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Added few missing pages from website wiki

This commit is contained in:
Ivan Savenko 2023-08-13 00:32:27 +03:00
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First of all, thanks for your support! If you report a bug we can fix
it. But keep in mind that reporting your bugs appropriately makes our
(developers') lifes easier. Here are a few guidelines that will help you
write good bug reports.
# Mantis bugtracker
The main place for managing and reporting bugs is [our
bugtracker](http://bugs.vcmi.eu/). When you are not logged in, you can
only browse already reported bugs. To be able to report bugs you need to
make an account there.
## What should be reported
Certainly the most important bugs we would like to know about are
crashes and game hangs. Game should not crash nor hang under any
conditions. But bugs are not restricted to those extreme cases.
Graphical glitches, significant differences in game mechanics from WoG
(in this case remember that not everything is implemented yet, we
usually don't call missing features as bugs; see [TODO
list](TODO_list "wikilink") for details about what is still to be done)
and serious performance drops should be reported too.
## What to focus on while testing
There are no specific guidelines on this. Every part of the game needs
some attention while testing. Usually newly added features should be
tested more. Sometimes bugs occur only when loading from savegame, so
you shouldn't always begin a new game.
## General guidelines
First of all, if you encounter a crash, don't re-run VCMI immediately to
see if you can reproduce it. Firstly take a screenshot or copy console
output (those mostly green letters on black background). Then back up
following files (if you won't be able to reproduce the issue you should
upload them with issue report):
- VCMI_Client_log.txt
- VCMI_Server_log.txt
- VCMI_Client.exe_crashinfo.dmp (if present)
- VCMI_Server.exe_crashinfo.dmp (if present)
By default, log files are written to:
- Windows: %USERPROFILE%\Documents\My Games\vcmi\\
- UNIX: ~/.cache/vcmi/
Now you should try to reproduce encountered issue. It's best when you
write how to reproduce the issue by starting a new game and taking some
steps (e.g. start Arrogance map as red player and attack monster Y with
hero X). If you have troubles with reproducing it this way but you can
do it from a savegame - that's good too. Finally, when you are not able
to reproduce the issue at all, just upload the files mentioned above. To
sum up, this is a list of what's the most desired for a developer:
1. (most desired) a map with list of steps needed to reproduce the bug
2. savegame with list of steps to reproduce the bug
3. (least desired) VCMI_Client_log.txt, VCMI_Server_log.txt, console
log and crashdump (you should use this option only when bug is not
reproducible but then remember to back logs up before trying to
reproduce it).
## How to set the log level to debug
If you want to set the log level to debug or trace to let developers
know what went wrong or to write a bug report, then you should first
open your `settings.json` with a text editor. The file is located at:
- Windows: VCMI installation location\config\schemas\\ (I.e.
C:\Program Files (x86)\VCMI (branch develop)\config\schemas\\
- UNIX: ~/.config/vcmi/
Add the "logging" : { ... } part to the file, that it may look like
this:
``` javascript
{
"logging" : {
"loggers" : [
{
"domain" : "global",
"level" : "debug"
}
]
}
}
```
You can substitute the value debug with trace to log traces as well.

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Following cheat codes have been implemented in VCMI and must be used
within in-game chat:
- **vcmiistari** - gives all spells and 999 mana to currently selected
hero
- **vcmiainur** - gives 5 Archangels to every empty slot of currently
selected hero
- **vcmiangband** - gives 10 black knight into each slot
- **vcmiglaurung** - gives 5000 crystal dragons into each slot
- **vcmiarmenelos** - build all buildings in currently selected town
- **vcminoldor** - all war machines
- **vcminahar** - 1000000 movement points
- **vcmiformenos** - give resources (100 wood, ore and rare resources
and 100000 gold)
- **vcmieagles** - reveals FoW
- **vcmiungoliant** - conceal FoW
- **vcmiglorfindel** - advances currently selected hero to the next
level
- **vcmisilmaril** - player wins
- **vcmimelkor** - player loses
- **vcmiforgeofnoldorking** - Hero gets all artifacts except spell
book, spell scrolls and war machines. This includes artifacts added
via mods.
All cheat codes can be applied for specific players or all of them:
- **vcmieagles ai** - Will reveal FoW only for AI players.
- **vcmieagles all** - Will reveal FoW for all players on map.
- **vcmieagles blue** - Will reveal FoW only for blue player.
- **vcminahar ai** - give 1000000 movement points to each hero of
every AI player
Some cheats can also be used with certain ObjectInstanceID:
- **vcminahar 123** - give 1000000 movement points to hero with id of
123
- **vcmiarmenelos 123** - build all buildings in town with id of 123
These codes are not a cheats, but can be used in multiplayer by host
player to control the session
- **game exit/quit/end** - finish the game
- **game save mygame** - saves the game into mygame file
- **game kick red/blue/...** - kick player from the game. instead of
color, can be used a number, e.g. **game kick 0/1/2...**, number is
a corresponding player number (0 - red, 1 - blue, etc)
# Console commands
Following commands must be used in vcmiclient console (CMD on Windows or
terminal on Linux / Mac):
- **autoskip** - Toggles autoskip mode on and off. In this mode,
player turns are automatically skipped and only AI moves. However,
GUI is still present and allows to observe AI moves. After this
option is activated, you need to end first turn manually. Press
\[Shift\] before your turn starts to not skip it.
- **onlyai** - When typed in pregame, it completely removes human
players and GUI from game. Use console and bugtracker to test AI
quickly. Additionally, game cna be launched with --onlyAI parameter
to enable this mode by default.
- **crash** - force game crash. It is sometimes useful to generate
memory dump file in certain situations, for example game freeze.
- **set <command> <on/off>** - toggle one of debug options on or off.
Possible commands:
- **autoskip** - identical to "autoskip" option
- **showGrid** - displays grid on adventure map
- **showBlock** - shows blocked tiles on map. Requires image
**data/blocked.bmp** present.
- **showVisit** - shows visitable tiles on map. Requires image
**data/visitable.bmp** present.
- **hideSystemMessages** - supress server messages in chat.
- **gosolo** - AI take control over human players and vice versa
- **controlai** - give control of one (if color specified) or all AIs
to player

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Some of game features have already been extended in comparison to Shadow
of Death:
- Support for 32-bit graphics with alpha channel
.def, .bmp, .png and .tga files are supported.
- Support for maps of any size (2 billion tiles in any direction),
including rectangular shapes
- No limit of number of map objects, such as dwellings and stat
boosters
- Hero experience capacity currently at 2^64, which equals 199 levels
with typical progression
- Heroes can have primary stats up to 2^16
- Unlimited backpack
- New flexible [bonus system](Bonus_system "wikilink")
- Support for Stack Experience
The list of implemented cheat codes and console commands is
[here](Cheat_codes "wikilink").
# List of bugs fixed in VCMI
These bugs were present in original Shadow of Death game, however the