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Showing posts with the label testing

Final Test?

I've taken care of all the bugs on my list, including the big nasty ones. I think the module is clean. That leaves two test passes. Once checking for bugs and one checking game balance. Then I pack it up and deliver it to a friend (probably Monday) for testing on another machine. If that looks good. The mod is done. CROSSING FINGERS!

Testing and Debugging

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I spent a lot of the day testing and debugging Tomoachan, except for some time with the kids, and watching the Illinois Football Game. Go Illini! It's slow going but good progress. My stuff, my original stuff preceding the 'dungeon' is very stable and good enough to be called done. The dungeon is slowly improving. I have progressed half way through, with luck I'll be able to slug through the whole thing. I'm presently testing with the beginning of the dungeon moving forward only. If I can get through the whole thing I'll switch from testing to adding loadscreens. Being able to get through the whole thing will be another milestone in a sense. The stuff that is vexing me was not a problem in Keep on the Borderlands. Fetching items from placeables, making placeable bashable, talking to placeables, I'll figure it all out, it's not awful, but less is working than I would like at this point. I'm officially feeling pangs of burnout. I want to releas...

Testing and Debugging Tomoachan

I have a long weekend ahead of me and I'd like to really hammer on this mod and get it close to done or with a bit of obsessive work... done completely. The initial stumbling blocks with the speak trigger stuff has been solved. I'm hitting show stoppers here and there, but nothing insurmountable. I am very pleased with my rate of progress. More over I am pleased with how the characters seem to play out. I find after all this testing I am still interested in trying to push a relationship with a character this way or that. Hopefully that's a good sign and others will enjoy this aspect of the game too. Excellent Excellent start to debugging.

Testing Started

I have run a spell checker on the mod and have started testing. I am able to move through the module ok (I've only testing 1/4). Most of it is working ok for a first pass. It's going to take a while, but I'm underway. I appear to have two major problems. 1) My alternate speak trigger is not working. I posted code earlier that I was using instead of a speak trigger. I tested the wazoo out of it before doing much building and I couldn't break. Now it works most of the time, but I have found ways to break it. This code has to be rock solid or the module won't work. So... this is a big issue. I'll post on the forums for help and if anyone here has a suggestion let me know. Maerduin replyed to my earlier post and said: I'm still curious about the speaktrigger issue you mention because I've never encountered it. I have a speaktrigger in one of my forest areas, for instance, that triggers a conversation with a companion who is not present in the are...