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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 list of our current high-priority bugs for Bitfighter.
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− | Not all issues belong on this list -- only those that are a high priority for the next release. Other cases should be added to the [https://code.google.com/p/bitfighter/issues/list Google Code bug tracker].
| + | ==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. |
− | ===General Bugs=== | + | |
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− | # Joining a game already running won't show your badges in the scoreboard until next level. Existing clients get info on the joiner, but joiner doesn't get the full 411 on the existing players. GameType::serverAddClient::s2cAddClient isn't sending proper badge info to joiner.
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− | # <del>When all players on a server go /idle, something bad happens</del>
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− | # <del>Black screen of death reported with /idle. Maybe we should look into preventative measures like forcing menu to be available still, etc..</del>
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− | # <del>When testing a level, enter full screen unstretched, then go back to editor, then test level again. You will now be in fullscreen stretched.</del>
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− | # <del>Editor fullscreen scaling sticks around when leaving editor</del>
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− | # <del>If game can't write to level folder (simulate by adding .standalone to install folder on windows, for example), testing a level will fail (obviously), but will not tell you why until you press escape.</del>
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− | # <del>Slashes/backslashes mixed on F7 screen for windows</del>
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− | # <del>Start Bitfighter, edit a level with forcefields (but do not test) quit, then host, you will get spurious forcefields. Beautiful!: http://sam6.25u.com/upload/2screenshot_21.png</del>
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− | # When starting standalone version, console flashes and grabs good icon; does not happen in installed version (windows only)
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− | # <del>The carrot in 'rabbit' is not the right color</del>
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− | # Teleporters will only teleport one ship at a time regardless of the number of ships on it. Result: most dungeons are now broken... I can't remember if we did this deliberately
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− | # <del>Asteroids don't start with an initial velocity upon level load</del>
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− | # Bots without getName() will crash game in debug mode with stack dirty assert
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− | # <del>Zone ids aren't saved in editor</del>
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− | # addToGame() on objects in Lua scripts has gone missing..
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− | # <del>Generic 'Zone' doesn't trigger ShipEnteredZone (ShipLeftZone untested) event. LoadoutZone works.</del>
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− | # Make sure players can only get credit for playing game once, even if they are logged in with multiple clients using the same name. The stats may already work this way, just think we should double check.
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− | # Fix (or kill) /suspend command
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− | # Can we get Zones out of the pseudoitem list the way we did with spawns?
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− | # Spazzy forcefield snapping in the editor
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− | # Players running in debug mode (i.e. me and raptor and sam) shouldn't show up on json player list
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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.