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Testing 2.0 Main Thread

Posted: Sat Nov 01, 2014 11:26 pm
by Watermelon
Week 1:
The goal of this week is to make sure that all was runs fine in 2.0 before moving to week 2 where we test new features added by 2.0. Therefore, grab your friends and schedule a time -- and we'll have a server set up for you in the near future.

Objective: Make sure the wad runs fine in 2.0 with the team of people who signed up to play the wad online.
Just grab everyone once and test together as many maps as you can in 30 minutes. If you test for more, that's even better, but hopefully in 30 minutes you can look for most bugs.


AOW:
- Water
- WaTaKiD
- Joseph Hicks
-

GVH:
- Water
- ForrestMarkX
- Catastrophe
- Slim
- Joseph Hicks
-

ZH (bagels):
- ForrestMarkX
- Fused
- MazterQYou
-

Brutal Doom:
- MrSetharoo
- Qent
- Maty
- Fused
-

Complex Doom:
- ForrestMarkX
- Fused
- WaTaKiD
- Karakurt_
-

RGA:
- MrSetharoo
- Maty
- WaTaKiD
- Karakurt_
-

Samsara:
- Water
- ForrestMarkX
- Shadowlink223
- Joseph Hicks
-

Stupid LMS/Icon of Party:
- Water
- Catastrophe
- Shadowlink223
- MazterQYou
- Fused
-

Unholy bosses:
- WaTaKiD
- Slim
-

WDI:
- Water
- Maty
- Fatelord
- Shadowlink223
-

Shotgun Frenzy:
- Water
- MrSetharoo
- ForrestMarkX
- Shadowlink223
- MazterQYou
-

Jump Maze:
- Water
- Fatelord
- Maty
- Fused
- MazterQYou
- mr fiat
-

Megaman:
- MrSetharoo
- Slim
-

RE: Testing 2.0 Main Thread

Posted: Sat Nov 01, 2014 11:28 pm
by FateLord
I got Jumpmaze

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 12:05 am
by Watermelon
The wads will close as of Sunday afternoon. You should join #zatesting if you want to help.

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 1:05 am
by HellBlade64
Unholy Bosses

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 1:12 am
by Kara Kurt
Anytime

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 3:53 am
by Slim
I guess I'll pick either GvH, Complex, or Megaman. whichever needs another tester more. (Even Brutal. *shudder*)

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 5:18 am
by Watermelon
Suicide Slim wrote: I guess I'll pick either GvH, Complex, or Megaman. whichever needs another tester more. (Even Brutal. *shudder*)
It's best to pick ones that you like a lot. That way testing is fun for you. Don't worry if there's not enough to fill up a slot -- by this I mean don't force yourself to do something you're not interested in.

Just let me know which ones you enjoy (it can be one, or many) and I'll add you to the list for them.

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 6:00 am
by Slim
Watermelon wrote:

It's best to pick ones that you like a lot. That way testing is fun for you. Don't worry if there's not enough to fill up a slot -- by this I mean don't force yourself to do something you're not interested in.

Just let me know which ones you enjoy (it can be one, or many) and I'll add you to the list for them.
Aight, I'd just go with the three I said, and start there.

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 1:23 pm
by FateLord
btw in jm there wont be 30 minutes it may become some time around 2 hours due to there being over 100 maps altogether .

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 1:31 pm
by Kara Kurt
Why no Stronghold testing?

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 2:52 pm
by mr fiat
is there still a slot for jumpmaze left?

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 7:01 pm
by Watermelon
Kara Kurt wrote: Why no Stronghold testing?
Is it a really active mod? If so then I can add it. You are also encouraged if you can to test it online by yourself for any mod you like.

mr fiat wrote: is there still a slot for jumpmaze left?
Added. Theres a jumpmaze test channel as a note... #jmtest

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 7:28 pm
by Kara Kurt
I don't know if Stronghold is popular or active enough but it's a damn decent massive coop mod.

http://zdoom.org/wiki/Stronghold:_On_the_Edge_of_Chaos

I'd like to go ahead and help test it with someone since I don't know the testing procedure and the steps to follow.

I'd be a shame if the mod be no longer compatible with the upcoming updates.

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 7:43 pm
by DevilHunter
I have a server running at: 72.51.33.81:10722 - [TSPG] The Sentinel's Playground: HR2 w/ Fixes & BrutalDoom19 - Zan 2.0 Testing.

Even though, its not listed here, Just thought I get it out there. I also have a HR2 - FinalFix server w/ Russian Overkill ready to go if need be. This is running ofc on The Sentinel's Playground. I admin those servers, but can't always be around. Not sure if any of the other Admins are around half the time so yea..

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 9:11 pm
by Watermelon
@DevilHunter

does it use the revision we're using?

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 9:35 pm
by DevilHunter
Yes, I compiled last night on TSPG. I'm sure of it, as me, Slim and MrSeth tested it last night. I think the only bug was that Brutaldoom has some weird effect with skins. I forgot what happend exactly, maybe MrSeth knows more

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 9:47 pm
by Watermelon
Glad to hear its working :) we can use that for the wad testing.

RE: Testing 2.0 Main Thread

Posted: Sun Nov 02, 2014 10:58 pm
by DevilHunter
Indeed. If need be, I can slap on another mappack, but would need to know the maplist. It takes me a min to edit a config, but I got it set to where I can just make a copy now.

RE: Testing 2.0 Main Thread

Posted: Mon Nov 03, 2014 12:45 am
by ibm5155
EDIT: nvm, the thread is about zan 2.0 (hmm, but it may happen on it too since the login system is new)
old post:
Hey on the jump maze with the login system, I tried to play it offline, but, somehow, the runes that I got on the first map wasn't cleared on the next map, only if I died I would loss it...
Is it a problem with the login wad or zandronum itself?


EDIT: I may test zh bagels, being or not being on the list :p

RE: Testing 2.0 Main Thread

Posted: Mon Nov 03, 2014 6:03 pm
by -Jes-
Edited:

Yeah, as said, for those who signed up to test RGA:
http://zandronum.com/tracker/view.php?id=1588

tl;dr thrown grenades explode on hitting monsters rather than bouncing. It's a known issue.