Stendhal Testing

From Arianne
Revision as of 22:30, 28 July 2013 by imported>AntumDeluge (NPCs)
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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 #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.


World changes

Achievements

New achievements

NPCs

Paths

Paths for Passive NPCs

Watch for problems with any NPC type (SpeakerNPC, PassiveNPC, Creature, Sheep, etc.) that could be caused by these changes.

  • <player "deluge" not found>: 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 onFinishedPath() and calling setRandomPathFrom(). setRandomPathFrom() has been moved up to GuidedEntity.
  • NPCs can now pause for a determined amount of turns on path completion TESTED BY: <player "deluge" not found>
    • TODO:
      • Apply to SpeakerNPC (uses prelogic instead of logic) and other sub-classes of GuidedEntity.
  • Added roaming radius for NPCs using random path
    • There are two options for entity reaching the edge of radius:
      1. entity returns to original position. NOT TESTED
      2. entity moves back in opposite direction a random number of steps between 1 and radius value. TESTED BY: <player "deluge" not found>: "Puppy in Semos does not appear to leave radius."
  • TODO:
    • Fix paths to work in collision areas

Creatures

Organization

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:

  • None so far

Sound effects

  • New sound effects
    • stone golem: 1 new sound TESTED BY: <player "deluge" not found> Should already be in current release, will check. Needs to be changed to "movement" sound when applicable
  • Adjusted sound effects
    • elder ogre, ogre soldier & superogre: 4 sounds copied from ogre TESTED BY <player "deluge" not found>: Should already be in current release, will check.
    • Moved slimes' sound effects to "movement". TESTED BY: <player "deluge" not found>

Sprites

Edited sprites:

  • Added "elf ears" to the following dark elves
  • Lowered ears on front-facing dark elf ranger TESTED BY: <player "deluge" not found>
  • chaos warrior:
    • Removed white outline on sword. TESTED BY: <player "deluge" not found>
    • Repositioned left and right facing frames so sword isn't cut off. TESTED BY: <player "deluge" not found>
  • Reposition north and south-facing frames so pigeon does not "wobble" TESTED BY: <player "deluge" not found>
  • Changed grobble monster so that if faces backward in all directions when walking TESTED BY: <player "deluge" not found>
  • Fixed winged blurble so that head isn't behind wings TESTED BY: <player "deluge" not found>
  • Made elf ears more visible:
  • Changed helmet on ogre soldier to show mohawk from front and rear view. Also placed axe behind sprite on front-facing frames. TESTED BY: <player "deluge" not found>
  • Altered frames so weapon/shield only shows on either front or back
  • Added crown on north-facing frames of albino elf king TESTED BY: <player "deluge" not found>
  • Drew head and body in front of wings on south-facing frames for chaos overlord. TESTED BY: <player "deluge" not found>
  • Adjusted horns on north-facing frames of barbarian chaman TESTED BY: <player "deluge" not found>
  • Make violet avenger's face flash in left and right-facing directions. TESTED BY: <player "deluge" not found>
  • Adjusted madaram buster blader's sword in east and west-facing frames. TESTED BY: <player "deluge" not found>
  • Removed shadow of cave troll. TESTED BY: <player "deluge" not found>
  • winged blue imp: turned pitchfork around on south-facing frames to point forward. TESTED BY: <player "deluge" not found>

Corpses

Added "harmless" corpse:

New drops

  • xeno helmet: xenocium @ 1.5% TESTED BY: <player "deluge" not found>

Items

New items

  • xeno helmet TESTED BY: <player "deluge" not found>

Audio

Altered audio files

  • data/sounds/
    • trash-3: removed noise; trimmed silence
      • Affects: 0_semos_city ambient sound near inn, int_semos_tavern ambient sound NOT TESTED

Maps

Reworked maps

Changed from "table_round_white" tileset to "table_white" and made tables & counters usable:

  • 0_ados_city_n2 TESTED BY: <player "deluge" not found>
  • 0_fado_city TESTED BY: <player "deluge" not found>
  • 0_semos_mountain_n2 (mine town weeks) NOT TESTED
  • int_ados_house_52 TESTED BY: <player "deluge" not found>
  • int_ados_house_54 TESTED BY: <player "deluge" not found>
  • int_ados_house_58 TESTED BY: <player "deluge" not found>
  • int_ados_house_59 TESTED BY: <player "deluge" not found>
  • int_ados_house_60 TESTED BY: <player "deluge" not found>
  • int_ados_house_61 TESTED BY: <player "deluge" not found>
  • int_ados_house_66 TESTED BY: <player "deluge" not found>
  • int_ados_ross_house TESTED BY: <player "deluge" not found>
  • int_ados_zaras_house_1 TESTED BY: <player "deluge" not found>
  • int_athor_apartment_107 TESTED BY: <player "deluge" not found>
  • int_fado_lovers_room_14 TESTED BY: <player "deluge" not found>
  • int_kirdneh_house_39 TESTED BY: <player "deluge" not found>
  • int_kirdneh_house_40 TESTED BY: <player "deluge" not found>
  • int_kirdneh_house_43 TESTED BY: <player "deluge" not found>
  • int_kirdneh_house_46 TESTED BY: <player "deluge" not found>
  • int_magic_clothing_boutique TESTED BY: <player "deluge" not found>

Reworked entire map:

  • int_ados_house_70 TESTED BY: <player "deluge" not found>

Cleaned up earth edges so sprite is not "behind"

  • 0_ados_mountain_n2_w TESTED BY: <player "deluge" not found>

Fixed layers so characters' heads do not show when walking through minecart tunnels

  • -2_semos_mine_n_e2 TESTED BY: <player "deluge" not found>

Map audio

Added interactive objects:

  • guitar
    • int_ados_house_70 TESTED BY: <player "deluge" not found>

Added music:

  • 0_athor_island_e (cannibals' area) TESTED BY: <player "deluge" not found>

Tilesets

Edited tilesets

Added tiles

  • ground\ladder\vertical_pale.png
    • 0_semos_mountain_n2_e2 TESTED BY: <player "deluge" not found>

Replaced

  • furniture/chair/bench_white.png TESTED BY: <player "deluge" not found>
  • furniture/table/orb_table.png TESTED BY: <player "deluge" not found>
  • item/gothic/skull_post.png TESTED BY: <player "deluge" not found>

Quests

Altered quests

Dragon Lair

  • Wishman no longer teleports player into lair. TESTED BY: <player "deluge" not found>
  • Message sent to player about door being locked when trying to enter when quest either not started, completed or rejected. TESTED BY: <player "deluge" not found>
  • Door to lair is "unlocked" when player starts quest TESTED BY: <player "deluge" not found>
  • Quest is set to "done" when player exits lair TESTED BY: <player "deluge" not found>
  • Added message "Wishman has unlocked the dragon lair." to travel log while quest is active. TESTED BY: <player "deluge" not found>
  • Moved travel log "wait" message to quest state "done". TESTED BY: <player "deluge" not found>

Items moved from Weekly Item Quest to Daily Item Quest

  • blue helmet, blue shield, blue armor, blue legs. NOT TESTED
    • Especially test please, if it affects open weekly item quests with these items which have been started before the release with the new tables implemented :) TESTED BY: <player "deluge" not found>: Seems to work fine. Hazel still accepts blue items from previously started quests (tested on localhost).

New Quests

Help With the Harvest

  • Pushable blocks concept at hay carts
  • Start NPC: Eheneumniranin
    • Does Eheneumniranin explain the quest good enough and understandable? TESTED BY: <player "deluge" not found>
    • Ados Farm map: marking positions for hay carts in front of Karl's Barn TESTED BY: <player "deluge" not found>
    • Sign on Karl's barn for marking it TESTED BY: <player "deluge" not found>
    • Is quest finishable? Is there anything which breaks the quest? NOT TESTED
    • If sound not muted: Do you get a sound when pushing it? (open bug report on sets in too late) NOT WORKING Tested by: <player "deluge" not found>
  • BUGS:

Traps for Klaas

  • Start NPC: Klaas (-2_athor_ship_w2)
  • Tests specific to this quest:
    • NPC only accepts rodent traps if player has 20. TESTED BY: <player "deluge" not found>
    • after quest accepted NPC should offer information for "trap(s)" and "rodent trap(s)". TESTED BY: <player "deluge" not found>
    • 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. DISABLED/TODO
  • Reward:
    • 5 greater antidote TESTED BY: <player "deluge" not found>
    • 1000 XP TESTED BY: <player "deluge" not found>
    • 10 karma NOT TESTED
  • TODO:
    • Make quest repeatable every 24 hours.
    • 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.

Client

  • New animated status indicator overlay image for "poisoned". TESTED BY: <player "deluge" not found>

Other changes

  • Added setQuestWithTimestamp() methods to Player.java NOT TESTED

Anything in the change log which isn't mentioned

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

Touched up sprites

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

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

Sprites

Cleaned up elf ears:

Changed sprite:

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

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

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
  • Trading with Harold (Patches tracker ID: 3520165)
  • FindJefsMom
  • KillMonks
  • CleanAthorUnderground
  • WaterForXiphin (Patches tracker ID: 3520164)