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  #61 (permalink)  
Old 07-01-2009, 03:30 AM
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Default Re: Occult Mod News (don't believe the lies)

*cough*updated*cough*
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  #62 (permalink)  
Old 07-01-2009, 04:16 AM
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Exclamation Re: Occult Mod News (don't believe the lies)

Munder, Take your time. While it would have been nice to have the final release for the holiday weekend, patience is a virtue that is not practiced enough. I for one would rather you be proud of your mod than disapointed.
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  #63 (permalink)  
Old 07-01-2009, 04:48 AM
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Default Re: Occult Mod News (don't believe the lies)

Well, I have to admit I've been in expectation of the finished product for some time.

I've been a big fan of modded games for a while, TQIT, D2:LOD (Median XL and Eastern Sun among them) and other fan-made mods. I used to make maps and mods for Doom and Quake, how fun is that? That's where the game begins.

While I would like to play now, I think, more importantly, playing a finished product is better than playing right now.

Impressed so far,

Imp
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  #64 (permalink)  
Old 07-01-2009, 07:07 AM
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Default Re: Occult Mod News (don't believe the lies)

take your time munder how longer it takes the more fun this mod gets
love it
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As for Munder and deadlines, well, this one sorta applies to him;
I love deadlines. I like the whooshing sound they make as they fly by.
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  #65 (permalink)  
Old 07-01-2009, 06:07 PM
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Default Re: Occult Mod News (don't believe the lies)

munderbunny , ( you "crazy tea-drinking modding man" - your words )

you know, if by any chance you want to create a game ( i mean from the start ) please let me know - becouse right now, i am looking forward to the final release more than any other games you can imagine.

and just to help with my excitement, i started to play freecell.


hmmm ... what i am trying to say ( as i feel like it will be never enough of ) is thank you
you are a shining star in this world of darkness
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  #66 (permalink)  
Old 07-01-2009, 06:15 PM
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Default Re: Occult Mod News (don't believe the lies)

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and just to help with my excitement, i started to play freecell.
This is a desperate man.
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  #67 (permalink)  
Old 07-03-2009, 06:00 PM
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Default Re: Occult Mod News (don't believe the lies)

So, beta4 was released 2-25-2009, sometime in the future, you (Munderbunny) will release the long awaited, much-hyped Occult Mod (capital-M).

I know you have been busy working on this and it has been growing and growing, so I wonder, the next release, will it be beta5? As how could you have been working so hard and so long on the next version and call it a release without first seeing all the horrible trouble the masses will make with it?

Anyway what do you plan to call the next version that we humble gamers will get to play?

(please take this as a respectful inquiry only, I do not question your Modding or debugging skills, just with the amount of stuff you have added, I wonder if the Mod will need testing by the general public)
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  #68 (permalink)  
Old 07-04-2009, 07:13 AM
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Default Re: Occult Mod News (don't believe the lies)

Like I told you in an email a while ago, I'm not doing betas anymore. The problem is, it's a huge amount of work to produce a beta, as I have to work on all areas at the same time, which is far less efficient than working on one level at a time, like skills, or skins, or writing, etc.. Without doing a beta, I can like make the full series of items and not have to name them yet, but it's silly to release them as a beta like that.

And, most players don't want to play betas and would rather wait until the final version to stumble across the bugs. The people who do beta test, most don't report bugs they run across--of the 3000 or so downloads the occult beta has received, I've had like a dozen or so players who report bugs. And of the people playing the beta, most expect to be able to use their beta character in the final version.

When people have free time to play games, they want to play games, not do work, and beta testing is a lot like work. And since it's so much more effort to produce a beta, and I've had the mod out in beta form for like 5 months, I can't really see the point. I mean, the fundamental basis of the mod is the skill changes, which have all received fixes and work-overs. And, it's not like 1.0 will be the final version. There will be at least a version 1.1, so if there are any remaining issues, or new issues, I can address them in a later version.

I'm going to do testing after yerky makes the installer, and make sure everything's working right, but the vast majority of what I've done since the last beta has been to fix things, and fill things out. There are a ton of new items, but I've tested their drops and they work fine. If there's some sort of strange bug with them, it's not something that's likely to show up right away anyway. The only thing that will need more concentrated testing is the 2 new secret dungeons, neither of which are finished, but that's something yerky and I can do.

If on release, there's some big-huge game-breaking bug (like the first beta, where male characters couldn't respawn, lol), I'll fix it straight away and release 1.1, but as almost all of the new stuff is item related, I don't forsee any major bugs. I mean, if there are bugs, certainly there will be far fewer than the release of any major new game, as tq has been around and under the knife for a long time, and I've gotten 5 months of beta testing.
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  #69 (permalink)  
Old 07-06-2009, 06:32 PM
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Default Re: Occult Mod News (don't believe the lies)

updated
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  #70 (permalink)  
Old 07-06-2009, 06:37 PM
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Default Re: Occult Mod News (don't believe the lies)

Quote:
Originally Posted by Munderbunny View Post
updated
prace munder the bunny finally occult comes close o i can't wait
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Quote:
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As for Munder and deadlines, well, this one sorta applies to him;
I love deadlines. I like the whooshing sound they make as they fly by.
;)
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