STEP:Mod Testing

From Step Mods | Change The Game
Revision as of 11:22, May 6, 2012 by MadWizard25 (talk | contribs)

Template:Notice Mod Testing for S.T.E.P. -- by MadWizard25, the S.T.E.P. Team and Wiki Editors

Updated: 11:22:30 6 May 2012 (UTC)


--Under Construction--

Introduction

This guide will attempt to lay out good practices for testing mods to recommend for S.T.E.P. as well as for testing mods should this be asked for or required by TC and S.T.E.P. team. With a guide as complex as S.T.E.P., it is beneficial to reduce as much variation as possible, since complexity can breed a host of issues. This guide will try to recommend standardized testing techniques.

Computer Stability

A stable computer is crucial to testing a new mod. Here are some tips to increase stability.

1. Overclocking

If you are currently overclocking your computer it is recommended setting everything to its default stock settings. This goes for CPU, GPU, and RAM. Although the chances are low, it is possible for a new mod that is resource intensive to instigate stability issues, even if you previous overclock settings were stable.

2. Ghosts in the Machine

Over time a computer will build many redundant files that at the least will do nothing, and at worst will cause stability issues. These files can include temporary files or redundant registry keys. It is recommended to use a program such as CCleaner to clear these files, as well as to fix registry issues.

3. Disk Fragmentation

Over time files that are regularly used by the computer will fragment, increasing read times and potentially causing stability issues. It is good practice to make sure the computers drives are defragmented before testing a mod. Defrag your computer after installing a new mod. If done done weekly, the the defragmenting should not take too long. A recommended program is Defraggler, which allows full drive defragmenting or specific file and folder defragmenting.

4. Background Processes