OpenMW 0.12.0
Re: OpenMW 0.12.0
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).
Re: OpenMW 0.12.0
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.
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.
Re: OpenMW 0.12.0
They work in my charactercreation class (refactor_wm branch). I haven't tested the main branch though.1. Okay and back buttons in race window do not work
Re: OpenMW 0.12.0
4 was present in .11, pretty sure refactoring did not do it.
- psi29a
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Re: OpenMW 0.12.0
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?
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?
Re: OpenMW 0.12.0
Do we know if the same is true for #1?4 was present in .11, pretty sure refactoring did not do it.
Nope. Even in its current state there are probably hundreds of things that could be tested. The testing scope is just too big.Do we have a test harness or suite?
Valgrind?
- psi29a
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- Joined: 29 Sep 2011, 10:13
- Location: Belgium
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- Contact:
Re: OpenMW 0.12.0
Automate it...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.
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.
Re: OpenMW 0.12.0
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.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.
F1. We need to remap keys at some point (or rather make mapping configurable).How to get to the console in openmw, as ~ (tilda) does not work for me.
I guess everyone has his own spots. Mine are Balmora, Vivec and Seyda Neen. Plus the default interior start cell.Popular locations to go and how to go there using the console.
Edit: Missed the part about going there. The command is coc (e.g. coc "Seyda Neen" or coc Balmora).
Consult any MW scripting guide. The one on the UESP wiki is pretty good.Commands that can be used like animateAll.
Also have a look at our wiki (developer references -> scripting progress).
Re: OpenMW 0.12.0
I suggest the creation of a page dedicated to the testing of openmw on the wiki.
Re: OpenMW 0.12.0
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?
Can anyone confirm?