How do you QA ProMods releases?

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Ranchester
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01 May 2017 10:48

As a software engineer who is specialized in test automation, software integration and DevOps. I'm curious, do you guys have any test automation in use when you do QA on your releases? It would seem that for example invinsible walls, disappearing AIs and such checks could be automated somehow by scripting ie.? It would certainly speedup the testing processes. Another question about your development, do you use anykind of version control systems and/or release build infrastructure for ProMods releasing? In another words, do you guys need to do any coding?

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Volleybal4life
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01 May 2017 15:23

I understand what you mean, but we do not need coding. We test the old fashion way. With actual people. :)

Besides that, ETS2 doesn't support scripting.
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ScuL
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01 May 2017 23:25

Hi,

There is no way we can use any form of automation when QA-ing our releases other than file-integrity checks. When we release an update we build the main package based on the latest versions that exist on the development server (so that any model, prefab, sign fixes and the likes are automatically included). Then we add the map files of the previous versions and add the new map files of the new areas.

We issue several beta testing versions to our testing team and they get instructions which areas to test. The map is so large that it is impossible to test all areas before release, which is why we sometimes have problems like the sinkhole near Stockholm on the E4. This area was not changed and therefore not tested in the release. The sinkhole occurred because of a prefab conversion from the previous version that did not go well.

For bugtracking and sharing files we use the exact same software as SCS.. (Mantis and SVN).
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Ranchester
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03 May 2017 14:41

That answers my questions. Thanks. 8-) :)



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