Testing is development too

I haven’t yet reintroduced resupply. That particular line of work is still where I stopped yesterday – close but not yet done.

It makes sense to switch development track just there because resupply will begin modifying spawn lists, which makes all the other testing that little bit harder to do.

So today I’m putting together some more test units and updating my test harness to check out some of the obvious, dumb, basic things.

I also added a template to the Beta server for UK Army Division, which gives them significantly less equipment than the Beta Army Brigade. No, I didn’t do the same for the French or the British because these templates are softcoded. They’re not part of the server, and whatever data gets set up for them on Beta is for testing purposes and – especially at this time – does not reflect what will be going live.

toe1.jpg toe2.jpg

First thing I [re]discovered was that the code doesn’t support changing a unit’s template on the fly – you can change whats in the template, but not which template it uses. That’s minor tho and can wait until open beta or 1.28 or something.

And changing the template doesn’t change the saved spawn lists so the two divisions still have the equipment they were left with. Which is fair enough given the previous issue.

So right now I’m developing a script to iterate across the brigades/divisions and look for oversupply. I’m debating whether or not I’ll need to save which template any given supply entry (‘1st guards’, ‘uk-rifle’, 200, ‘ukarmy’) so that I can detect template changes. Then I could handle a template change by taking away or adding the difference between capacities.

Where this would help would be in handling the RDP sheets. We could simply set each new RDP sheet up as a template, and apply them as the campaign evolves.

After that I need to run through some automated testing of conflicts between things like vehicle reservation and oversupply, reservation timeouts, and reserving vehicles while the brigade/division moves from under you.

And I need to start thinking about delayed delivery of vehicle returns: if you spawn a truck at Antwerp and drive to Brussels and RTB to the AFAB – should the truck instantly return to your brigade back in Antwerp, or should there be a delay on its return?

Likewise, when you move a brigade, the supply appears instantly at the new town. My first thought was to re-use the throttle mechanism on all equipment when a brigade moves, but that means modifying all of the spawn entries in memory. Second guess would be a brigade-level throttle timer that slowly exposes a %age of equipment. But I think its probably simpler to have a boolean variable that can be sent down with the spawn lists that indicates the equipment has not arrived and just have it all arrive in one go.

The last solution is less finessed, IMHO, but its less likely to be confusing and intimidating to players. As long as I can encourage Ramp to indicate it – perhaps by displaying “IN TRANSIT” in big letters in the spawn list view.

3 Comments

the beta template is for the brits? omg so allied biased :D

—And I need to start thinking about delayed delivery of vehicle returns: if you spawn a truck at Antwerp and drive to Brussels and RTB to the AFAB – should the truck instantly return to your brigade back in Antwerp, or should there be a delay on its return?—

could this eventually be extended to allow for damage states? for instance. say i am driving a tank and get my cannon destroyed. coud this be flagged as ‘serious biddness’ where as a refuel/rearm would be considered normal and the delays be different?

-could this eventually be extended to allow for damage states? for instance. say i am driving a tank and get my cannon destroyed. coud this be flagged as ’serious biddness’ where as a refuel/rearm would be considered normal and the delays be different?-

Yeah first you need to contact your insurance agency. Then wait for the assigned claims adjustor to contact you…a whole new RPG aspect to the game! Spawn litigator in Antwerp! w00t!!! :)

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