Difference between revisions of "Running Bug List"
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# New scrolling chat bugs: | # New scrolling chat bugs: | ||
## If message history is off (Ctrl+M), then when you type, you see some of the previous message scroll | ## If message history is off (Ctrl+M), then when you type, you see some of the previous message scroll | ||
− | ## If you type enough to create muliple lines, your message is shown more than once (type enough for 2 lines, message is shown twice; 3 lines, 3 messages) | + | ## If you type enough to create muliple lines, your message is shown more than once (type enough for 2 lines, message is shown twice; 3 lines, 3 messages) <blink><-- Wat can't reproduce this one </blink> |
# Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't) | # Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't) | ||
Revision as of 18:56, 20 October 2012
This is a running bug list.
General Bugs
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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 activehaven't duplicated in a long while... -
Flip (H, V) of test items, flags, and other items seems broken (i.e. no effect) -
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 -
repair always does the circle around your ship, even if at full health -
the level-changer '+' on other players seems to go away after switching levels -
Core debris doesn't disappear -
Editor core rendering problem. Add a Core, move it, then press <tab> : http://sam686.maxhushahn.com/upload/1111screenshot_5.png - (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
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Can't type in game lobby when there are no servers -
/idle command needs a timer to stop people from un-idling too fast (to prevent abuse)(implemented client-side only) -
if you hold down the fire button, energy doesn't recharge at normal rate (easy to see with Mine set as the weapon) -
editor geometric sorting is not working -- repairs can be under zones (for example). -
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?) -
Can't chat in lobby when server list is not empty (before the problem was, can't chat with empty server list) -
Phaser hitting a Barrier makes a different sound now? -
sam686 found something else that needs to go here -
fix bots after Lua stabilizes (already stable?) -
spybug not included in stats -
Ship::isInZone always returns NULL, this makes energy jumpy client-side when on a loadout zone -
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 - Fix twoplayer.bat
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Sensor zoom isn't smooth when using sensor until out of energy -
Modules are shown as always 'on' to other players (recent pack/unpackUpdate changes?) -
Green help text for entering level change password is too long and is cut off screen -
Modules sometimes get stuck 'on'. It is fixed when you are killed Easily happens when holding down mouse button, move mouse off the Bitfighter window, then release mouse button. SDL problems? (only on windows?)we don't really have control when the window loses focus -
Typing in chat windows should should allow the spawn delay to kick in, then respawn instantly if you've been killed. Just test server side if chatting, and don't allow resetting the timer, then when not chatting send a command to respawn -
mounted item problems when cloaked: resources aren't being hidden and nexus flag count isn't shown -
Escaping out of game lobby, then going back in quickly, makes player names disappear -
heat seeker goes through walls! -
TextItems + Bitfighter logo sometimes disappear when still on screen - probably extents issue? -
Badges aren't updated after earned in scoreboard unless you rejoin game server -
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 (occurs on Windows with Aero enabled, doesn't happen with Aero disabled) -
heat seeker graphics - Fix music (remove in lobby, add variety to in-game)
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Fix editor Tab after moving and adding any of: Spybug, Mine, Resource, Asteroid, and all MoveObject. Mostly fixed, but doesn't update Spybug and Tab's moveObjects while dragging. Now entirely fixed, and better than ever. -
Editor: Can't change team names after testing level, probably bad cast problem. -
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.) -
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. -
Inner layer of destroyed Core panel should be Core team color (but lighter, like in 017) -
Show engineered teleporter green outline in commander's view -
Fade in cloaked ships if sensor is equipped, by applying an alpha modifier based on distance -
Apply BBB badge hierarchy so you can be granted multiple in the database, but only the highest valued is displayed - Level changer scoreboard mark '+' isn't always shown with several clients? When admin use "/setlevpass" the '+' status doesn't update.
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Laying own mines sometimes are shown dimmed (found in single-team bitmatch, multiple same-named clients rendering them incorrectly) -
Can lay two spybugs really fast sometimes - (defer to 019) Shaky commander's map when other player ships move out of bounds
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spybug's don't actually work: if enemy ships go out of player's scope, they're never picked up by your spybugs -
Disallow "invisible" names, like " " and the like -
When levelgen uses globalMsg, it doesn't show on console. Not critical, but might be nice for printing status msgs.Intended behavior -- it's how bots communicate with other players, not for reporting errors. If you want to log messages to both places, override globalMsg or create a new function. Or use logprint. -
ctrl + / command is missing from the instructions listit's on the last page -
Make sure eliza and orbitbot work -
Make sure mazeracer works -
Make sure curves editor plugin works - (defer to 019) Handle case of script adding items beyond max level bounds
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Notify users somehow if voice chat has been disabled -
Game crashes on change level menu. (raptor cannot duplicate) -
Editor: selecting and moving a Barrier is funky - background moves and spine doesn't stay with foreground object -
Editor: TAB to show the level does not draw teleporters. The DestManager does not have the vertices for some reason... - Seeker sound effects?
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Random s_bot crash: ***ROBOT ERROR*** Error handling event Tick: robots/s_bot.bot:55: calling 'getVel' on bad self (MoveObject expected, got userdata -- did you use '.' instead of ':'?). Shutting bot downcannot seem to duplicate again -
Console commands 'quit', 'add', 'logprint' need to be updated in the instructions. Would they even work? Seems like the console only allows straight Lua syntax now.. - 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
- /idle command timer is wholly client-side - open to hack
- New scrolling chat bugs:
- If message history is off (Ctrl+M), then when you type, you see some of the previous message scroll
- If you type enough to create muliple lines, your message is shown more than once (type enough for 2 lines, message is shown twice; 3 lines, 3 messages) <blink><-- Wat can't reproduce this one </blink>
- Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't)
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
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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. - 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!