DarkRadiant pre-release tests: Difference between revisions

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The following '''pre-release tests''' (UAT) should be performed before a new DarkRadiant release is uploaded to SourceForge, to ensure that no regressions of functionality have occured during development.
The following '''pre-release tests''' (UAT) should be performed before a new DarkRadiant release is uploaded to SourceForge, to ensure that no regressions of functionality have occured during development.
Before performing these tests, the latest version of the Mod should be updated from CVS.


===Map handling===
===Map handling===
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# Save the large map to a new test file, then load another large map. Reload the newly-saved first map. All maps must load correctly.
# Save the large map to a new test file, then load another large map. Reload the newly-saved first map. All maps must load correctly.
# Enter Doom 3 and compile (dmap) the newly-saved large map from the previous step. The map must compile and be playable (assuming that the original map was compilable).
# Enter Doom 3 and compile (dmap) the newly-saved large map from the previous step. The map must compile and be playable (assuming that the original map was compilable).
===Textures===
# Open up the Media Browser, and look at some texture folders. There should be a reasonable number of textures populated, especially in large folders such as textures/base_wall.


===Rendering===
===Rendering===
# Create a new map. Add a brush, and texture it. Add a light in such a position as to illuminate this brush, and enter lighting mode (F3). The brush must be illuminated by the light.
# Create a new map. Add a brush, and texture it. Add a light in such a position as to illuminate this brush, and enter lighting mode (F3). The brush must be illuminated by the light.
===AI and entities===
# Use the Entity Chooser to create an AI-based entity. It should load and be displayed in wireframe mode in the 2D windows. Navigate the camera and inspect the AI; its textures should be displayed (assuming the selected AI has valid textures associated with it).

Revision as of 20:52, 14 January 2007

The following pre-release tests (UAT) should be performed before a new DarkRadiant release is uploaded to SourceForge, to ensure that no regressions of functionality have occured during development.

Before performing these tests, the latest version of the Mod should be updated from CVS.

Map handling

  1. Load a large map, like askave or mansion_alpha. The application should not crash or go into an infinite loop. When the map is loaded, it should be displayed correctly, without anything obviously missing.
  2. Save the large map to a new test file, then load another large map. Reload the newly-saved first map. All maps must load correctly.
  3. Enter Doom 3 and compile (dmap) the newly-saved large map from the previous step. The map must compile and be playable (assuming that the original map was compilable).

Textures

  1. Open up the Media Browser, and look at some texture folders. There should be a reasonable number of textures populated, especially in large folders such as textures/base_wall.

Rendering

  1. Create a new map. Add a brush, and texture it. Add a light in such a position as to illuminate this brush, and enter lighting mode (F3). The brush must be illuminated by the light.

AI and entities

  1. Use the Entity Chooser to create an AI-based entity. It should load and be displayed in wireframe mode in the 2D windows. Navigate the camera and inspect the AI; its textures should be displayed (assuming the selected AI has valid textures associated with it).