ReleaseTestingProcedure

Version 15 (Tupolov, 04/14/2012 17:57)

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h1. Release Testing Procedure
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h2. Guide to Debug Mode
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In order to help with testing, we have implemented a debug mode. Simply select Debug - Turn on Module Debugging in the mission parameters. This will ensure that almost all modules will report status on the map - or in the rpt. A quick guide will help:
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# Debug Legend
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** Green Circle outline player - Spawn zone for player
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** Yellow Circle outline around town - IED Trigger
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** Orange Circle outline around town - Suicide Bomber Trigger
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** Blue Circle outline around town - Ambient Traffic Trigger
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** Red Circle outline around town - Ambient Civ Trigger
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** Grey circle outline around town - limit of ambient civ/traffic spawn
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** Black Circle outline around player - spawn radius for animals near players
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** Green dot tcell_sxxxx - Spawn point for terror cell
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** Red dot tcell_dxxxx - destination point for terror cell
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** Red dot Infantry|Motorized|Mechanized|Armour - Location of enemy pop group 
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** Red dot Roadblock - position of roadblock
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** Red dot AA - position of anti-aircraft asset
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** Orange dot - Convoy destination
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** Red dot - enemy unit
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** Grey Circle on house - Owner of ambient vehicle
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** Green Box - Location of ambient vehicle that is driveable
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** Red Box on road - location of ambient vehicle that is locked
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** Green arrow - Direction of ambient vehicle (unlocked)
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** Red arrow - Direction of ambient vehicle (locked)
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** Flag x.xxx (XX) - Threat level in town 0 = green, < 0 = white, > 0  = red, (XX) indicate number of ambient civs in town
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** Green circle with arrow (XX) - Ambient Civ (ID)
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** Green box on house - Owner of ambient civ
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** Pink dot on house - spawn point / return point for ambient civ
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** White|Red|Green dot XX - Ambient Civ stationary with ID
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** X White  - ambient civ inside house
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** Red Question Mark - ambient civ walking around in house
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** Blue Box - unknown? ambient vehicle
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** Red dot IED - TUP_IED generated IED
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** Blue dot EOD_IED - EOD generated IED
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** Red dot Suicide - TUP_IED generated Suicide Bomber
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** Moving Yellow dot with unit number - Ambient Vehicle moving
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** Green|Blue|Yellow dot X - Animal spawn point with X number of animals
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** Khaki dot Dogs - Spawn point for wild dogs
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** Brown dot X - Dead civilian with ID
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** Red dot VBIED - VB-IED
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h2. Core Functionality Tests
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# Debug Console
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** Using Interaction Key
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** Using 0-8 Communications Menu
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** Confirm you can execute command<pre>hint "Hello";</pre>
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# View Distance Settings
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** Using Interaction Key
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** Using 0-8 Communications Menu
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# Weather Forecast
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** Confirm the weather forecast is working
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# Destroyed Object Removal
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** Confirm the destroyed unit, car, tank and chopper are all removed in 3 mins
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# Unit Caching
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** Confirm as you approach the group of units (trigger distance is set in mission parameters (default 2000m)), that the groups expand and continue patrolling or mounting static weapons
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# NOMAD
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** Note you current gear, backpack contents and members of your group (Recruit some AI if necessary)
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** Disconnect from server
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** Reconnect to server and confirm weapons, backpack contents and AI units are intact
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# Respawn
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** Note you current gear and backpack contents
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** Force a respawn on your unit
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** Confirm weapons, backpack contents and AI units are intact
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# JIP
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** Note the current time and weather
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** With another player still on the server, disconnect from server
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** Reconnect to server and confirm both players have the same time (within 15 sec) and weather
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# MP Rights (no mso\mso_uids.txt)
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** Remove mso\mso_uids.txt
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*** Test Debug in Communications menu is working
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*** Test Debug through Interaction menu is working
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*** Test Tasks in Communications menu is working
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*** Test Tasks through Interaction menu is working
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*** Test CAS in Communications menu is working
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*** Test CAS through Interaction menu is working
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*** Test entering the APC as driver is working
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*** Test entering the LittleBird as pilot is working
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** Add mso\mso_uids.txt with "admin" rights
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*** Test Debug through Interaction menu is working
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*** Test Tasks through Interaction menu is working
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*** Test CAS through Interaction menu is working
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*** Test entering the APC as driver is working
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*** Test entering the LittleBird as pilot is working
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** Modify mso\mso_uids.txt with just "pilot" rights
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*** Test Debug through Interaction menu is NOT working
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*** Test Tasks through Interaction menu is NOT working
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*** Test CAS through Interaction menu is NOT working
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*** Test entering the APC as driver is NOT working
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*** Test entering the LittleBird as pilot IS working
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h2. Interaction Key Tests
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# After Action Reports
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** Using Interaction Key
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** Using 0-8 Communications Menu
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# Close Air Support
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** Using Interaction Key
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** Using 0-8 Communications Menu
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# CASEVAC
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** Using Interaction Key
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** Using 0-8 Communications Menu
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# JIP Markers
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** Switch to map, and use the Interaction key to create a JIP Marker
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** Create a second JIP Marker
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** Delete the first JIP Marker
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# Tasks
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** Switch to map, and use the Interaction key to create a Task
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** Create a second Task
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** Delete the first Task
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h2. Base Tests
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# Flippable Vehicles
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** Confirm you can flip the motorbike
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# LogBook
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** Go to the Notice board and create two logbook entries
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** Confirm you can read both entries
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# Revive
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** Confirm Drag of injured soldier
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** Confirm First Aid of injured soldier
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# Tyre Changing
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** Confirm you can change the tyre of the vehicles
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# Logistics Systems
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** Test Logistics systems are working
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# Recruitment
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** Confirm you can create a new group
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** Confirm you can recruit 3 different types of soldier
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h2. Enemy Generation Tests
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# Wild Dogs
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** Visit a black circle and see if you are attacked by wild dog
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** Observe a black circle and see if it moves around the map.
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# Convoys
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** Visit the Start Marker and confirm the convoy has created correctly and is moving
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** Make sure the task is present, links to the correct markers, and provides intel/'no intel avaliable'
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# Enemy Random Population
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** Visit a Red Infantry, Motorised, Mechanised, and possibly Armoured and confirm they are working
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** Confirm Composition creation is working
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# ZORA
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** Exit the safe zone and confirm that a single group is generated
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# PO2
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** Create Patrol operation with interaction key and confirm that task, units and camp/objective is created
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** Disconnect / Reconnect and confirm that abort operation is aborting the task with a fail
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** Confirm creating Air Operation wih comms 0-8-0 outside of aircraft is not possible
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** Confirm creating Air Operation wih comms 0-8-0 inside of aircraft is possible
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** Disconnect / Reconnect and confirm that Abort Air operation with comms key is possible and task is aborted with a fail
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# WICT
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** Startup WICT (standalone without any other enemypop) and set "debug/show bases" to debug
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** Teleport to a base directly and confirm composition is created (no units yet)
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** Teleport about 1.5 km away and confirm red circle moves to a location city/town or hill near you
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** Confirm a red "!" is shown and units are created and moving
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** Wait until "count allgroups" > "AI limit" (use debug console) to confirm no units are spawned (55 by default)
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** Delete some units (with C130 :)) and confirm units are spawned again
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h2. Ambient Civilians
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# Ambient Civilians
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** Confirm Ambient Civilians are being generated
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** Confirm if English speaking civilians are rare
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** Attempt to converse with an English speaking civilian
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** Move to a custom town (Yarum) and confirm Ambient Civilians are working
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# Ambient Civilian Vehicles
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** Confirm Ambient Vehicles are being generated
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** Confirm if either the fuel level is random or the car is locked
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** Move to a custom town (Yarum) and confirm Ambient Civilian Vehicles are working
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# Ambient Animals
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** Note if any ambient animals are present outside of the city
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# Call To Prayer
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** Confirm Call To Prayer is working