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− | {{TOC right}}
| + | To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list |
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− | This is a running bug list.
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− | ===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>(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>
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− | # Fix twoplayer.bat
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− | # <del>Fix music (remove in lobby, add variety to in-game)</del>
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− | # Level changer scoreboard mark '+' isn't always shown with several clients? When admin use "/setlevpass" the '+' status doesn't update.
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− | # <del>Seeker sound effects?</del>
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− | # <del>Put this in the bot documentation: logprint(debug.traceback()) prints stack trace See http://bitfighter.org/forums/viewtopic.php?f=12&t=14&view=unread&sid=294322f71fe40d0344d26186b94317a6#unread </del>
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− | # /idle command timer is wholly client-side - open to hack
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− | # Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't)
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− | # Joining a game already running won't show your badges in the scoreboard until next level
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− | # <del>Client-side prediction problems with TestItem (MoveItem?). Duplicate by hosting a level with a TestItem and pushing it around, you'll see the TestItem jump around like it had lag. Happens with resources and soccer balls, too.. Also increasing lag (with /lag ), you can see that client-side doesn't predict collisions with MoveItems really well..</del>
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− | # <del>When soccer ball is just a tiny bit on the top of the screen (i.e. mostly off screen), it appears to flicker (scope issue?)</del>
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− | # <del>Teleporter scope wrong -- they disappear when center is off screen (wat will fix)</del>
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− | # <del>Add red-box warning about messed up joystick profile (button misspellings)</del>
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− | # master JSON sometimes doesn't show an authenticated user is authenticated (and thus no underline in the 'currently playing' list)
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− | # <del>Edit level with forcefield in it; edit a different level with no ff; test the level; behold the ff!</del>
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− | # <del>Select two walls in editor, hit [-]... crash!</del>
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− | # Linux and Mac packages need to include new music. Windows has been taken care of.
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− | # Amgine found a really weird crash that I could only duplicate once: http://pastie.org/5395082 ; here is his level file: http://sam6.25u.com/upload/2rescale%20crash%20test.level ; The procedure is to select some objects, do a rescale, then undo
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− | ===Things that really should be done===
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− | # 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.
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− | === ideas ===
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− | # A /nextmap feature to determine what the next map will be would be quite helpful
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− | # 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.
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− | # rotate/scale commands -- make use new quickmenus we created for plugins, also id menu (! or #)
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− | # Get rid of getValueForDisplayingInMenu() or of getOptionText()... seem to do similar thing in menus
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− | # /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
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− | # shield countdown timer
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− | # 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.
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− | # Add level rating system (+1/0/-1) as described in forums [[citation needed!]]
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1. Check paths in diagnostics page (press F7 twice, page 2), bad paths and missing level, scripts, bots, editor plugins on mac OS version.