Stendhal Testing: Difference between revisions

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imported>Hendrik Brummermann
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''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.''
''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.''


* ...
== Achievements ==


<b><i>New achievements:</i></b>
* Dragon Slayer <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** Loot all dragon cloaks.


== NPCs ==
= 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:
=== Paths ===
** 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 =
<b><i>Paths for Passive NPCs:</i></b>
<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>


# Move around
* <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>.
# Use double click on main screen to walk

# Use double click on Minimap to walk
* NPCs can now pause for a determined amount of turns on path completion <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player>
# Use auto key focus to walk and stop walking
** <span style="color:orange; font-weight:bold;">TODO</span>:
# Collide with something
*** Apply to SpeakerNPC (uses prelogic instead of logic) and other sub-classes of GuidedEntity.
# Collide with objects

# Check that your Minimap, Settings Panel, Bag, Keyring, Buddies list and Character Window appear correctly
* <b><span style="color:orange">TODO</span>:</b>
# Use Look, /tell, /who, Attack and Stop Attack
** Fix paths to work in collision areas
# Use Set Outfit

# Use admin *Destroy, *Inspect and *Alter
* Replaced reversiblePath methods in <b><i>GuidedEntity</i></b> with methods for setting and getting CollisionAction.
# Run admin script
** Two options for collsion actions:
# Talk with NPC
*** CollisionAction.REVERSE <span style="color:orange; font-weight:bold;">NOT TESTED</span>
# Change zone
*** CollisionAction.REROUTE <span style="color:orange; font-weight:bold;">NOT TESTED</span>
# Use portal. ''especially any which might have changed recently''

# Use teleport scrolls
=== Sound effects ===
# Use summon scrolls

# Visit many areas. ''Any NPCs who can't be created will show up in your console log''
<b><i>New sounds:</i></b>
# Buy items
* <npc>Jynath</npc>
# Sell items
** witch-cackle-1 <span style="color:blue;">◼</span>: tested<br>
# Buy a sheep

# Sell sheep
=== Shops ===
# Attack a creature

# Loot a corpse
<b><i>New items for sale/purchase:</i></b>
# Move corpses around
* <npc>Diehelm Brui</npc>
# Level up
** Purchases:
# Harvest grain
*** <item>xeno helmet</item>: 8000 <span style="color:orange; font-weight:bold;">NOT TESTED</span>
# Pick food from a plant grower and check it grows back

# Get item produced and collect it
== Creatures ==
# Use a bank chest

# Use item taken from bank chest
=== Organization ===
# Use a bank vault

# Use a scroll from the bank vault
<span style="color:orange; font-weight:bold;">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. The following creatures have been re-organized and will cause server-test client incompatibiliteis:</span>
# Logout in the bank vault

# Move items from body to bag
* None so far
# Drop items

# Move items around on the ground
=== Status effects ===
# Redo some quests, pick at random from [[StendhalQuest]]

# Do Semos Mayor quest
* <creature>chaos sorcerer</creature>: confuse & shock
# Do Ados mayor quest

# Do deathmatch
== Items ==
# Go to dreamscape and 7 kikareukin clouds

# Use the wizard bank
== Media ==
# Gamble in Semos tavern

# Play blackjack on Athor ferry
=== Audio ===
# Do /where playername

# Use /support and /supportanswer
==== New sound effects ====
# Check /help and /gmhelp

# Add buddies
<span style="color:orange; font-weight:bold; font-style:italic;">Please compare with other sounds' audio levels.</span>
# Remove buddies
* <b><i>Source: http://freesound.org/people/Belhene/sounds/157837/</i></b>
# Rent an outfit
** cat-purr-1
# Rent a sign from Gordon
** kitten-purr-1
# Push someone
* <b><i>Source: http://freesound.org/people/nfrae/sounds/100032/</i></b>
# Get sent to jail, get released
** dog-bark-small-1
# Ignore someone
** dog-bark-small-2
# Remove the ignore from someone
* <b><i>Source: http://freesound.org/people/gcmax/sounds/147351/</i></b>
# Go /away with a message, have someone else /msg you, check the mouse over box in the status pannel
** kitten-mew-1
# Go /grumpy with a message, have buddy and non buddy /msg you, check the mouse over box in the status pannel
* <b><i>Source: http://freesound.org/people/videog/sounds/149191/</i></b>
# Get poisoned
** kitten-meow-1
# Eat too much
** kitten-meow-2
# Die (many ways)
** kitten-meow-3
# Login in with wrong version. ''It MUST warn''
* <b><i>Source: http://freesound.org/people/Nic3_one/sounds/166555/</i></b>
# Login to server. ''It MUST work''
** attack-fire-1
# Listen to music and sound
** attack-fire-2
# Login using webstart
** attack-fire-3
# Login using automatically updated client
* <b><i>Source: http://freesound.org/people/Adam_N/sounds/166310/</i></b>
# Create a new character. <b><i>It MUST work</i></b>
** ambiance/river-1
# Run /script NPCPathCheck.class
* <b><i>Source: http://freesound.org/people/pawsound/sounds/154879/</i></b>
** ambiance/water-sloshing-1

=== Graphics ===

==== New Tilesets ====

* tiled/tileset/ground/fire/
** lava <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* tiled/tileset/ground/rock/
** red_crystal_small <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* tiled/tileset/object/
** creep_large <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** creep_med <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* tiled/tileset/object/rock/
** face_stone <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** pillars_stone <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** rocks <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* tiled/tileset/plant/tree/
** trees_1 <span style="color:orange; font-weight:bold;">NOT TESTED</span>

==== Refactored Tilesets ====

* tiled/tileset/ground/
** blue_crystal <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** gold_crystal <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** green_crystal2 <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** green_crystal3 <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** icy_crystal <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** purple_crystal <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** red_crystal <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* tiled/tileset/plant/
** mushroom3 <span style="color:orange;font-weight:bold;">NOT TESTED</span>

== Maps ==

=== Added ambiance ===

* water-sloshing-1
** 0_athor_island at 15,90 (boat dock) <span style="color:blue;">◼</span>: tested<br>
** 0_athor_island_w at 89,48 (fishing dock) <span style="color:blue;">◼</span>: tested<br>
** 0_kalavan_city at 78,49 (fishing dock) <span style="color:blue;">◼</span>: tested<br>
** 0_nalwor_river_s_e2 at 46,60 (fishing dock) <span style="color:blue;">◼</span>: tested<br>

=== Reworked ===

* Replaced pillar tiles:
** int_kirdneh_house_46 <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** int_kirdneh_house_48_1 <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** int_kirdneh_house_49_1 <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** int_magic_flower_shop <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** int_mithrilbourgh_throne_room <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** dreamscape_rural <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** wizards_tower_spire_1 <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** 0_ados_mountain_n2_w2 <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** 0_ados_outside_w <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** 0_semos_mountain_n2_e <span style="color:orange;font-weight:bold;">NOT TESTED</span>
** -1_semos_mine_n2_e <span style="color:orange;font-weight:bold;">NOT TESTED</span>
* Entire hell map <span style="color:orange; font-weight:bold;">IN PROGRESS</span>

== Quests ==

=== Reward changes ===

* <b><i>Kill Monks:</i></b>
** Player receives +5 karma for accepting and -5 karma for rejecting. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Weapon Collector:</i></b>
** Added +30 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Weapon Collector 2:</i></b>
** Added +60 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Ultimate Collector:</i></b>
** Added +90 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Fisherman's License part 2:</i></b>
** Added +25 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Jailed Dwarf:</i></b>
** Added +20 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Koboldish Torcibud:</i></b>
** Added +20 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Medicine for Tad:</i></b>
** Added +4 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>News from Hackim:</i></b>
** Added +2 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Obsidian Knife:</i></b>
** Added +40 karma to reward (85 total). <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Pizza Delivery:</i></b>
** Added +5 karma to reward if delivered on time. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>Seven Cherubs:</i></b>
** Added +35 karma to reward. <span style="color:orange; font-weight:bold;">NOT TESTED</span>

== Client ==

== Other changes ==

* New portal type: PasswordPortal <i>(currently none implemented in game where can be tested)</i>
** Listens for player to say a password. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
** Immediately teleports player. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* <b><i>SayRequiredItemsFromCollectionAction</i></b> can now use an index as the 2nd argument to get items from a section of the QUEST_SLOT. <span style="color:orange; font-weight:bold;">NOT TESTED</span>

=== Status effects ===


<b><i>New status effects available:</i></b>
* shock
** Causes player to halt when trying to walk. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
* confuse
** Causes player to because disoriented (walks in opposite direction and cannot use mouse to walk). <span style="color:orange; font-weight:bold;">NOT TESTED</span>


= Changes that may not be in next release or need approval =
= Changes that may not be in next release or need approval =
Line 308: Line 207:
* <creature>ent</creature>: from 5x3 to 5x2
* <creature>ent</creature>: from 5x3 to 5x2


= 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
# Use double click on main screen to walk
# Use double click on Minimap to walk
# Use auto key focus to walk and stop walking
# Collide with something
# Collide with objects
# Check that your Minimap, Settings Panel, Bag, Keyring, Buddies list and Character Window appear correctly
# Use Look, /tell, /who, Attack and Stop Attack
# Use Set Outfit
# Use admin *Destroy, *Inspect and *Alter
# Run admin script
# Talk with NPC
# Change zone
# Use portal. ''especially any which might have changed recently''
# Use teleport scrolls
# Use summon scrolls
# Visit many areas. ''Any NPCs who can't be created will show up in your console log''
# Buy items
# Sell items
# Buy a sheep
# Sell sheep
# Attack a creature
# Loot a corpse
# Move corpses around
# Level up
# Harvest grain
# Pick food from a plant grower and check it grows back
# Get item produced and collect it
# Use a bank chest
# Use item taken from bank chest
# Use a bank vault
# Use a scroll from the bank vault
# Logout in the bank vault
# Move items from body to bag
# Drop items
# Move items around on the ground
# Redo some quests, pick at random from [[StendhalQuest]]
# Do Semos Mayor quest
# Do Ados mayor quest
# Do deathmatch
# Go to dreamscape and 7 kikareukin clouds
# Use the wizard bank
# Gamble in Semos tavern
# Play blackjack on Athor ferry
# Do /where playername
# Use /support and /supportanswer
# Check /help and /gmhelp
# Add buddies
# Remove buddies
# Rent an outfit
# Rent a sign from Gordon
# Push someone
# Get sent to jail, get released
# Ignore someone
# Remove the ignore from someone
# Go /away with a message, have someone else /msg you, check the mouse over box in the status pannel
# Go /grumpy with a message, have buddy and non buddy /msg you, check the mouse over box in the status pannel
# Get poisoned
# Eat too much
# Die (many ways)
# Login in with wrong version. ''It MUST warn''
# 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


= Notes =
= Notes =

Revision as of 06:36, 23 April 2014



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 #arianne. If you have found a bug, feel free to 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.

You may need a test client. Please note that the test client will not update automatically.

Just save the stendhal-1.48.5.zip file, extract it into a new folder, then double click the stendhal-1.48.5.jar.

Testing Key:
: not tested
: tested
: not working
: fix committed but not tested


Tests specific to the next release

You can use a 1.48 release client to logon to test server, but if you want to test the 1.48.5 client you can do so.

It is helpful to also use the test client to play on the main, release, server. Playing normally with the 1.48.5 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.

  • ...


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

  1. Move around
  2. Use double click on main screen to walk
  3. Use double click on Minimap to walk
  4. Use auto key focus to walk and stop walking
  5. Collide with something
  6. Collide with objects
  7. Check that your Minimap, Settings Panel, Bag, Keyring, Buddies list and Character Window appear correctly
  8. Use Look, /tell, /who, Attack and Stop Attack
  9. Use Set Outfit
  10. Use admin *Destroy, *Inspect and *Alter
  11. Run admin script
  12. Talk with NPC
  13. Change zone
  14. Use portal. especially any which might have changed recently
  15. Use teleport scrolls
  16. Use summon scrolls
  17. Visit many areas. Any NPCs who can't be created will show up in your console log
  18. Buy items
  19. Sell items
  20. Buy a sheep
  21. Sell sheep
  22. Attack a creature
  23. Loot a corpse
  24. Move corpses around
  25. Level up
  26. Harvest grain
  27. Pick food from a plant grower and check it grows back
  28. Get item produced and collect it
  29. Use a bank chest
  30. Use item taken from bank chest
  31. Use a bank vault
  32. Use a scroll from the bank vault
  33. Logout in the bank vault
  34. Move items from body to bag
  35. Drop items
  36. Move items around on the ground
  37. Redo some quests, pick at random from StendhalQuest
  38. Do Semos Mayor quest
  39. Do Ados mayor quest
  40. Do deathmatch
  41. Go to dreamscape and 7 kikareukin clouds
  42. Use the wizard bank
  43. Gamble in Semos tavern
  44. Play blackjack on Athor ferry
  45. Do /where playername
  46. Use /support and /supportanswer
  47. Check /help and /gmhelp
  48. Add buddies
  49. Remove buddies
  50. Rent an outfit
  51. Rent a sign from Gordon
  52. Push someone
  53. Get sent to jail, get released
  54. Ignore someone
  55. Remove the ignore from someone
  56. Go /away with a message, have someone else /msg you, check the mouse over box in the status pannel
  57. Go /grumpy with a message, have buddy and non buddy /msg you, check the mouse over box in the status pannel
  58. Get poisoned
  59. Eat too much
  60. Die (many ways)
  61. Login in with wrong version. It MUST warn
  62. Login to server. It MUST work
  63. Listen to music and sound
  64. Login using webstart
  65. Login using automatically updated client
  66. Create a new character. It MUST work
  67. Run /script NPCPathCheck.class


Changes that may not be in next release or need approval

Creatures

New creatures

  • myling DISABLED
    • 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

Quests

New quests

Antivenom Ring DISABLED

  • Start NPC: Jameson (int_apothecary_lab, 0_semos_mountain_n2_w)
  • Tests specific to this quest:
    • There are three NPCs that give hints as to the location of Jameson by responding to "apothecary": Valo, Haizen and Ortiv Milquetoast. NOT TESTED
    • Must have completed quest Traps for Klaas to enter int_apothecary_lab. NOT TESTED
    • Quest should not be offered unless player is carrying "note to apothecary". NOT TESTED
    • If player asks for "quest" without carrying note to apothecary NPC should offer a hint to speak with Klaas. NOT TESTED
    • 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)", "fairy cake(s)", "cake(s)", "mandragora(s)", "root(s) of mandragora(s)", "snake(s)", "cobra(s)". NOT TESTED
    • NPC should accept 1 antitoxin ring, 2 roots of mandragora, 5 fairy cakes and 1 venom gland. NOT TESTED (AntumDeluge: Should more items be added to list?)
    • Wait should be 30 minutes between bringing all items and receiving reward. NOT TESTED
  • Reward:
    • antivenom ring NOT TESTED
    • 2000 XP NOT TESTED
    • 25 karma NOT TESTED

Altered Quests

Help With the Harvest

Traps for Klaas

  • TODO:
    • Add note to apothecary item as reward when Antivenom Ring quest is ready. Note: will only be given on quest completion if player is not already carrying one and Antivenom Ring quest has not been started.
    • Only have Klaas buy rodent traps if quest has been completed at least once. Currently may no be possible.

Misc.

Tile layers

  • New layers
    • "gore"

Items

New items

  • holy water DISABLED
  • medicinal ring: antipoison 0.25 DISABLED
  • antivenom ring: antipoison 0.5 DISABLED
  • gm antitoxin ring: antipoison 1.0 (gm summon only) DISABLED
  • note to apothecary (reward from Traps for Klaas quest, used in Antivenom Ring quest) DISABLED

Attributes

  • Antipoison attribute for rings and defense equipment has been implemented: UNDER REVIEW
    • Under attributes tag in item.xml add a tag called "antipoison" with a value between "0.0" and "1.0"
    • "0.0" represents no resistance to poison and "1.0" represents full immunity

NPCs

New NPCs

  • Jameson (int_apothecary_lab, 0_semos_mountain_n2_w) DISABLED Tested by: <player "deluge" not found>, <player "bluelads4" not found>: Hints to the hidden door would be great to have and maybe a hint to Klaas, too (discussed in #arianne), <player "deluge" not found>: Note placed on table in int_apothecary_cabin that references Klaas)
  • Tollbooth operaton (no name yet) DISABLED
    • Guards the bride in 0_semos_canyon

Maps

New maps

  • Apothecary's lab NOT ACCESSIBLE
    • int_apothecary_cabin
    • int_apothecary_lab
  • 0_semos_canyon north of 0_semos_mountain_n2_e2 NOT ACCESSIBLE

TODO

  • New item: bait
    • different baits can be used to increase chances of catching fish
  • PasswordCheckingPortal

Proposed Changing Creature and Corpse Dimensions

  • ent: from 5x3 to 5x2


Notes

  • When you do each stage, read your console log.
  • For quest testing: if you want to use an existing char, that has done most quests, you can reset all quests by saying cleanme! (with "!") to Diogenes. This only works for admins.
  • The test server log is here and can be useful to check if something strange happened (just scroll to the bottom for the latest entries)

Create chat log for tests

Please try to play dumb and fool the NPC by asking stupid question which may confuse him. For example say that you already have the items you are supposed to fetch although this is not true, yet. Reject the quest first time and only return later to accept it. Try to ask to start the quest again once it has finished, this kind of thing.

Please say Bye when you want to finish the conversation if the NPC is still listening.

We need full chat dialog for these quests:

  • FishermansLicenseQuiz from the fisherman in Ados huts
  • Meet Io
  • Getting a maze from Haizen chatlog needed: solving maze, chatlog there for: player logs off while doing it
  • Meet Zynn Iwuhos
  • Dice Gambling with Ricardo Junit test needs creation still
  • FindJefsMom
  • KillMonks
  • CleanAthorUnderground
  • WaterForXiphin (Patches tracker ID: 3520164)
  • TrapsForKlaas
  • MixtureForOrtiv
  • CoalForHunchey