Mission Testers

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mikade
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Hi there.

I'm working on a number of missions and a possible campaign for Hedgewars 0.9.15. I get a fair deal of testing done through the #hedgewars IRC channel, but I was wondering if there are other forumites (who run the up-to-date dev. version of hedgewars) who would be interested in testing some maps and giving me feedback.

Let me know. Smile

mikade
Hedgewars Developer

bananaoomarang
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I would be interested in helping. I'll compile the dev version now and install in /opt.

I run Arch Linux, not windows if that makes too much of a difference.

Pit has finaly returned. FINALY.

nemo
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Most people on dev run linux. Smile
... or bsd in unc0rr's case

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rockachu2
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I run ubuntu/kubuntu and would be happy to test it in the time I have off. (about 1-2hrs a day, more on weekends)

My favorite sport: nerd sniping.

mikade
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KK. Thanks. Operating system shouldn't matter, hopefully. I'll put together a package of things I need testing and PM both of you in the next day or two.

mikade
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Henek
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It is only good if people on different systems test as then we can locate any bugs related to a specific system if there are any.

One of those hedgewars developers. I am specially knowledgeable in lua scripting, and the father of gameplay scripts.

bananaoomarang
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I appear to be having a few technical difficultys cloning the source, it appears me and mercurial (or just arch linux, Mercurial and my internet connection) don't get along too well. I will try some more soon.

EDIT: scratch that, it just taks a REALLY LONG TIME. But It appears to have done it, after 3 hours.

Pit has finaly returned. FINALY.

nemo
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So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

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bananaoomarang
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nemo allegedly wrote:

So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

Downloading the hedgewars source via svn most certainly never took that long. Ahhh well, it works anyway!

Pit has finaly returned. FINALY.

nemo
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bananaoomarang allegedly wrote:

nemo allegedly wrote:

So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

Downloading the hedgewars source via svn most certainly never took that long. Ahhh well, it works anyway!

mercurial is a dvcs - you are pulling the entire revision control system onto your system to do your work. Each developer basically has their own repository.
The equivalent of doing a clone in subversion, which over a remote link is also slow.

If you've done it once though, you don't need to do it again. If you have any local machines you can just copy your local repository multiple times onto various ones, and update using hg pull / hg update (hg pull -u)

This also means that operations that are slow in subversion are very fast in mercurial.

If you want to pull any old version of the game or do a bisect or whatever, since it is all local, it is basically instantaneous.

Doing that in subversion would require pulling hundreds of megabytes of data each time, although the subversion habit of doing branch/trunk as separate folders does help a lot with this (although not with the bisect case).

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

bananaoomarang
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nemo allegedly wrote:

bananaoomarang allegedly wrote:

nemo allegedly wrote:

So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

Downloading the hedgewars source via svn most certainly never took that long. Ahhh well, it works anyway!

mercurial is a dvcs - you are pulling the entire revision control system onto your system to do your work. Each developer basically has their own repository.
The equivalent of doing a clone in subversion, which over a remote link is also slow.

If you've done it once though, you don't need to do it again. If you have any local machines you can just copy your local repository multiple times onto various ones, and update using hg pull / hg update (hg pull -u)

This also means that operations that are slow in subversion are very fast in mercurial.

If you want to pull any old version of the game or do a bisect or whatever, since it is all local, it is basically instantaneous.

Doing that in subversion would require pulling hundreds of megabytes of data each time, although the subversion habit of doing branch/trunk as separate folders does help a lot with this (although not with the bisect case).

thanks for the explanation.

In that case, Mercurial sounds a lot better than subversion. The thing that worried me most is it doesn't give much output by default. svn always showed me that it was actively doing something, hg just appears to 'hang' on the same thing for a couple of hours, then finish. Is there a verbose switch somewhere? I'll go take a look.

Pit has finaly returned. FINALY.

nemo
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bananaoomarang allegedly wrote:

nemo allegedly wrote:

bananaoomarang allegedly wrote:

nemo allegedly wrote:

So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

Downloading the hedgewars source via svn most certainly never took that long. Ahhh well, it works anyway!

mercurial is a dvcs - you are pulling the entire revision control system onto your system to do your work. Each developer basically has their own repository.
The equivalent of doing a clone in subversion, which over a remote link is also slow.

If you've done it once though, you don't need to do it again. If you have any local machines you can just copy your local repository multiple times onto various ones, and update using hg pull / hg update (hg pull -u)

This also means that operations that are slow in subversion are very fast in mercurial.

If you want to pull any old version of the game or do a bisect or whatever, since it is all local, it is basically instantaneous.

Doing that in subversion would require pulling hundreds of megabytes of data each time, although the subversion habit of doing branch/trunk as separate folders does help a lot with this (although not with the bisect case).

thanks for the explanation.

In that case, Mercurial sounds a lot better than subversion. The thing that worried me most is it doesn't give much output by default. svn always showed me that it was actively doing something, hg just appears to 'hang' on the same thing for a couple of hours, then finish. Is there a verbose switch somewhere? I'll go take a look.

hg clone -v

You can try it on your local copy.
Something like:

cd ~/hg/hedgewars
hg clone -v trunk/ eraseme

--
Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

bananaoomarang
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nemo allegedly wrote:

bananaoomarang allegedly wrote:

nemo allegedly wrote:

bananaoomarang allegedly wrote:

nemo allegedly wrote:

So downloaded at 40kibibytes per second. Not fast, but not horribly slow either. Smile

Of course, if you aborted or something along the way, that might have forced a restart.

Downloading the hedgewars source via svn most certainly never took that long. Ahhh well, it works anyway!

mercurial is a dvcs - you are pulling the entire revision control system onto your system to do your work. Each developer basically has their own repository.
The equivalent of doing a clone in subversion, which over a remote link is also slow.

If you've done it once though, you don't need to do it again. If you have any local machines you can just copy your local repository multiple times onto various ones, and update using hg pull / hg update (hg pull -u)

This also means that operations that are slow in subversion are very fast in mercurial.

If you want to pull any old version of the game or do a bisect or whatever, since it is all local, it is basically instantaneous.

Doing that in subversion would require pulling hundreds of megabytes of data each time, although the subversion habit of doing branch/trunk as separate folders does help a lot with this (although not with the bisect case).

thanks for the explanation.

In that case, Mercurial sounds a lot better than subversion. The thing that worried me most is it doesn't give much output by default. svn always showed me that it was actively doing something, hg just appears to 'hang' on the same thing for a couple of hours, then finish. Is there a verbose switch somewhere? I'll go take a look.

hg clone -v

You can try it on your local copy.
Something like:

cd ~/hg/hedgewars
hg clone -v trunk/ eraseme

A quick 'man hg' did the trick. Now I know everything!

Pit has finaly returned. FINALY.

jose1711
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i'm ready to become a tester too. please let me know how/when to test and provide feedback. jose

mikade
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So, uhhh, I'm a terrible person who tends to go on to the next thing instead of posting what they've done so far...

But if y'all are still interested interested in doing some testing, I (promise) to post a bunch of stuff later today. If you can, I'd appreciate all the feedback you can give me before Christmas. Hopefully a lot of this stuff will be appearing in 0.9.15, but the more playtesting it sees before then the better.

ie. Less chance of .15 containing broken stuff. Big Grin

Anyway, if you read this, check back in a few hours and there should be some shiny LINKS to test-able material for people on dev. If you wanna do one BETTER, sign on to #hedgewars pretty much any time and poke me in the eye. I'll be happy to test with you.

mikade
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mikade
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Okay, I'm still working on some stuff, but for now you can test:

- a new scripted map
- two new gameplay modes
- four new "difficult" missions

http://dl.dropbox.com/u/15139166/Data.zip

mikade
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jose1711
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i like the "pillar" map idea quite a lot. would be nice if nothing (not even torch) could harm pillars - not sure if it's possible.

dunno how to test missions - i only see boot camp in a dropdown menu.

nemo
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jose1711 allegedly wrote:

i like the "pillar" map idea quite a lot. would be nice if nothing (not even torch) could harm pillars - not sure if it's possible.

dunno how to test missions - i only see boot camp in a dropdown menu.

That could have been trivially done with a mask, but those of us playing it thought that harming the pillars added an interesting strategic element.

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Oh, what the heck. 1PLXzL1CBUD1kdEWqMrwNUfGrGiirV1WpH <= tip a hedgewars dev

mikade
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jose1711 allegedly wrote:

i like the "pillar" map idea quite a lot. would be nice if nothing (not even torch) could harm pillars - not sure if it's possible.

dunno how to test missions - i only see boot camp in a dropdown menu.

Aye. It's definitely possible, but as nemo said, we tested it and being able to drill into 'em was more fun. If you'd like to play that way with your friends tho, just add a mask.png. Paint the destructible areas white and the indestructible ones red. VoilĂ .

WRT the missions, they're under the training section, not the campaign :P

mikade
Hedgewars Developer

bananaoomarang
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jose1711 allegedly wrote:

i like the "pillar" map idea quite a lot. would be nice if nothing (not even torch) could harm pillars - not sure if it's possible.

dunno how to test missions - i only see boot camp in a dropdown menu.

All the missions are in training.

I saw on cia.vc that some of these have been merged. I am compiling the latest pull now.

Pit has finaly returned. FINALY.

jose1711
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thanks, dumb me. so far:

- i'd really appreciate to know what's the timer setting on mines at the start of the mission
- teamwork: i managed to kill the enemy while loosing life of my own hog - first congrats message was displayed for a second, quickly replaced by mission failed. maybe the congratulation shouldn't be displayed too early

mikade
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Huh. I guess this means I'm out of date with my own missions. :O
I'll do a pull and take a look.

Hmm, showing mine timer on all missions is probably a good idea. I'll look into adding that today. Hopefully none of the translators shoot me.

jose1711: Can you tell me how you accomplished this behavior, or upload a replay played in the lastest dev? I can only guess that you fired your drill rocket into the hog, then jumped into the water while drilling. Hmm... let me look into that.

mikade
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jose1711
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http://www.megaupload.com/?d=QEYK49KK

if you can't play it, i'll make a video

mikade
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No luck playing the replay. I've tentatively coded this fix, no idea if it works.
Lemme know. Smile
http://dl.dropbox.com/u/15139166/User_Mission_-_Teamwork.lua
If there's still a problem, video would be good.

edit: oops, forgot a "then", fixed.

mikade
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jose1711
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i'm not sure if i'll be able to reproduce it. here's the video anyway: http://www.youtube.com/watch?v=pBddpKUb_2A

mikade
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Well, thanks for testing, those that did.
For now, let's bask in the warmth of 0.9.15.

mikade
Hedgewars Developer

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