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docs/players/Bug reporting guidelines.md
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docs/players/Bug reporting guidelines.md
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First of all, thanks for your support! If you report a bug we can fix
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it. But keep in mind that reporting your bugs appropriately makes our
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(developers') lifes easier. Here are a few guidelines that will help you
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write good bug reports.
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# Mantis bugtracker
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The main place for managing and reporting bugs is [our
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bugtracker](http://bugs.vcmi.eu/). When you are not logged in, you can
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only browse already reported bugs. To be able to report bugs you need to
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make an account there.
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## What should be reported
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Certainly the most important bugs we would like to know about are
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crashes and game hangs. Game should not crash nor hang under any
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conditions. But bugs are not restricted to those extreme cases.
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Graphical glitches, significant differences in game mechanics from WoG
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(in this case remember that not everything is implemented yet, we
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usually don't call missing features as bugs; see [TODO
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list](TODO_list "wikilink") for details about what is still to be done)
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and serious performance drops should be reported too.
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## What to focus on while testing
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There are no specific guidelines on this. Every part of the game needs
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some attention while testing. Usually newly added features should be
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tested more. Sometimes bugs occur only when loading from savegame, so
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you shouldn't always begin a new game.
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## General guidelines
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First of all, if you encounter a crash, don't re-run VCMI immediately to
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see if you can reproduce it. Firstly take a screenshot or copy console
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output (those mostly green letters on black background). Then back up
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following files (if you won't be able to reproduce the issue you should
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upload them with issue report):
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- VCMI_Client_log.txt
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- VCMI_Server_log.txt
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- VCMI_Client.exe_crashinfo.dmp (if present)
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- VCMI_Server.exe_crashinfo.dmp (if present)
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By default, log files are written to:
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- Windows: %USERPROFILE%\Documents\My Games\vcmi\\
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- UNIX: ~/.cache/vcmi/
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Now you should try to reproduce encountered issue. It's best when you
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write how to reproduce the issue by starting a new game and taking some
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steps (e.g. start Arrogance map as red player and attack monster Y with
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hero X). If you have troubles with reproducing it this way but you can
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do it from a savegame - that's good too. Finally, when you are not able
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to reproduce the issue at all, just upload the files mentioned above. To
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sum up, this is a list of what's the most desired for a developer:
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1. (most desired) a map with list of steps needed to reproduce the bug
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2. savegame with list of steps to reproduce the bug
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3. (least desired) VCMI_Client_log.txt, VCMI_Server_log.txt, console
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log and crashdump (you should use this option only when bug is not
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reproducible but then remember to back logs up before trying to
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reproduce it).
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## How to set the log level to debug
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If you want to set the log level to debug or trace to let developers
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know what went wrong or to write a bug report, then you should first
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open your `settings.json` with a text editor. The file is located at:
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- Windows: VCMI installation location\config\schemas\\ (I.e.
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C:\Program Files (x86)\VCMI (branch develop)\config\schemas\\
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- UNIX: ~/.config/vcmi/
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Add the "logging" : { ... } part to the file, that it may look like
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this:
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``` javascript
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{
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"logging" : {
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"loggers" : [
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{
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"domain" : "global",
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"level" : "debug"
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}
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]
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}
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}
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```
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You can substitute the value debug with trace to log traces as well.
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docs/players/Cheat codes.md
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docs/players/Cheat codes.md
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Following cheat codes have been implemented in VCMI and must be used
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within in-game chat:
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- **vcmiistari** - gives all spells and 999 mana to currently selected
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hero
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- **vcmiainur** - gives 5 Archangels to every empty slot of currently
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selected hero
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- **vcmiangband** - gives 10 black knight into each slot
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- **vcmiglaurung** - gives 5000 crystal dragons into each slot
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- **vcmiarmenelos** - build all buildings in currently selected town
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- **vcminoldor** - all war machines
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- **vcminahar** - 1000000 movement points
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- **vcmiformenos** - give resources (100 wood, ore and rare resources
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and 100000 gold)
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- **vcmieagles** - reveals FoW
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- **vcmiungoliant** - conceal FoW
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- **vcmiglorfindel** - advances currently selected hero to the next
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level
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- **vcmisilmaril** - player wins
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- **vcmimelkor** - player loses
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- **vcmiforgeofnoldorking** - Hero gets all artifacts except spell
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book, spell scrolls and war machines. This includes artifacts added
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via mods.
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All cheat codes can be applied for specific players or all of them:
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- **vcmieagles ai** - Will reveal FoW only for AI players.
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- **vcmieagles all** - Will reveal FoW for all players on map.
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- **vcmieagles blue** - Will reveal FoW only for blue player.
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- **vcminahar ai** - give 1000000 movement points to each hero of
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every AI player
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Some cheats can also be used with certain ObjectInstanceID:
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- **vcminahar 123** - give 1000000 movement points to hero with id of
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123
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- **vcmiarmenelos 123** - build all buildings in town with id of 123
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These codes are not a cheats, but can be used in multiplayer by host
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player to control the session
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- **game exit/quit/end** - finish the game
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- **game save mygame** - saves the game into mygame file
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- **game kick red/blue/...** - kick player from the game. instead of
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color, can be used a number, e.g. **game kick 0/1/2...**, number is
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a corresponding player number (0 - red, 1 - blue, etc)
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# Console commands
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Following commands must be used in vcmiclient console (CMD on Windows or
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terminal on Linux / Mac):
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- **autoskip** - Toggles autoskip mode on and off. In this mode,
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player turns are automatically skipped and only AI moves. However,
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GUI is still present and allows to observe AI moves. After this
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option is activated, you need to end first turn manually. Press
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\[Shift\] before your turn starts to not skip it.
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- **onlyai** - When typed in pregame, it completely removes human
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players and GUI from game. Use console and bugtracker to test AI
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quickly. Additionally, game cna be launched with --onlyAI parameter
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to enable this mode by default.
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- **crash** - force game crash. It is sometimes useful to generate
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memory dump file in certain situations, for example game freeze.
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- **set <command> <on/off>** - toggle one of debug options on or off.
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Possible commands:
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- **autoskip** - identical to "autoskip" option
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- **showGrid** - displays grid on adventure map
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- **showBlock** - shows blocked tiles on map. Requires image
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**data/blocked.bmp** present.
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- **showVisit** - shows visitable tiles on map. Requires image
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**data/visitable.bmp** present.
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- **hideSystemMessages** - supress server messages in chat.
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- **gosolo** - AI take control over human players and vice versa
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- **controlai** - give control of one (if color specified) or all AIs
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to player
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Some of game features have already been extended in comparison to Shadow
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of Death:
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- Support for 32-bit graphics with alpha channel
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.def, .bmp, .png and .tga files are supported.
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- Support for maps of any size (2 billion tiles in any direction),
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including rectangular shapes
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- No limit of number of map objects, such as dwellings and stat
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boosters
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- Hero experience capacity currently at 2^64, which equals 199 levels
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with typical progression
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- Heroes can have primary stats up to 2^16
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- Unlimited backpack
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- New flexible [bonus system](Bonus_system "wikilink")
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- Support for Stack Experience
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The list of implemented cheat codes and console commands is
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[here](Cheat_codes "wikilink").
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# List of bugs fixed in VCMI
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These bugs were present in original Shadow of Death game, however the
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