnel.

STATS...
2 Kills
0 Deaths

Officially, as of today, I am pleased to announce the official launch of the In-House Closed Beta Testing of CryptForge. As you know, the closed beta testing is a measure performed solely by myself and will last an estimated 4 weeks.
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IMPORTANT: This Is Not the open beta sign-up period. Applications WILL NOT be accepted until after the closed beta testing (launched today) concludes. Do Not sign-up just yet.

If you wish to participate in the open beta testing of CryptForge, please wait until the Open Beta Request thread is made and then you can start signing up.

If you're not too bogged down by real life matters (school, work, relationships, etc....) and you're a willing and dedicated beta tester which can effectively provide feedback on in-mod balancing and other issues, and if you're willing to stick with it until the Open Testing Concludes, you're a likely candidate for testing the mod.
*************************************************************

That being said, feel free to post thoughts, opinions, etc.... here. But, remember, this isn't the time for applications. But, with the internal launch of the closed testing period, that means that I'm only about 4 weeks away from launching the Open Beta. :) Keep in tune :) .

I'm a good bit behind on site updates as I've been attempting to stay dedicated to the mod. But, after release, the site will undergo heavy duty work to it in order to take into account all of the many changes and additions that this mod has undergone.
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Post by Max-Violence » Fri Nov 01, 2002 9:34 pm

You've started testing? Good! :D

But you might want to change your sig - it still says "to commence 11/1/2002" ;)
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Post by Zhoulomcrist » Fri Nov 01, 2002 9:38 pm

Done:). It now reads that testing is currently in progress. Thanx :) . I'll give periodic reports of how the testing goes and what all changes (if any) get thrown into action in relation to features and related bugs.
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Post by Footman » Fri Nov 01, 2002 9:45 pm

sweeeeeeeeet!!! :mrgreen: :twisted: :D what does that mean? :oops: 8-O
moo

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Post by MikeTheGreat » Fri Nov 01, 2002 9:45 pm

awww...4 weeks? :cry: WAHHHHHHHHHHHHHHHHHHHH!!!!!!!!! :cry:

*snifle snifle*

Well, best of luck to you, Zhoulomcrist. I'm glad the end is close. ;)
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Post by Zhoulomcrist » Fri Nov 01, 2002 9:50 pm

MikeTheGreat" wrote:Well, best of luck to you, Zhoulomcrist. I'm glad the end is close. ;)
Amen :) . Thanx :) . In honor of the launch, I have created the first official Closed Beta Testing character, none other than, Diablo: Lord of Terror (Hardcore character). Diablo kicks off the Closed Beta Testing phase, weighing in currently at Level 2 as he pounds his way to world domination. :mrgreen:

My Level 99 test characters are still on hand just in case. I have level 99 characters of all 7 classes in operation. However, for Closed Testing, I'm starting brand new Hardcore characters to test it with.
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Post by CiViC » Fri Nov 01, 2002 11:28 pm

What ??? So soon i thought you were going to hold back till november 10th or something well at least it started!!! :twisted: :twisted:
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Post by Horacer77 » Fri Nov 01, 2002 11:36 pm

Congrats on the launch of the Beta Test. I am looking at this one very closely.

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Post by Zhoulomcrist » Fri Nov 01, 2002 11:58 pm

Thanx :) . Here's a small report on what has been fixed thus far.

Duriel (Diablo Shapeshift) Animation Attack/Running crash bug fixed.
Vocals for NPCs removed as their voices no longer match the dialog.
Quest names (Tools of the Trade, Terror's End, etc...) renamed to accurately match their CryptForge variants.

More to come as the testing continues. It's nice to see bug after bug go down into the dirt from where they came.
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id like to see more screenshots IF possible

Post by Crus » Sat Nov 02, 2002 12:43 am

:lol: ah it is nice to hear you began testing and i hope it is working well.
i do want some pics though. :oops:

:twisted: like to see some pics of skills of all seven chars and how the chars look themselves. :twisted:

like to hear from you (my email: hippieflippie@hotmail.com)

greetz crus ;)

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Post by Zhoulomcrist » Sat Nov 02, 2002 4:47 am

Once closed testing is done, I'll post abunch of shots. The site needs updating anyway as it has been since October 4 since I've updated the site.

Here's a couple more bugs that got acquainted with the bottom of my boot (SNEER)

Bug Fixes....

Rings no longer cause CryptForge to crash.
Having null NPC voices (no sound) no longer results in unreadable dialog.
Duriel (Diablo Shapeshift) now has Duriel sounds instead of Werewolf.
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Post by Keeshi » Sat Nov 02, 2002 2:55 pm

Can not wait.. Mesa wanna see monk SS's and hear bout skills! :mrgreen:
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Post by Brother Laz » Sat Nov 02, 2002 3:05 pm

Zhoulomcrist" wrote:Having null NPC voices (no sound) no longer results in unreadable dialog.
Emmm... so null voices garble the dialogs? Crap... how did you fix that, cause I'm going to run into the same problem then. :-|
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Post by Zhoulomcrist » Sat Nov 02, 2002 6:10 pm

Actually, it resulted not in garbled dialog, but in invisible dialog. So, what you can do is take a program such as Cool Edit Pro (or something similar) and create a wav file with at least 1 or 2 seconds of complete silence and utilize it in sounds.txt for the NPC dialogs.

That'l generate no sound/voices when you talk to NPCs but you'll still be able to read the text. Why this anomaly ocurrs is beyond me. However, the above solution got it to work right again.
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Post by om » Sat Nov 02, 2002 6:51 pm

once you done with the mod and not too busy try to explain how to make new character selection screen, your last PM didnt really get to me :D

btw good luck on your mod, seems really cool. my mod is almost done soon too :D
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Post by Abyssal_14 » Sun Nov 03, 2002 5:44 am

:D I am excited for ya Zhoul! and I am even excited for I and everyone else! :) I know that soon I will be able to play WC3 again -remember the pact I made?-

Well good luck! :)
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Post by Zhoulomcrist » Sun Nov 03, 2002 5:55 am

Abyssal_14" wrote::D I am excited for ya Zhoul! and I am even excited for I and everyone else! :) I know that soon I will be able to play WC3 again -remember the pact I made?-

Well good luck! :)
Thanx :) . Within two months I should have the final release on the road and I can catch up on my Morrowind/UT2003/Castlevania routine which is currently in hibernation until I get this mod released.

So, you're not too far from being able to play Warcraft III again if you continue with your pact :mrgreen: :mrgreen: I've been aiming to catch up on it, myself, as well. I've got it on standby until CryptForge hits the net.[/b]
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Post by Zhoulomcrist » Sun Nov 03, 2002 7:37 pm

A couple more things got fixed up today.

1. Diablo's Werebear shapeshift is no longer Andariel. Diablo's Werebear shapeshift will now turn him into his Diablo 1 Equivalent.
2. Blood Raven has been renamed to Crypt Reaver to fit with the established modified dialog.
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Post by Zhoulomcrist » Mon Nov 04, 2002 2:21 am

A few more fixes go into the works.

1. Diablo summons (Maw Fiends, Worm Killers, etc...) now have proper attack/gethit sounds.
2. Tomes can now stack scrolls up to 60. Somehow, this change got reset to 20 earlier in development. Fixed now.
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Post by Zhoulomcrist » Mon Nov 04, 2002 3:35 am

More fixes abound.....

1. The Butcher now always drops the Cleaver rather than a bunch of random items.
2. Using a Shapeshift Independant spell (Casting Town Portals, Summoning Creatures) when shapeshifted to Duriel or Diablo 1 Diablo now use Duriel/Diablo attack animation instead of casting animation of the original Werewolf/Werebear.
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Post by MikeTheGreat » Mon Nov 04, 2002 3:57 am

Great, Zhoulomcrist. You're fixing that mod up real fast. :) Hopefully fast enough to shorten the start of open beta? That being said...

Work FASTER!!!

;) Just kidding...or am I...

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lol mike

Post by Crus » Mon Nov 04, 2002 12:50 pm

lol mike very funny but naah you dont have to work faster if you dont want to zhoulumocrist i mean youre doing a though thing over here by making this mod. i thank you for that one

hope i will be usefull cause i never made a mod and i didnt test something be4 but i am a fast learner and i will find that bugs that are left.

greetz crus

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Post by Brother Laz » Mon Nov 04, 2002 1:29 pm

*casts lv26 Black Fury on Zhoulomchrist as he's leisurely typing away and alt-tabbing between CryptForge and UT2003*
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Post by DaRtH_sPiRiT » Mon Nov 04, 2002 2:04 pm

hey Zohul congrats, u really fixing the mod up very fast :mrgreen:
hope that the closed beta testing will end soon so i can try to apply for open beta testing {M}
i got to talk you about some things but we can talk after, again, i wish you the best luck on this ;)
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Post by Zhoulomcrist » Mon Nov 04, 2002 11:54 pm

Thanx :) and a big thank you to all for your continued support. I'm fixing to begin ACT II with my Diablo character. ACT I seems to check out clean. All I've left to do is hammer down Belial in the Monastery. Then, it's on to the Great Desert.
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