gemrb / gemrb

GemRB is a portable open-source implementation of Bioware’s Infinity Engine.
https://gemrb.org
GNU General Public License v2.0
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[subviews] main gui testing tracker #1054

Closed lynxlynxlynx closed 4 years ago

lynxlynxlynx commented 4 years ago

Now that all cg is as fine as before or better, I've moved to testing the main gui, except for dialogs.

TODO:

MarcelHB commented 4 years ago

In some game, the exit dialog in the main menu always quits, regardless of pressing "Cancel". Watch out for that, I don't remember right now.

lynxlynxlynx commented 4 years ago

Works fine for me in all games, testing from in game.

MarcelHB commented 4 years ago

It's BG. I see the following assertion error:

[ResourceManager/ERROR]: CouldAssertion failed: target == NULL || target->IsVisible(), file D:/Sources/gemrb_subviews/gemrb/core/GUI/Window.cpp, line 50
lynxlynxlynx commented 4 years ago

So you go in game, press x, choose cancel and boom? That works here.

MarcelHB commented 4 years ago

No, just the shortest way to exit from the main menu after launching. But I don't have ToTSC installed here.

lynxlynxlynx commented 4 years ago

Ah, that one I can reproduce. And yes, only in bg1.

lynxlynxlynx commented 4 years ago

Dialog testing went quite fine, only found a new spacing problem in bg1&pst. Hard to find dialogs with long replies, but that's also not always the trigger, so /shrug.

lynxlynxlynx commented 4 years ago

Levelup testing went well and should be now fine everywhere (dualclassing also works). Or at least everywhere but pst, since that worked recently and is still being worked on.

Store/bag testing was worse, so I stopped it until we restore some functionality.

chilvence commented 4 years ago

Hm? There are no actual dual class characters in PST in the BG/IWD sense. I was only testing that in BG1/2 because I didn't want to mess up while merging the "LevelDiff" functionality which I needed to implement the spell slot calculation (I really, really didn't want to duplicate anything...)

TNO's multiclassing should also be working fine now - you could already change class before, it was just the XP assignment and class level tracking that was missing. The only remaining thing I am not sure about is how his caster level is decided, but magic is now the last big task to tackle.

The level up stuff I am still working on is more about removing redundancy, nothing new or exiting, just things like Thac0 calculation, HP, Lore, Saving throws, etc, which is all duplicated in pst/GUIREC.py (either that or it came first, not actually sure which way around). It is all stuff that wasn't broken before, I just felt like if the rules are near identical in all games but IWD2, there should really only be one set of '2nd edition' routines. For example, to ease bugfixing, modding, readability, help with eventual migration to python 3 etc etc .

I've actually been finished with it for a while now, it's just the testing part I need to get around to. But basically, I have not noticed any bugs in the PST level up code as it is now. In fact overall it should be working better in subviews than it is in master :)

lynxlynxlynx commented 4 years ago

I guess I wasn't very clear: I only meant I didn't test pst.

Caster level should be the mage level like everywhere else — I see no reason for that to be any different.

chilvence commented 4 years ago

Ah I see - well, in any case, level up should all be fine

lynxlynxlynx commented 4 years ago

Some more testing:

lynxlynxlynx commented 4 years ago

Ok, stores should be now fine everywhere, though I did the mistake of testing pst last. Also don't know where to test rumours or donations — the windows are there, just don't know if it's used at all in game.