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Testing Stendhal is not only fun, it's also very important because it can solve problems before releases. If you find any problems or need help with testing please ask at [http://webchat.freenode.net/?channels=arianne #arianne]. If you have found a bug, feel free to [[SubmitBug|submit]] a report directly.
We have a dedicated test server on '''stendhalgame.org Port 32100'''. It is refreshed with new code and a new copy of the real database once a day. You can login with your normal account, if it is a least one day old.
= Test Client =
You may need a '''[http://stendhalgame.org/development/download.html test client]'''. Please note that the test client will not update automatically.
You may need a test client.
Just save the stendhal-{{version}}.5.zip file, extract it into a new folder, then double click the stendhal-{{version}}.5.jar.
== Java ==
Testing Key:<br>
<span style="color:orange;">◼</span>: not tested<br>
<span style="color:blue;">◼</span>: tested followed by optional list of testers<br>
<span style="color:red;">◼</span>: not working<br>
<span style="color:lightgreen;">◼</span>: fix committed but not tested
Just save the '''[http://stendhalgame.org/development/download.html#testing stendhal-{{version}}.5.zip file]''', extract it into a new folder, then double click the ''stendhal-starter.jar''. Please note that the test client will not update automatically.
== Web ==
= Tests specific to the next release =
''You can use a {{version}} release client to logon to test server, but if you want to test the [http://stendhalgame.org/development/download.html {{version}}.5 client] you can do so.''
Go to the following URL in a web browser, but replace "<nowiki><charname></nowiki>" with your character's name: '''<nowiki>https://stendhalgame.org/testclient/stendhal.html#<charname></nowiki>'''
''It is helpful to also use the test client to play on the main, release, server. Playing normally with the [http://stendhalgame.org/development/download.html {{version}}.5 client] could help us uncover new client side bugs, so long as any bug reports make it clear which version of client you use and which server you are playing on.''
== Android/Web ==
There is an experimental client for Android mobile devices. Packages are now available from the [https://stendhalgame.org/download.html#testing downloads page]. You will need to enable installation from third party sources.. There are also some independent builds located at https://antumdeluge.github.io/stendhal-android-builds/, but these will soon be removed.
== World changes ==
= Testing Aids =
=== Environment ===
Collected bugs tracker entry at ID: 3613997 [http://sourceforge.net/tracker/? func=detail&aid=3613997&group_id=1111&atid=101111|HelpWithTheHarvest bugs]) <span style="color:lightgreen;">◼</span>
* Pushable blocks concept at hay carts <span style="color:orange;">◼</span>
* Example quest given by <npc>Eheneumniranin</npc>, HelpWithTheHarvest <span style="color:orange;">◼</span>
** Does <npc>Eheneumniranin</npc> explain the quest good enough and understandable? <span style="color:orange;">◼</span>
** Ados Farm map: marking positions for hay carts infront of Karl's Barn <span style="color:orange;">◼</span>
** Sign on Karl's barn for marking it <span style="color:orange;">◼</span>
** Is quest finishable? Is there anything which breaks the quest? <span style="color:orange;">◼</span>
** If sound not muted: Do you get a sound when pushing it? (open bug report on [http://sourceforge.net/tracker/?func=detail&aid=3610202&group_id=1111&atid=101111|sound sets in too late]) <span style="color:red;">◼</span> Tested by: <player>deluge|AntumDeluge</player>: <span style="color:orange; font-weight:bold;">Sound not working in example quest</span>
== Aida ==
Open around that task:
* fixing sound
* re-setting pushable blocks,/hay carts after a specific time
A special helper NPC, Aida, is available on the test server. You can request any item from her and she can teleport you to specific maps, any NPC or player, and she can mark empty scrolls for you.
=== Entities ===
== Testing Key ==
* New NPC type: PassiveNPC <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>
** Used to create non-interactive NPCs
** <b><span style="color:orange">TODO</span>:</b>
*** Suppress drawing of health bar <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>
*** Fix paths to work in collision areas
*** Add limit to roaming for NPCs using random path
{{TestingKey|class=simple}}
=== Portals ===
= Tests Specific to the Next Release =
* Added option to check first value of quest state in QuestCheckingPortal
** Tests:
*** Portal teleports player with required quest state, otherwise rejects <span style="color:orange;">◼</span>
*** Portals not using "state" attribute work the same as before <span style="color:orange;">◼</span>
== PlayerCommerce ==
* outfit prices in <npc>Gwen|Gwen's</npc> shop reduced by 50% {{test|}}
* Reaction time for movement using arrow keys has been improved <span style="color:orange;">◼</span> <span style="color:lightgreen;">◼</span>
** Problems reported for windows and mac users (bug report: http://sourceforge.net/tracker/?func=detail&aid=3614365&group_id=1111&atid=101111)
=== SoundBug effectsFixes ===
=== Server Bug Fixes ===
* Sound "scream-wilhelm" plays when player dies <span style="color:orange;">◼</span>
* {{StendhalCommit|a7e66a428840f0eed45328eacd1209321b86301e|fixed silent NPC fixed paths}} {{test|}}
== NPCs ==
* {{StendhalCommit|962bd11aeca6415f29a477bf3039a1ebb4f04729|fixed invalid head outfit index}} of <npc>Mr Ross</npc> {{test|}}
* fixed <npc>Wikipedian|Wikipedian's</npc> access to Wikipedia {{test|}}
* fixed [https://stendhalgame.org/achievement/Gourmet.html Gourmet achievement] {{test|}}
** Broken by changes to Coal for Haunchy quest.
=== SmallerWeb changesClient Bug Fixes ===
* improved lighting effects to more closely match Java client {{test|}}
* Captain of Athor Ferry got a name now, Brownbeard <span style="color:blue;">◼</span> Tested by: <player>Bluelads4</player>, <player>deluge|AntumDeluge</player>
=== PathsDesktop Client Bug Fixes ===
* updated Neutralinojs to fix window freezing on close on Windows {{test|}}
==== random Paths for Passive NPCs ====
* nativehelper extension process ends when authentication client disconnects (Windows bug) {{test|}}
=== General Bug Fixes ===
<span style="color:red"><b>Watch for problems with any NPC type (SpeakerNPC, PassiveNPC, Creature, Sheep, etc.) that could be caused by these changes.</b></span>
* trimmed large music files to decrease size to 2MB or less
* <player>deluge|AntumDeluge</player>: When trying to implement random paths for PassiveNPCs I ran across a problem of the NPC stopping after the path cycle was complete. PassiveNPC fixes this by overriding <span style="color:red">onFinishedPath()</span> and calling <span style="color:red">setRandomPathFrom()</span>. <span style="color:red">setRandomPathFrom()</span> has been moved up to <span style="color:blue">GuidedEntity</span>.
** Should help to mitigate {{GitHubIssue|750|issue with Java client failing to load large music data on systems with low resources}}.
* NPCs can now pause for a determined amount of turns on path completion <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>
** Affected files:
** Currently doesn't work for SpeakerNPC as prelogic is used instead of logic.
*** {{StendhalFile|master|data/music/dark_quest.ogg|dark_quest.ogg}} {{test|}}
*** {{StendhalFile|master|data/music/night_town.ogg|night_town.ogg}} {{test|}}
*** {{StendhalFile|master|data/music/settlement_of_the_frontier.ogg|settlement_of_the_frontier.ogg}} {{test|}}
*** {{StendhalFile|master|data/music/spinning_tavern.ogg|spinning_tavern.ogg}} {{test|}}
= Standard Tests =
==== Direction change on collision ====
* SpeakerNPCs and PassiveNPCs using a looped path can now be set to change direction on collision <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>
==== Teleporter Behaviour, table update ====
* The table of bad zones have been updated
** Rose Leigh and other teleporter NPCs will not be allowed to teleport themselves into the following maps
- 0_fado_forest_se
- 0_fado_forest_s_e2
- 0_semos_mountain_n_w4
== Creatures ==
=== Organization ===
<span style="color:red"><b><u><i>Creature xml files have been reorganized. Though the reorganization should not cause any errors please watch for any that might be related.</i></u></b></span>
* Creature tilesets and spritesheets reorganization is planned at a slow pace so as to not create an overwhelming amount of missing sprites between client/server compatibility.
=== Sound effects ===
* New sound effects
** all slimes: 1 new movement sound (movement sounds not currently working) <span style="color:orange;">◼</span>
** <creature>stone golem</creature>: 1 new sound <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player> <span style="color:orange"><b>needs to be changed to "movement" sound when applicable</b></span>
* Adjusted sound effects
** <creature>elder ogre</creature>, <creature>ogre soldier</creature> & <creature>superogre</creature>: 4 sounds copied from <creature>ogre</creature> <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>: <span style="color:orange"><b><u>Not yet ported to 1.08</u></b></span>
=== Sprites ===
<b>Edited sprites:</b>
* Added "elf ears" to the following dark elves
** <creature>dark elf</creature> <span style="color:orange">◼</span>
** <creature>dark elf knight</creature> <span style="color:orange">◼</span>
** <creature>dark elf archer</creature> <span style="color:orange">◼</span>
** <creature>dark elf elite archer</creature> <span style="color:orange">◼</span>
** <creature>dark elf admiral</creature> <span style="color:orange">◼</span>
** <creature>dark elf captain</creature> <span style="color:orange">◼</span>
** <creature>dark elf general</creature> <span style="color:orange">◼</span>
** <creature>dark elf sacerdotist</creature> <span style="color:orange">◼</span>
** <creature>dark elf viceroy</creature> <span style="color:orange">◼</span>
** <creature>dark elf wizard</creature> <span style="color:orange">◼</span>
* Lowered ears on front-facing <creature>dark elf ranger</creature> sprite <span style="color:orange">◼</span>
* Removed white outline on <creature>chaos warrior|chaos warrior's</creature> sword <span style="color:orange">◼</span>
* Reposition north and south-facing frames so <creature>pigeon</creature> does not "wobble" <span style="color:orange">◼</span>
* Changed <creature>grobble monster</creature> so that if faces forward in all directions when walking <span style="color:orange">◼</span>
=== Corpses ===
<b>Added "harmless" corpse:</b>
* puddle_light_blue
** <creature>ice giant</creature> <span style="color:orange">◼</span>
* cloaked_brown_2x2
** <creature>elder giant</creature> <span style="color:orange">◼</span>
** <creature>lord durin</creature> <span style="color:orange">◼</span>
** <creature>cave troll</creature> <span style="color:orange">◼</span>
* cloaked_red_2x2
** <creature>imperial general giant</creature> <span style="color:orange">◼</span>
** <creature>master giant</creature> <span style="color:orange">◼</span>
* cloaked_black_2x2
** <creature>black giant</creature> <span style="color:orange">◼</span>
** <creature>amazoness giant</creature> <span style="color:orange">◼</span>
* cloaked_green_2x2
** <creature>kasarkutominubat</creature> <span style="color:orange">◼</span>
== Audio ==
=== Altered audio files ===
* data/sounds/
** ''bark-1'': removed background noise; renamed to howl-1.ogg
*** Affects <creature>wolf</creature> and <creature>big bad wolf</creature> <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player> <span style="color:orange"><b><u>big bad wolf not tested</u></b></span>
** ''howl-2, howl-5, howl-11'': removed noise
*** Affects <creature>wolf</creature> & <creature>big bad wolf</creature> <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player> <span style="color:orange"><b><u>big bad wolf not tested</u></b></span>
** ''lion-11'': removed noise; trimmed silence; fixed clipping
*** Affects: <creature>orc|all orcs</creature> & <creature>mountain orc|mountain orcs</creature> <span style="color:orange;">◼</span>
** ''trash-3'': removed noise; trimmed silence
*** Affects: 0_semos_city ambient sound near inn, int_semos_tavern ambient sound <span style="color:orange;">◼</span>
== Maps ==
=== Reworked maps ===
<b>Changed from "table_round_white" tileset to "table_white" and made tables & counters usable:</b>
* 0_ados_city_n2 <span style="color:orange">◼</span>
* 0_fado_city <span style="color:orange">◼</span>
* 0_semos_mountain_n2 (mine town weeks) <span style="color:orange">◼</span>
* int_ados_house_52 <span style="color:orange">◼</span>
* int_ados_house_54 <span style="color:orange">◼</span>
* int_ados_house_58 <span style="color:orange">◼</span>
* int_ados_house_59 <span style="color:orange">◼</span>
* int_ados_house_60 <span style="color:orange">◼</span>
* int_ados_house_61 <span style="color:orange">◼</span>
* int_ados_house_66 <span style="color:orange">◼</span>
* int_ados_ross_house <span style="color:orange">◼</span>
* int_ados_zaras_house_1 <span style="color:orange">◼</span>
* int_athor_apartment_7 <span style="color:orange">◼</span>
* int_fado_lovers_room_14 <span style="color:orange">◼</span>
* int_kirdneh_house_39 <span style="color:orange">◼</span>
* int_kirdneh_house_40 <span style="color:orange">◼</span>
* int_kirdneh_house_43 <span style="color:orange">◼</span>
* int_kirdneh_house_46 <span style="color:orange">◼</span>
* int_magic_clothing_boutique <span style="color:orange">◼</span>
<b>Reworked entire map:</b>
* int_ados_house_70 <span style="color:blue">◼</span> Tested by: <player>deluge|AntumDeluge</player>
<b>Cleaned up earth edges so sprite is not "behind"</b>
* 0_ados_mountain_n2_w <span style="color:orange">◼</span>
<b>Fixed layers so characters' heads do not show when walking through minecart tunnels</b>
* -2_semos_mines_n_e2 <span style="color:orange">◼</span>
=== Map audio ===
<b>New playable sounds:</b>
* guitar
** int_ados_house_70 <span style="color:blue">◼</span> Tested by: <player>deluge|AntumDeluge</player>
=== Tilesets ===
==== Edited tilesets ====
<b>Added tiles</b>
* ground\ladder\vertical_pale.png <span style="color:orange">◼</span>
<b>Replaced</b>
* furniture/chair/bench_white.png <span style="color:orange">◼</span>
* furniture/table/orb_table.png <span style="color:orange">◼</span>
* item/gothic/skull_post.png <span style="color:orange">◼</span>
== Other changes ==
Anything in [http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/doc/CHANGES.txt the change log] which isn't mentioned
= Changes that may not be in next release or need approval =
== Creatures ==
=== New creatures ===
* myling <span style="color:orange">◼</span> <span style="color:orange"><b><u>Disabled in CVS</u></b></span>
** class: undead
** current stats: level 201, ATK 1153, DEF 96, HP 3801, speed 1.0, XP 83700, respawn 24500 (??)
** current drops:
** current locations:
=== New drops ===
* medicinal ring: <creature>naga</creature> @ 0.5%, <creature>high naga</creature> @ 0.75%, lamia @ 2.0%, <creature>arachne</creature> @ 1.0% <span style="color:orange">◼</span> <span style="color:orange"><b><u>Disabled in CVS</u></b><span>
* xeno helmet: <creature>xenocium</creature> @ 1.5% <span style="color:orange">◼</span>
== Quests ==
=== New quests ===
* <b><i>Traps for Klaas</i></b>
** Start NPC: <npc>Klaas</npc> (-2_athor_ship_w2) <span style="color:orange">◼</span>
** Tests:
*** NPC should not offer quest again after started <span style="color:orange">◼</span>
*** NPC only accepts rodent traps if player has 20 <span style="color:orange">◼</span>
*** after quest accepted NPC should offer information for "trap(s)" and "rodent trap(s)" <span style="color:orange">◼</span>
*** after quest completed if player lost "note to apothecary" NPC should offer replacement. If antivenom ring quest has already been started then player should not get replacement. <span style="color:orange">◼</span>
*** after quest completed player should be able to sell rodent traps to Klaas. <span style="color:orange">◼</span> <player>deluge|AntumDeluge</player>: <span style="color:orange">Currently may not be possible. Added to Klaas' normal shop list.</span>
* <b><i>Antivenom Ring</i></b>
** Start NPC: Jameson (int_apothecary_lab, 0_semos_mountain_n2_w) <span style="color:orange">◼</span>
** There are three NPCs that give hints as to the location of Jameson by responding to "apothecary": <npc>Valo</npc>, <npc>Haizen</npc> and <npc>Ortiv Milquetoast</npc>. <span style="color:orange">◼</span>
** Tests:
*** Must have completed quest Traps for Klaas to enter int_apothecary_lab. <span style="color:orange">◼</span>
*** NPC should not offer quest again after it is started. <span style="color:orange">◼</span>
*** Quest should not be offered unless player is carrying "note to apothecary". <span style="color:orange">◼</span>
*** If player asks for "quest" without carrying note to apothecary NPC should offer a hint to speak with <npc>Klaas</npc>. <span style="color:orange">◼</span>
*** after quest accepted NPC should offer information for "ring(s)", "medicinal ring(s)", "antivenom ring(s)" "(gm) antitoxin ring(s)", "gland(s)", "venom gland(s)", "<item>fairy cake</item>(s)", "cake(s)", "<item>mandragora</item>(s)", "root(s) of mandragora(s)", "snake(s)", "cobra(s)". <span style="color:orange">◼</span>
*** NPC should accept 1 antitoxin ring, 2 roots of <item>mandragora</item>, 5 <item>fairy cake</item>s and 1 venom gland. <span style="color:orange">◼</span> (<b><u>AntumDeluge: <span style="color:orange">Should more items be added to list?</span></u></b>)
*** NPC should accept any number up to the required amount of each item. <span style="color:orange">◼</span>
*** Wait should be 30 minutes between bringing all items and receiving reward. <span style="color:orange">◼</span>
*** Quest should not be repeatable. <span style="color:orange">◼</span>
** Reward:
*** antivenom ring
*** 2000 XP
*** 25 karma
== Misc. ==
=== Tile layers ===
* New layers
** "gore" <span style="color:orange">◼</span>
*** "violent" images, such as blood, can be placed on this layer which is not drawn if "blood and corpses" setting is turned off ( [http://sourceforge.net/tracker/index.php?func=detail&aid=3613625&group_id=1111&atid=301111 this has not yet been added to CVS] )
== Items ==
=== New items ===
* holy water <span style="color:orange">◼</span>
* medicinal ring: antipoison 0.25 <span style="color:orange">◼</span>
* antivenom ring: antipoison 0.5 <span style="color:orange">◼</span>
* gm antitoxin ring: antipoison 1.0 (gm summon only) <span style="color:orange">◼</span>
* note to apothecary (reward from Traps for Klaas quest, used in Antivenom Ring quest) <span style="color:orange">◼</span>
* venom gland (special creature drop) <span style="color:orange">◼</span>
=== Attributes ===
* <b>Antipoison attribute</b> for rings and defense equipment has been implemented: <span style="color:orange">◼</span>
** Under attributes tag in item.xml add a tag called "antipoison" with a value betweein "0.0" and "1.0"
** "0.0" represents no resistance to poison and "1.0" represents full immunity
== NPCs ==
=== Quests added ===
* <npc>Klaas</npc>
** Now offers quest "Traps for Klaas".
* <npc>Valo</npc>, <npc>Haizen</npc> and <npc>Ortiv Milquetoast</npc> now respond to "apothecary" <span style="color:blue;">◼</span> Tested by: <player>Bluelads4</player>, <player>deluge|AntumDeluge</player>: <span style="color:orange"><b><u>Now give hints about a secret room/entrance</u></b></span>
=== New NPCs ===
* Jameson (int_apothecary_lab, 0_semos_mountain_n2_w) <span style="color:blue;">◼</span> Tested by: <player>deluge|AntumDeluge</player>, <player>Bluelads4</player>: <span style="color:orange"><b><u>Hints to the hidden door would be great to have and maybe a hint to Klaas, too (discussed in #arianne)</u></b></span>, <b><u><player>deluge|AntumDeluge</player>: <span style="color:green">Note placed on table in int_apothecary_cabin that references <npc>Klaas</npc></span></u></b>)
* Tollbooth operaton (no name yet) <span style="color:orange;">◼</span>
** Guards the bride in 0_semos_canyon
== Maps ==
=== New maps ===
* Apothecary's lab <span style="color:blue">◼</span> Tested by: <player>deluge|AntumDeluge</player>
** int_apothecary_cabin
** int_apothecary_lab
* 0_semos_canyon north of 0_semos_mountain_n2_e2 (currently not accessible) <span style="color:orange">◼</span>
== Achievements ==
=== New achievements ===
* A bit xenophobic <span style="color:orange">◼</span>
** Loot a complete xeno set: <item>xeno armor</item>, xeno helmet, <item>xeno cloak</item>, <item>xeno legs</item>, <item>xeno boots</item>, <item>xeno shield</item>
= New Tests =
* In preparation for containers, there are many changes how items are handled. This can introduce new bugs in old features. Please pay special attention to these things:
** Check that picking up, dropping and moving items works correctly
** Check that using items from ground, corpses, bag or keyring works as before
** Check that items bound to players can only be picked up or used by the owner
** Check that corpse protection still works
** Check that you can't pick up items from below other players, unless the item is bound to you
** Anything else you can think of related to item handling
= Standard tests =
# Move around
# Login to server. ''It MUST work''
# Listen to music and sound
# Login using webstart
# Login using automatically updated client
# Create a new character. <b><i>It MUST work</i></b>
# Run /script NPCPathCheck.class
* Meet <npc>Zynn Iwuhos</npc>
* <strike>Dice Gambling with <npc>Ricardo</npc></strike> ''Junit test needs creation still''
* Trading with <npc>Harold</npc> (Patches tracker ID: 3520165)
* FindJefsMom
* KillMonks
* CleanAthorUnderground
* WaterForXiphin (Patches tracker ID: 3520164)
* TrapsForKlaas
* MixtureForOrtiv
* CoalForHunchey
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