OpenMW 0.12.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

When everything is ready, just use the head of my master branch. That's the place where all the 0.12.0 codes goes for now (0.13.0 codes currently goes into the next branch instead).
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

Status update:

Configuration system is still WIP; work on launcher adjustments will start soon.

The number of regressions increased from 1 to 4:

1. Okay and back buttons in race window do not work

2. Crash when enabling physics after a cell cahnge

3. Running with --new-game will teleoprt to a strange location when leaving the initial location (imperial prison ship)

4. After exiting an interior and re-entering it light coming from light type objects is not rendered.

I guess except for #1 these are all results of the mwrender refactoring.
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Mirceam94
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Re: OpenMW 0.12.0

Post by Mirceam94 »

1. Okay and back buttons in race window do not work
They work in my charactercreation class (refactor_wm branch). I haven't tested the main branch though.
jhooks1
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Re: OpenMW 0.12.0

Post by jhooks1 »

4 was present in .11, pretty sure refactoring did not do it.
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psi29a
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Re: OpenMW 0.12.0

Post by psi29a »

For testing purposes, is there a page that goes over common things to test?

Like:
How to get to the console.
Popular locations to go and how to go there.
Commands to use for testing functions like animations, physics and etc.

Do we have a test harness or suite?
Valgrind?
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

4 was present in .11, pretty sure refactoring did not do it.
Do we know if the same is true for #1?
Do we have a test harness or suite?
Valgrind?
Nope. Even in its current state there are probably hundreds of things that could be tested. The testing scope is just too big.
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psi29a
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Re: OpenMW 0.12.0

Post by psi29a »

Zini wrote:Nope. Even in its current state there are probably hundreds of things that could be tested. The testing scope is just too big.
Automate it... ;)

Easier said than done of course, but in theory we could use a script (loaded in a runtime) that tests the big things. Is what is done within boundaries of sanity? This could give us a bigger picture and regression testing between releases.

As an aside, I'm still curious about these:
How to get to the console in openmw, as ~ (tilda) does not work for me.
Popular locations to go and how to go there using the console.
Commands that can be used like animateAll.
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

Easier said than done of course, but in theory we could use a script (loaded in a runtime) that tests the big things. Is what is done within boundaries of sanity? This could give us a bigger picture and regression testing between releases.
We are planning some automated testing for some of the lower level functions. Especially loading and saving ESX files. Anything higher level is just not practical.
How to get to the console in openmw, as ~ (tilda) does not work for me.
F1. We need to remap keys at some point (or rather make mapping configurable).
Popular locations to go and how to go there using the console.
I guess everyone has his own spots. Mine are Balmora, Vivec and Seyda Neen. Plus the default interior start cell.

Edit: Missed the part about going there. The command is coc (e.g. coc "Seyda Neen" or coc Balmora).
Commands that can be used like animateAll.
Consult any MW scripting guide. The one on the UESP wiki is pretty good.
Also have a look at our wiki (developer references -> scripting progress).
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jvoisin
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Re: OpenMW 0.12.0

Post by jvoisin »

I suggest the creation of a page dedicated to the testing of openmw on the wiki.
corristo
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Re: OpenMW 0.12.0

Post by corristo »

There is small problem — when F1 pressed, console appears with 1 space already in input, so I one would write command and execute, cmd processing will fail due to this space at the beginning

Can anyone confirm?
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