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Author Topic: Notruf 112 | Emergency Call 112- The fire brigade simulation  (Read 69030 times)

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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #75 on: November 15, 2016, 07:22:18 PM »
They should have done this from the start

"We would like to offer you the chance to decide whether you would like to have instant access to the latest updates for emergency 112 or rather wait until the version has been extensively tested. Therefore we will provide you with a beta branch on Steam. We will upload new patches will still be in the test phase. For those who do not want to wait, or for those who want to participate in the tests, here´s your chance to access to the latest version.
Please note that we can neither guarantee the functionality of the beta branch nor can we offer support. However, we are always happy about your feedback and suggestions. After testing, we will provide the tested patch on the normal Emergency Call 112 branch.
To select the beta branch please do the following: Open your Steam Library -> Right click on Emergency Call 112 -> Properties -> Betas -> and "Beta - beta group" "
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #76 on: November 15, 2016, 07:40:51 PM »
Agreed. Hopefully this will help things move forward faster.
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Offline Longknife

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #77 on: November 15, 2016, 09:25:12 PM »
Great, you got to lay down your cash to become a beta tester. It really irritates me when companies do that!

Sorry you dealing with this Wilso. You were seriously jazzed for this release.
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Offline Don_prince

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #78 on: November 15, 2016, 11:40:47 PM »
Beta test acces for players is not good. Alpha test access is even worse....

Testing is best left to the proffesionals. I have been an alpha tester for some time and at some point and for some company we ended up taking over QA work. Mind you that this A listed company did not pay us but their legal team could sue the crap out of us.

Still I learnt over there while working with a noob tester team and proffessional guys that testing is not for everyone and the new guys usualy left after the 2nd test session.
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Offline Longknife

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #79 on: November 16, 2016, 12:38:17 PM »
Testing is best left to the proffesionals.

Indeed, I was a NDA bound alpha & beta tester for Kesmai on AirWarrior. Once it moved to beta I would guess that 1/2 the guys involved in it were just there for early access & contributed little if anything. I have no doubt this title had similar issues.
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #80 on: November 16, 2016, 03:51:53 PM »
Like you said Longknife, many just do not provide feedback. They just see it as a way of trying the game/software.
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #81 on: November 18, 2016, 10:02:31 PM »
Some in game screen shots i have edited and used various filters















« Last Edit: November 18, 2016, 10:11:04 PM by wilso845 »
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #82 on: November 18, 2016, 10:22:18 PM »
 Patch number 3! This Patch is available for you at the Beta-Branch now.
You can find more detailed information in the patch notes.
Changelog 1.0.6037:
- Failed missions can be repeated directly
- Lighting bugs at and in buildings have been fixed, ambient occlusion reworked
- Shadow options didn’t work on all lights
- Mission report is shown correctly again
- AI now checks the application engineering on feasibility which lead to deadlocks before
- More hydrants added in the city and suburban
- DLK bug solved, can’t be driven any more with extended shoring and/or basket not in start position
- Fire appearance bug solved that created white outlines especially at inside fires
- Unnecessary textures removed
- The black ELW hast been relocated ;-)
- AI now gets reset on a valid navigation mesh position if it leaves the correct area
- Graphic quality options were switched (“Good” to “Beautiful” were adjusted)
- More possibilities for missions in the suburban added
- All members of the emergency team get relocated to the start position after a reset
- Missing roads added to the navigation system
- Savegames were read from the wrong folder, steam cloud saving is now again possible
- Bottlenecks in the navigations system (doors!) have been widened to decrease the chance of AI getting stuck
- Sound objects for the fire have been corrected
- Static level objects have been optimized
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #83 on: November 22, 2016, 10:18:02 PM »
Patch 4 :Thanks to your feedback about the last patch in the Beta branch, we could improve several things. The fourth patch modifies some aspects of the game accordingly. We’re still working on the others. The new patch is available on the Beta branch again.
-Front door of buildings now opens automatically
-Placement of hose reels controlled by the AI fixed
-AI navigation has been improved in- and out of buildings
-Bug fix – after a game reset sometimes items weren’t able to be picked up by the player any more
-DLK now is controlled properly by the AI
-Audio feedback when the player tasks switches
-Collision physics optimized
-Fullscreen/window mode option now remains
Thanks to your feedbacks for the last patch on the beta branch, we were able to improve a lot once again. In the fourth patch were therefore already adjusted a few things, on the other we continue to be on it. The new patch is you again on the beta branch available.
For more info, please in the patch notes:
- front door for interventions in buildings will automatically open now
- placement of the hose reels revised by ki
- wearer of the ki both inside and outside of buildings improved
- fixed a bug where items after a game reset not more by the player could be included
- Dlk is correct by the ki served
- audio feedback for change in the job
- collision geometries optimized
- Fullscreen / window setting is now preserved
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #84 on: November 22, 2016, 10:24:58 PM »
Looks like the did very little testing before initial release  :(
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #85 on: November 24, 2016, 07:06:44 PM »
Patch number 5 is now available for you on the Beta- and Deafult-Branch. All previous patches are of course also in the Beta-Branch. So both versions are up-to-date. You can find more detailed information in the patch notes:
• AI path finding has been optimized and avoiding static objects has been improved
• Cursor problems in the menus have been fixed
• Visualization problems for the task list have been fixed
• Animation bug for NPCs have been fixed
• Visualization problem with RTW has been fixed
• Wrong task switches and AI commands while clearing were fixed
• Hint markers improved
• Bug fixed where the cursor in the menu was deactivated after pressing ESC
• Missing texts added
• Wrong goal marker for the player repaired
• AI pathing in the stairways improced to stop the AI from getting stuck
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #86 on: November 24, 2016, 07:11:38 PM »
patch 5 still broke

DLK + AI fault
 

Vehicle stuck in garage after shout
 

AI ambulance/RTW lost and has to be bashed in to position
 

Ambulance stuck
 

AI stuck despite patch 2,3,4 and now 5
 
« Last Edit: November 24, 2016, 07:15:47 PM by wilso845 »
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Offline Asid

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #87 on: November 24, 2016, 08:09:10 PM »
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #88 on: December 03, 2016, 11:12:09 AM »
It's like it's being taken back ward from complete to development

As you may have noticed, the past few days have been rather quiet when it comes to Emergency Call 112. That doesn’t mean we work less on the product, though. Quite the opposite, we’re currently working on updating the engine to version 3.4. That’s supposed to improve support of AMD CPUs. Furthermore, we’re optimizing the performance around the fire station.
This is a pretty hefty and complex task, which means we have to test several aspects before we can upload the patch to the beta branch. We’re constantly tinkering with these things and other fixes and are confident we can make the update available to you in the near future.
NOTE: In case you can only see a colourful cube instead of fire, please drop us an e-mail with your DX diagnosis (dxdiag) at notruf@crenetic.de.
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Offline wilso845

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Re: Notruf 112 | Emergency Call 112- The fire brigade simulation
« Reply #89 on: December 09, 2016, 06:22:10 PM »
Shortly before weekend we have something special for you - Patch number 6! This Patch is available for you at the Beta-Branch now.
You can find more detailed information in the patch notes:

Version 1.0.6216:

- Engine update to version 5.43f1
- Potential crashes with AMD (APU) processors fixed
- AI improvements for the building fire (Open doors and squat)
- Vehicles now get loaded correctly in save  games
- Management of groups and
- LOD level for static buildings added
- Navigation system more accurate on streets
- Alert while driving backwards
- Sounds switched for task research
- Only relevant tasks are shown now
- Hints during missions improved (go there…)
- NEF blue light doesn’t turn orange any more during turning left or right
- Clothing of the rearwards door improved
- Side-door of the ELW can now be opened
- LOD-system at the fire station implemented (better performance)
- AI parking in the fire station improved
- Problems with collusions within the station fixed (player falling though the ceiling)
- Missing text of the missions report added (building fire)
- View angle of NPC’s during interactions improved
- Game environment re-illuminated
- AI uses the lamp pole on their own during night
- Mouse indicator doesn’t disappear any more
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