Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
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# <del>using switch teams causes the game to crash error "expected editor teams?"</del>
 
# <del>using switch teams causes the game to crash error "expected editor teams?"</del>
 
# (Windows) Game pauses when moving window.  See here for problem description and solution: http://stackoverflow.com/questions/7450156/c-sdl-application-pauses-when-dragged  Basically the solution is to render in a different thread..  so defer until a long time...
 
# (Windows) Game pauses when moving window.  See here for problem description and solution: http://stackoverflow.com/questions/7450156/c-sdl-application-pauses-when-dragged  Basically the solution is to render in a different thread..  so defer until a long time...
# PolyWalls disappear from editor.  Open a level, add a PolyWall, save, close, reopen -->  PolyWall is gone
+
# <del>PolyWalls disappear from editor.  Open a level, add a PolyWall, save, close, reopen -->  PolyWall is gone</del>
 
# Two turrets on top of each other don't fire at enemies/TestItems/etc. when near..  was in 017b
 
# Two turrets on top of each other don't fire at enemies/TestItems/etc. when near..  was in 017b
 
# Client-side prediction problems with TestItem (MoveItem?).  Duplicate by hosting a level with a TestItem and pushing it around, you'll see the TestItem jump around like it had lag
 
# Client-side prediction problems with TestItem (MoveItem?).  Duplicate by hosting a level with a TestItem and pushing it around, you'll see the TestItem jump around like it had lag

Revision as of 21:00, 25 October 2012

This is a running bug list.

General Bugs

  1. (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
  2. Fix twoplayer.bat
  3. Fix music (remove in lobby, add variety to in-game)
  4. Level changer scoreboard mark '+' isn't always shown with several clients? When admin use "/setlevpass" the '+' status doesn't update.
  5. (defer to 019) Shaky commander's map when other player ships move out of bounds
  6. (defer to 019) Handle case of script adding items beyond max level bounds
  7. Seeker sound effects?
  8. 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
  9. /idle command timer is wholly client-side - open to hack
  10. Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't)
  11. Credits doesn't reset scrolling when you leave and enter in again real quick (Destructor issue?)
  12. Joining a game already running won't show your badges in the scoreboard until next level
  13. Game segfaults on start-up if no Lua scripts exist (e.g. if the scripts folder is empty)
  14. Doing /showzones twice won't hide and crash on level change.
  15. Seeing what you type in a chat is harder to see, rendering semi-transparency twice? (double rendering stuff?) Also this allows the scoreboard to see cloaked ships underneath... introduced in rev fb5d5396e44f: https://code.google.com/p/bitfighter/source/detail?r=fb5d5396e44f
  16. Ship contrails have disappeared again...
  17. using switch teams causes the game to crash error "expected editor teams?"
  18. (Windows) Game pauses when moving window. See here for problem description and solution: http://stackoverflow.com/questions/7450156/c-sdl-application-pauses-when-dragged Basically the solution is to render in a different thread.. so defer until a long time...
  19. PolyWalls disappear from editor. Open a level, add a PolyWall, save, close, reopen --> PolyWall is gone
  20. Two turrets on top of each other don't fire at enemies/TestItems/etc. when near.. was in 017b
  21. Client-side prediction problems with TestItem (MoveItem?). Duplicate by hosting a level with a TestItem and pushing it around, you'll see the TestItem jump around like it had lag

Things that really should be done

  1. 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

  1. A /nextmap feature to determine what the next map will be would be quite helpful
  2. 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.
  3. rotate/scale commands -- make use new quickmenus we created for plugins, also id menu (! or #)
  4. Get rid of getValueForDisplayingInMenu() or of getOptionText()... seem to do similar thing in menus
  5. /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
  6. shield countdown timer
  7. 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.
  8. 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.
  9. Add level rating system (+1/0/-1) as described in forums citation needed!