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Added few missing pages from website wiki

Ivan Savenko 2 years ago
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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
+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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docs/players/Cheat codes.md

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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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docs/players/Game mechanics.md

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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