Running Bug List
From Bitfighter
This is a running bug list.
General Bugs
- 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 active
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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
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!