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Right now my goal is to move this GUI from the mod settings into the debug toolbar to allow running tests anytime including pre-game (like during the scenario editor or the character editor)
Strielok: This mod is mainly a bug reporting tool user-wise, the scope of this mod is to be a tool for modders to detect bugs in their C# code, this needs C# coding.
Users shouldn't have to use it unless bugs are detected, in which case the debug log will just automatically appear with a dump of the testing log to share with the mod author by default.
Also it already is perfectly useable with harmony
1)not user friendly, you need know something about code, i can program in C but in C for microcontrolers, C# is total abstraction for me, and after something about 3 hours i'm just start undersdanding what you want from me, and i'm REALY dont want do this for 500+ mods
2)i think it can be popular for moders, but when you integrate it with harmony, and reduce user-work as much as you can it will be a huge step forward becouse a lot of mods require harmony and autotest feature will be great
They're failing because they try to create a Thing but there's no map initialized and the Def database isn't populated. It's not a huge problem as I can just load a debug save and rerun them, but I was hoping to avoid needing to do that if possible.
Alternatively, if there was a way to just specify that specific tests should be delayed until a game is loaded, that'd be fine too. Mostly I want to avoid spurious red errors on startup
Still, it bothers me a bit that I need a game instance up and running for what should be unit tests. Do you know of a good way to mock up a Thing for a test? Right now I'm replicating the way the debug menu spawns items but that only works when a world is loaded. I can avoid the issue for most of my tests, but I've got some logic involving pulling data from Things depending on what kind of object they are that really needs testing.
You know what I'll release the current experimental version right now to fix this, however the new UI is not fully ready!
https://gist.github.com/HugsLibRecordKeeper/bab7d38aa10e2864e6418ff977f4ff5e
Any ideas what might be going on here? I'm almost wondering if this might be a .NET/Mono incompatibility or something (I'm running on Linux).
For an end user, if a test breaks in their modlist, they can directly report which tests failed to the mod author
If I'm honest, I don't see the point of this as a user mod at all though, I'm only referencing it in a local debug build, and can't see a situation where I would make it a release dependency.
However the tool does nothing by itself, modders actually have to test their mods for it to truly shine!
Man if its work like i have on my mind, this mod will change the modding community forever making mods even more compatible than before with minimal error.
Escribe el texto de como tu mod deveria comportarse > corre el juego > Verifica exactamente que fue lo que fallo > arregla el error > Expande tu mod eficientemente sin tener que textear la misma cosa dos veces!
No necesitaras horas de texteo para encontrar errores en cada chance que tengas, cuando puedes verificar todo en segundos.
Tambien puede ser usado para detectar incompatibilidad de mods y poder arreglarlas, solo sube los mods y chekea que esta roto y como exactamente esta roto.
(En otras palabras, es un mod que ayuda a los moderadores a textear sus mods antes de subirlos al steam, evitandoles desperdiciar muchas horas rtexteando. Tambien puede ser usado para saber que mod es incompatible con que otro mod y cual exactamente es la incompatividad para que lo puedas arreglar)