[Scummvm-devel] ScummVM 0.12.0: Missing builds

Bertrand Augereau bertrand_augereau at yahoo.fr
Tue Sep 2 20:24:53 CEST 2008


I guess the main problem is the lack of QA.We have k platforms to test for m different intermediary revisions (beta1, 2, 3) of p games. And few people to test.
So testing is more of a stochastic process sampling this 3-dimension matrix hoping to find all significative bugs, and that different triplets (bug, platform, engine) are correlated.I don't really see a good solution though :(A robot tester might be nice to catch a certain class of crashes. Inputs would be recorded on a PC version and replayed non interactively against the running game.If we record a video, we can detect graphic or sound glitches.If we log the replays, we can find when a regression was introduced.Lotsa work though, we have this kind of tool for our game at work and it was a major but invaluable development.Cheers,Bertrand
--- En date de : Mar 2.9.08, Max Horn <max at quendi.de> a écrit :
De: Max Horn <max at quendi.de>
Objet: Re: [Scummvm-devel] ScummVM 0.12.0: Missing builds
À: "Neil Millstone" <neil at millstone.demon.co.uk>
Cc: "John Willis" <John.Willis at Distant-Earth.com>, "Paul Smedley" <paul at smedley.info>, "Laurent Blume" <laurent at elanor.org>, "ScummVM devel" <scummvm-devel at lists.sourceforge.net>, "Robert Kelsen" <rkelsen at optusnet.com.au>, "Pawel Kolodziejski" <aquadran at scummvm.org>, "Fabien Coeurjoly" <fabien.coeurjoly at wanadoo.fr>, "Chris Apers" <chrilith at hotmail.com>, "sunmax at libero.it" <sunmax at libero.it>, "Dominik Scherer" <dominik at scherer.de>, "David Weinehall" <tao at debian.org>
Date: Mardi 2 Septembre 2008, 18h52

Am 31.08.2008 um 23:49 schrieb Neil Millstone:

> Hi sev,
>
> As I mentioned in my last message to scummvm-devel, the DS port is not
> ready for release yet.  There were several issues found during testing
> that I am looking into.  I am nearly ready to release another beta to
> the forums, after which I will be ready to release once the beta has
> been tested for a week or so and no major issues found.
>

All in all it seems we'll just have to make a 0.12.1 release soon,  
with the DS, PS2, PalmOS, and possibly more missing ports in it... At  
least I would guess that PS2 and PalmOS may need extra love before  
they work, considering the lack of recent commits by their maintainers?

Also, I think we really need to discuss what went wrong with this  
release. This time, we took great care to allow for porters to update  
their ports, test, and everything. We started on July 3, and on July  
11, Eugene made this timeline public:


  July 14th: Feature freeze
  July 21th: Branch, trunk is unfrozen
  July 21th: Start of playtesting
  August 18th: All ports should be frozen, prerelease binaries built
  August 25th: Binaries uploaded to sf.net
  August 31th: Release


I.e. that meant 6 weeks for port updates and testing, plus one extra  
week for last minute stuff. Yet it still ended in a total disaster for  
quite a big number of bigger and smaller ports. Now, I have various  
theories about this, but I'd really love to hear from the affected  
people as to what you guys think why it failed, and whether you have  
ideas to do better.


Bye,
Max

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