Difference between revisions of "Running Bug List"
From Bitfighter
(→General Bugs) |
(→General Bugs) |
||
Line 7: | Line 7: | ||
# Fix twoplayer.bat | # Fix twoplayer.bat | ||
# Joining a game already running won't show your badges in the scoreboard until next level | # Joining a game already running won't show your badges in the scoreboard until next level | ||
− | # There are several 'idle' bugs. Sam and I got into a few inconsistent states mostly when forcing idle by either doing '/idle' or being killed while typing; we would then have a level change or restart: | + | # <del>There are several 'idle' bugs. Sam and I got into a few inconsistent states mostly when forcing idle by either doing '/idle' or being killed while typing; we would then have a level change or restart: |
#* scoreboard showed we were idle but we could move around and still play | #* scoreboard showed we were idle but we could move around and still play | ||
#* if we were in this pseudo state and forced another idle, the screen went completely black and we could not respawn | #* if we were in this pseudo state and forced another idle, the screen went completely black and we could not respawn | ||
− | #* restarting a level *sometimes* brought us out of the black screen of doom, but the scoreboard would still show that we were idle | + | #* restarting a level *sometimes* brought us out of the black screen of doom, but the scoreboard would still show that we were idle</del> |
# Client-side prediction mismatch with energy regeneration. I've gotten it to show in two ways: | # Client-side prediction mismatch with energy regeneration. I've gotten it to show in two ways: | ||
## Level 'Cold Storage' (because it has slipzones). use up all your energy and then burst-propel yourself, don't touch any keys while moving; the energy regen should kick in and you'll see the energy bar be jumpy | ## Level 'Cold Storage' (because it has slipzones). use up all your energy and then burst-propel yourself, don't touch any keys while moving; the energy regen should kick in and you'll see the energy bar be jumpy |
Revision as of 06:46, 2 December 2012
Contents |
This is a running bug list.
General Bugs
- Fix twoplayer.bat
- Joining a game already running won't show your badges in the scoreboard until next level
-
There are several 'idle' bugs. Sam and I got into a few inconsistent states mostly when forcing idle by either doing '/idle' or being killed while typing; we would then have a level change or restart:- scoreboard showed we were idle but we could move around and still play
- if we were in this pseudo state and forced another idle, the screen went completely black and we could not respawn
- restarting a level *sometimes* brought us out of the black screen of doom, but the scoreboard would still show that we were idle
- Client-side prediction mismatch with energy regeneration. I've gotten it to show in two ways:
- Level 'Cold Storage' (because it has slipzones). use up all your energy and then burst-propel yourself, don't touch any keys while moving; the energy regen should kick in and you'll see the energy bar be jumpy
- Level 'NASCAR track', use the pulse trick to constantly move around the track at top speed (because of the constant energy regeneration). You'll see that you'll pulse several times in a split second because client thinks you have full energy, then the server puts you back in place - this makes for very jumpy play <==wat working on this one
- Client-side crash with teleporters when really laggy on server: http://pastie.org/5435323 <== wat can't reproduce this, even with /lag 3000 30 3000 30, /restart .... however, game is completely unplayable!raptor can't reproduce either, but sam686 says it happens when server CPU freezes for 4 seconds when teleporting
-
Objective arrows are wonky (tested in Retrieve): they don't point correctly to flags and sometimes don't point at all. Also if two are captured by the other team, only one shows towards the flag, but points off-center? Soccer example: http://sam6.25u.com/upload/3screenshot_10.png -
When going backwards at full speed with turbo on, firing a seeker causes it to immediately reverse direction and track you. I think it needs to leave the ship pointing away from the shooter regardless of your speed. -
seeker shield bounce failure - (Mac) Module music on PPC not working? Decoder failure?