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<H1>[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</LI>
<LI><em>From</em>: Chris Gray &lt;<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>&gt;</LI>
<LI><em>Date</em>: Fri, 19 Jun 1998 19:53:19 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[J C Lawrence:]

 &gt;  Does anyone here have a base of regression tests for even any
 &gt;portion of their server or game code?
 &gt;
 &gt;  Does anyone here have a test plan for their server or game base?
 &gt;
 &gt;  Does anyone here have actually do any structured or automated
 &gt;testing of their MUD or game code?

Well, only sorta. First, my scenario is built by feeding the source to
it into a regular client (in "wizard mode"). That process involves a lot
of work on the part of the server, etc. Second, I have some extra
scenario code (the "wanderers") that creates 26 NPC's that go around
fighting things, picking things up, dropping things, and just plain
wandering at random, at about 2 second intervals. I would start 2 or
3 sets of those on my Amiga 4000T, and let them go for an hour or two.
That puts quite a bit of stress on the server. Sometimes (when bored),
I would go in as a character and beat up on them (occasionally it was
the other way around, of course). The idea is to simulate a bunch of
player characters. I get over 100 additional monster-type NPC's active
when I start them down in the depths of my "dungeons".

-- 
Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Analysis and specification</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01050" HREF="msg01050.html">[MUD-Dev] Re: Analysis and specification</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Mon 15 Jun 1998, 19:14 GMT
<UL>
<LI><strong><A NAME="01066" HREF="msg01066.html">[MUD-Dev] Re: Analysis and specification</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 16 Jun 1998, 05:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01170" HREF="msg01170.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 22 Jun 1998, 23:46 GMT
</LI>
</ul>
<LI><strong><A NAME="01017" HREF="msg01017.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 13 Jun 1998, 07:11 GMT
</LI>
<LI><strong><A NAME="01150" HREF="msg01150.html">[MUD-Dev] Re: Analysis and specification - the dirty words of mud development?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 20 Jun 1998, 01:59 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00937" HREF="msg00937.html">[MUD-Dev] Re: Off topic! But please help</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 10 Jun 1998, 18:54 GMT
<UL>
<LI><strong><A NAME="00988" HREF="msg00988.html">[MUD-Dev] Re: Off topic! But please help</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 12 Jun 1998, 00:26 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01020" HREF="msg01020.html">[MUD-Dev] Re: Off topic! But please help</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sun 14 Jun 1998, 05:09 GMT
<UL>
<LI><strong><A NAME="01021" HREF="msg01021.html">[MUD-Dev] Technical C/C++ coding question</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 14 Jun 1998, 05:45 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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