How do you QA ProMods releases?
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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?
- Volleybal4life
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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.
Besides that, ETS2 doesn't support scripting.
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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).
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).
I am Dutch living in New Zealand and I speak EN DE SE FR
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That answers my questions. Thanks.
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