Development tools

livindedlivinded Join Date: 2007-10-23 Member: 62706Members
As far as I know it was never talked about on the podcasts or blog posts and I'm just curious as to what tools you guys are using to do your testing (unit, integration, regression) and profiling of the LUA and engine code to identify bugs as they come up and potential places that need/could be optimized?

Comments

  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1826835:date=Jan 24 2011, 10:49 PM:name=livinded)--><div class='quotetop'>QUOTE (livinded @ Jan 24 2011, 10:49 PM) <a href="index.php?act=findpost&pid=1826835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I know it was never talked about on the podcasts or blog posts and I'm just curious as to what tools you guys are using to do your testing (unit, integration, regression) and profiling of the LUA and engine code to identify bugs as they come up and potential places that need/could be optimized?<!--QuoteEnd--></div><!--QuoteEEnd-->

    theres some ingame profiling cvars you could try.
    search the forums for it
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    They use Decoda (written by UWE as well, and included with the Launchpad) to edit LUA code.

    They have tweeted before that they have some unit testing.

    I believe they use subversion for revision control.
  • livindedlivinded Join Date: 2007-10-23 Member: 62706Members
    edited January 2011
    <!--quoteo(post=1826843:date=Jan 25 2011, 07:42 AM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Jan 25 2011, 07:42 AM) <a href="index.php?act=findpost&pid=1826843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They use Decoda (written by UWE as well, and included with the Launchpad) to edit LUA code.

    They have tweeted before that they have some unit testing.

    I believe they use subversion for revision control.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm interested in specifics, I know they use subversion, decoda, and that they do some form of testing.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    type "profile" in console for ingame profiling
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    the o_stats command is also interesting
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1826835:date=Jan 25 2011, 07:49 AM:name=livinded)--><div class='quotetop'>QUOTE (livinded @ Jan 25 2011, 07:49 AM) <a href="index.php?act=findpost&pid=1826835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I know it was never talked about on the podcasts or blog posts and I'm just curious as to what tools you guys are using to do your testing (unit, integration, regression) and profiling of the LUA and engine code to identify bugs as they come up and potential places that need/could be optimized?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not sure they use such a rigorous testing scheme.
  • livindedlivinded Join Date: 2007-10-23 Member: 62706Members
    <!--quoteo(post=1826941:date=Jan 25 2011, 03:26 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jan 25 2011, 03:26 PM) <a href="index.php?act=findpost&pid=1826941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure they use such a rigorous testing scheme.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would be surprised if they didn't at least perform some testing and profiling of the code outside of running the game itself. Testing the game as a whole provides integration testing and can definitely uncover bugs as well as issues that need to be addressed but it's really not a good way to test specific portions of code or features.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    I'd bet at the very least they're using some degree of automatic test casing in addition to focused internal testing. Most other options would likely be too much for a small company and limited group of playtesters.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    They can test scripts outside of the game, they have a number of mini tools they have written to speed up debugging.
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