Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
 
(469 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{TOC right}}
+
To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list
  
This is a running bug list.
 
  
===General Bugs===
+
==019d==
 
+
1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.
# <del>Sometimes a forcefield seems undestroyable:  seems to be only client-side?  Can still heal it after shooting the project for a while, but the field always shows active</del> ''haven't duplicated in a long while...''
+
# <del>Flip (H, V) of test items, flags, and other items seems broken (i.e. no effect)</del>
+
# <del>In the editor, when your mouse is over the object palette but no object is highlighted, if you click and drag, the mouse changes to the 4 arrows making it seem like you should be able to move the palette itself</del>
+
# <del>repair always does the circle around your ship, even if at full health</del>
+
# <del>the level-changer '+' on other players seems to go away after switching levels</del>
+
# <del>Core debris doesn't disappear</del>
+
# <del>Editor core rendering problem.  Add a Core, move it, then press <tab> : http://sam686.maxhushahn.com/upload/1111screenshot_5.png</del>
+
# (Mac) Cursor disappears when pressing <ESC> in a game to access the menus.  Possible SDL2 problem?  seems to happen when alt-tab away first on 10.6
+
# <del>Can't type in game lobby when there are no servers</del>
+
# <del>/idle command needs a timer to stop people from un-idling too fast (to prevent abuse)</del> (implemented client-side only)
+
# <del>if you hold down the fire button, energy doesn't recharge at normal rate (easy to see with Mine set as the weapon)</del>
+
# <del>editor geometric sorting is not working -- repairs can be under zones (for example).</del>
+
# <del>turret will not shoot resource item if it is in line with a ship on the same team, even if the ship is behind resource item (sorting problem?)</del>
+
# <del>Can't chat in lobby when server list is not empty (before the problem was, can't chat with empty server list)</del>
+
# <del>Phaser hitting a Barrier makes a different sound now?</del>
+
# <del>sam686 found something else that needs to go here</del>
+
# fix bots after Lua stabilizes (already stable?)
+
# <del>spybug not included in stats</del>
+
# <del>Ship::isInZone always returns NULL, this makes energy jumpy client-side when on a loadout zone</del>
+
# <del>Fix the bug detailed here: http://bitfighter.org/forums/viewtopic.php?f=28&t=1533  Basically, we need to print an error message when BF is started with wrong parameters </del>
+
# Fix twoplayer.bat
+
# <del>Sensor zoom isn't smooth when using sensor until out of energy</del>
+
# <del>Modules are shown as always 'on' to other players (recent pack/unpackUpdate changes?)</del>
+
# <del>Green help text for entering level change password is too long and is cut off screen</del>
+
# Modules sometimes get stuck 'on'.  <del>It is fixed when you are killed</del> Easily happens when holding down mouse button, move mouse off the Bitfighter window, then release mouse button. SDL problems? (only on windows?)
+
# Typing in chat windows should reset idle timer
+
# <del>mounted item problems when cloaked: resources aren't being hidden and nexus flag count isn't shown</del>
+
# <del>Escaping out of game lobby, then going back in quickly, makes player names disappear</del>
+
# <del>heat seeker goes through walls!</del>
+
# <del>TextItems + Bitfighter logo sometimes disappear when still on screen - probably extents issue?</del>
+
# <del>Badges aren't updated after earned in scoreboard unless you rejoin game server</del>
+
# When pressing alt-tab to leave the game window, game still thinks alt is down when you return to that window.  Test by pressing enter -- if window changes mode (like it does with alt-enter) then the bug has manifested itself
+
# <del>heat seeker graphics</del>
+
# Fix music (remove in lobby, add variety to in-game)
+
# <del>Fix editor Tab after moving and adding any of: Spybug, Mine, Resource, Asteroid, and all MoveObject.</del> Mostly fixed, but doesn't update Spybug and Tab's moveObjects while dragging.
+
# Editor: Can't change team names after testing level, probably bad cast problem.
+
# <del>When engineering a teleporter, if the level ends, and you've been idle for a while, you get locked out of the game until you press Escape.  We should better handle this situation, rare as it is!  (Should exit helper when level ends.)</del>
+
# <del>When making a screenshot, size should be standardized at 800x600.; current bahavior is to use the current window dimensions. This regression may have been intentional, so feel free to make a case for keeping it the way it is as an alternative to fixing this bug.</del>
+
# <del>Inner layer of destroyed Core panel should be Core team color (but lighter, like in 017)</del>
+
# <del>Show engineered teleporter green outline in commander's view</del>
+
# <del>Fade in cloaked ships if sensor is equipped, by applying an alpha modifier based on distance</del>
+
# <del>Apply BBB badge hierarchy so you can be granted multiple in the database, but only the highest valued is displayed</del>
+
# Level changer scoreboard mark '+' isn't always shown with several clients?
+
# Laying own mines sometimes are shown dimmed (found in single-team bitmatch)
+
# Can lay two spybugs really fast sometimes
+
# Shaky commander's map when other player ships move
+
# spybug's don't actually work: if enemy ships go out of player's scope, they're never picked up by your spybugs
+
 
+
===Things that really should be done===
+
# Master writeConnectRequest() should send gameType as a stringTableEntry rather than a straight string.  Easy change, but will break compatibility with the master unless we're clever.
+
 
+
=== ideas ===
+
 
+
# A /nextmap feature to determine what the next map will be would be quite helpful
+
# Currently, Bitfighter prevents players from switching teams multiple times... instead, I think Bitfighter should prevent any player from purposely stacking the teams. Ex. If it's 8v7, no player on the team with 7 should be allowed to switch over to the team with 8. This would also need a toggle however, otherwise it would break dungeons.
+
# rotate/scale commands -- make use new quickmenus we created for plugins, also id menu (! or #)
+
# Get rid of getValueForDisplayingInMenu() or of getOptionText()... seem to do similar thing in menus
+
# /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
+
# shield countdown timer
+
# <del>Why do we have MD5 classes in 'zap/' when we have libtomcrypt?  Should we consolidate them?  Yes, if possible!  Keep the ones in libtomcrypt, and create a friendly wrapper for in-game use.</del>
+
# When tons of bots, remove some from scoreboard to avoid making text too small... include some note like (+ 10 more robots).  Remove lower scoring ones first.
+
# Add level rating system (+1/0/-1) as described in forums [[citation needed!]]
+

Latest revision as of 21:29, 15 November 2014

To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list


019d

1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.