Difference between revisions of "Running Bug List"

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To view and report bugs, go to http://code.google.com/p/bitfighter/issues/list
  
This is list of our current high-priority bugs for Bitfighter. 
 
  
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].
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==019d==
 
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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.
===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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# <del>When starting standalone version, console flashes and grabs good icon; does not happen in installed version (windows only)</del>
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#: (sam686) The install version have bficon.bmp with bitfighter.exe, while your stand alone version may be missing bficon.bmp in exe folder, bficon.bmp is in resource folder.  Try putting bficon.bmp in exe folder to allow your standalone to have icon.
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# <del>The carrot in 'rabbit' is not the right color</del>
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# <del>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</del>
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# <del>Asteroids don't start with an initial velocity upon level load</del>
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# <del>Bots without getName() will crash game in debug mode with stack dirty assert</del>
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# <del>Zone ids aren't saved in editor</del>
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# <del>addToGame() on objects in Lua scripts has gone missing..</del> ''looks like you use levelgen:addItem()''
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# <del>Generic 'Zone' doesn't trigger ShipEnteredZone (ShipLeftZone untested) event.  LoadoutZone works.</del>
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# <del>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.</del>
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# Fix (or kill) /suspend command
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# <del>Can we get Zones out of the pseudoitem list the way we did with spawns?</del>
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# <del>Spazzy forcefield snapping in the editor</del>
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# <del>Players running in debug mode (i.e. me and raptor and sam) shouldn't show up on json player list ||| [[User:Watusimoto|Watusimoto]] 20:10, 6 January 2013 (MSK) ==> This is essentially done, needs master rebuild and incrementing MASTER_PROTOCOL_VERSION to 6 to ensure it is working </del>
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# <del>Editor: pressing up/down while holding down left or right fails to scroll diagonal (to scroll left and up at the same time)  See:  http://code.google.com/p/bitfighter/issues/detail?id=187#c1</del>
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# Scripting bug: items should have consistent userdatas throughout the game.  Test with player enter zone/player exit zone.  Ids should be the same, but aren't.  Example: 'ship' userdata is different in enteredZone and leftZone events for the same ship
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# <del>Assign all objects a user-assigned id upon construction.  Make these negative so as to not interfere with user assigned ones.</del>
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# Need better error handling for timer events that cause errors in levelgens.
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# <del>If ship dies on a zone, fire onLeftZone</del>
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# <del>Engineer a teleporter from a resource item created by a script, then have the script remove the resource item.  Upon destruction of the teleporter, crash!  because resource item was removed.  Possible solution:  don't revert engineered item to resource item, just let it quietly be destroyed </del>
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# <del>teleporting onto asteroid with flag causes flag to remain behind</del>
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# <del>burst explosions only add x-direction momentum to testitems.  was in 018, too; bobdaduck says it was in Zap! also</del>
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# Figure out how to get ids working properly with walls/polywalls
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# <del>/showbots should not work on production game server -- test server only!</del>
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# <del>Editor funkiness: when editing polygons, middle mouse drag does some weird stuff.  Only way to undo is to select affected poly and then undo; bare undo has no effect.  NOT FIXED, BUT CAN NO LONGER REPRODUCE.  PERHAPS OTHER FIXES ADDRESSED THIS AS WELL</del>
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# Levelgen: Having addItem() in main() may randomly fail on repeated ctrl+R in editor or repeated level restart, showing message "***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: ***.levelgen:44: attempt to call missing or unknown method 'addItem' (a nil value).  Aborting script."
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#:I was unable to reproduce, we need a test case [[User:Kaen|Kaen]] 01:33, 31 December 2012 (MSK)
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#:<code>-- for bug #33 from sam686<br>function main()<br>&nbsp; for x = 0, 20 do<br>&nbsp; &nbsp; for y = 0, 20 do<br>&nbsp; &nbsp; &nbsp; item2 = ResourceItem.new()<br>&nbsp; &nbsp; &nbsp;  item2:setGeom(x * 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(item2)<br>&nbsp; &nbsp; &nbsp; textitem = TextItem.new()<br>&nbsp; &nbsp; &nbsp; textitem:setText(x .. "," .. y)<br>&nbsp; &nbsp; &nbsp; textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)<br>&nbsp; &nbsp; &nbsp; levelgen:addItem(textitem)<br>&nbsp; &nbsp; end<br>&nbsp; end<br>end</code>
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# Can't kill your own turrets with burst weapon (like you can on older 017) - why? (other weapons works fine)
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#:The reason is that burst weapons (unlike projectile weapons) call <tt>Zap::GameType::objectCanDamageObject()</tt> before dealing damage. In this function a check is performed for the value of <tt>GameWeapon::weaponInfo[weaponType].canDamageTeammate</tt> which is false for bursts, mines, and spybugs. [[User:Kaen|Kaen]] 02:56, 31 December 2012 (MSK)
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# <del>If spawn on loadout, loadout should immediately update</del>
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# <del>Client side FFs seem to not be blocking ships or projectiles</del>
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# Test updater fix
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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.