i was wondering how to test the add-on i am currently working on. i am working on adding to the campaign with a custom quest and areas and i would like to test it just to run through. i have not put enemies in yet. also how do you make a transition to the world map?
question about testing add-on and transition to world map
Débuté par
chiyonosake
, oct. 11 2010 09:55
#1
Posté 11 octobre 2010 - 09:55
#2
Posté 12 octobre 2010 - 03:30
How to test? Well, just load a save game that is before the point where your content kicks in and test it.
As for the world map question, check the tutorials I recently posted on my blog - World Map Tutorial Part 1 and World Map Tutorial Part 2. Though they were written mainly with a stand-alone module in mind, the parts that should be needed by you are the 2DA edits and the actual transition commands.
Actually, I don't think you need Part 2 of that but you can read through that in case you want to some special stuff.
As for the world map question, check the tutorials I recently posted on my blog - World Map Tutorial Part 1 and World Map Tutorial Part 2. Though they were written mainly with a stand-alone module in mind, the parts that should be needed by you are the 2DA edits and the actual transition commands.
Actually, I don't think you need Part 2 of that but you can read through that in case you want to some special stuff.
#3
Posté 13 octobre 2010 - 01:52
You want to test every change you make, when you change it.
Now firing up the game and testing every time you do something is a pain in the ass, so the natural temptation is to make a bunch of changes and then test them all in a batch. This is fuelled by the instinctive but misguided optimism that not everything will have bugs and of those that do, you'll know which change caused them.
You want to make it as easy as possible to resist that temptation, and I'd suggest setting up a little bit of scaffolding to do it. Make some NPCs with conversations that can set whatever plot flags you need and put them in your area. Make a chest full of all your plot items, and another with all the loot. Make a little debug area so you can always start there and tranisition into clean versions of your actual play areas. Make debug versions of area and module scripts to set up for your test cases.
You sort of have to judge for yourself how much of this sort of prep is worth it relative to the size of your project, and it's not necessarily worth doing it all up front. If you find yourself clicking through the same conversation for the fifth time and you'll know you'll be doing it twenty times more, it might be time to script your way around it
Now firing up the game and testing every time you do something is a pain in the ass, so the natural temptation is to make a bunch of changes and then test them all in a batch. This is fuelled by the instinctive but misguided optimism that not everything will have bugs and of those that do, you'll know which change caused them.
You want to make it as easy as possible to resist that temptation, and I'd suggest setting up a little bit of scaffolding to do it. Make some NPCs with conversations that can set whatever plot flags you need and put them in your area. Make a chest full of all your plot items, and another with all the loot. Make a little debug area so you can always start there and tranisition into clean versions of your actual play areas. Make debug versions of area and module scripts to set up for your test cases.
You sort of have to judge for yourself how much of this sort of prep is worth it relative to the size of your project, and it's not necessarily worth doing it all up front. If you find yourself clicking through the same conversation for the fifth time and you'll know you'll be doing it twenty times more, it might be time to script your way around it
#4
Posté 13 octobre 2010 - 05:23
thanks that helps. im doing this as a project for school and i was just wondering about testing because my instructor would like to be able to run through what i have done at the next check-in.





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