1935711a43
git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@1 30fe4595-0a0c-4342-8851-515496e4dcbd Former-commit-id: 0f09d39edb936ebd87ab33a41da1326a84f415e2 Former-commit-id: 38d30950aa3367e9b8718cee602e206dbc360201
117 lines
3 KiB
Text
117 lines
3 KiB
Text
This thing acts a reminder and check list for me before I pull a release.
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Feel free to add other tests, even if they currently fail.
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General:
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--------
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- valgrind runs (to get module symbol information comment out the dlclose in
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linuxspec.cpp, look for the valgrind comment, and build a debug version).
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Currently you need to disable the sound for valgrind runs.
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- run a race and check if the memory size stays constant after the start (run
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in a window and top in a console on Linux, the task manager in Windows).
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Use different camera perspectives and look at various cars, is the mem
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footprint stable?
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Physics:
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--------
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- Differentials:
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- Check free, limited slip and spool, park car such that one driven
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wheel is on a loose surface and one on a rigid one (sand/asphalt).
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- Doughnut: clkdtm, pro mode, ASR off, apply full throttle and steer.
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- Does stopping on a slope work, check sideways, rear and front uphill,
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rear and front downhill.
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- Collisions:
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- Does colliding with pit wall work, test all sort of crashes, forward,
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reverse, in reverse track direction, all 4 sides of the wall.
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- Scratch along the barriers on every track at least one full lap, both
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sides.
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- Check Car-Car and Car-Car-Wall collisions, prepare a stillstanding dummy
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bot for this test, take a rookie car and set the dummy as well to rookie.
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First hit the car and check if the behaviour is acceptable from all
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directions, speeds, reverse and forward. Then push the car onto a wall/
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barrier (check both) such that the dummy is in the sandwich of your car
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and the wall, is the collision reasonable and stable?
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Graphics:
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---------
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Sound:
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------
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- Does disabling the sound work?
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- Does the OpenAL backend work?
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- Does the Plib backend work?
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- Effects:
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- Engine with Doppler effect.
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- Gear switching "clunk" sound (which one to test?).
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- Air at high speeds, good audible with open wheel car.
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- Engine backfire on some cars, good audible with porsche-gt1 .
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- Turbo sound (which one to test?).
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- Ground scratching, try with Player clkdtm (any car with soft suspension).
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- Sand sound.
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- Barrier scratching sound.
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Input Devices:
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Players:
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Multiplayer:
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Gamemodes:
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----------
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- check every gamemode, to accelerate it reduce the laps to run in the xml
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files.
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- Check the result files (Correct location, intermediate results, XSLT).
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Tracks:
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-------
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- Is every track selectable?
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- Are any textures missing?
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- Are holes in the track?
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Cars:
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-----
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Robots:
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-------
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- check if robots crash when you restart the race within the time -2..0.
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- each module must have run at least a few laps on every track with at least
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2 robots out of it if more than 1 is available, racing against some
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opponents. Good way to do it is a quickrace on every track.
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- Robots which have some kind of experience saving: Check if saving works,
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check if loading works, and check as well what happens when no data files
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are present.
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Platforms:
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Packages/Installer:
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