Author Topic: 1.6.9b1 Beta testing!  (Read 28847 times)

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Offline Shoozza

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Re: 1.6.9b1 Beta testing!
« Reply #20 on: June 13, 2015, 05:27:17 am »
Thanks everyone who helped testing so far.
homerofgods will you keep the trello board up to date for me with the latest non fixed bugs and are you planning on testing the rest of the changelog?
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Offline homerofgods

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Re: 1.6.9b1 Beta testing!
« Reply #21 on: June 13, 2015, 12:19:42 pm »
The number of issues revieled from testing indicates the need to test everything before release. However I don't know how to test everything myself so I need help.

I've updated our Trello board on what issues we need to fix, and also made clickable links after each non fixed bugs in the main post to take you directly to the description of the problem.
« Last Edit: June 13, 2015, 12:24:55 pm by homerofgods »

Offline Shoozza

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Re: 1.6.9b1 Beta testing!
« Reply #22 on: June 13, 2015, 01:28:24 pm »
We still use Mantis for bug tracking, trello is more like a nice overview for us to see which bugs we have to look for.
Maybe we should get more into mantis priority settings
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Offline homerofgods

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Re: 1.6.9b1 Beta testing!
« Reply #23 on: June 28, 2015, 08:14:27 am »
Not sure anymore about #61
61- Fixed SpawnObject function had swapped knife and saw
just tested, ID 12 spawns a Chainsaw, 13 a Combat knife - according to the wiki it should be the other way round, but is it up-to-date? I forgot which ID was supposed to be which before the last version
Could that be tested by downloading an older version of soldat?

Offline homerofgods

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Re: 1.6.9b1 Beta testing!
« Reply #24 on: June 28, 2015, 09:20:52 am »
There's still something wrong concerning number 10:
Fixed SetWeaponActive bugs weapons of a player on spawn #603

 I noticed that when I take 2 different weapons on a respawn, it will call OnWeaponChange with the old primary weapon as now-secondary.
Example: I take Minimi(9) and Law(16), kill myself, and take Spas(5) and Combat Knife(14). At spawn, OnWeaponChange(ID, 5, 9) will be called. Perhaps this is still caused by SetWeaponActive, as I tested with the original script that uses those calls. If you require so, I can do tests without SetWeaponActive.
Is it somehow related to any of the bugs deguix mentioned? #618 #619 #620