Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
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# When soccer ball is just a tiny bit on the top of the screen (i.e. mostly off screen), it appears to flicker  (scope issue?)
 
# When soccer ball is just a tiny bit on the top of the screen (i.e. mostly off screen), it appears to flicker  (scope issue?)
 
# Need something to tell players they can hit enter to edit attributes of items in the editor (instructions, in-editor message, something)
 
# Need something to tell players they can hit enter to edit attributes of items in the editor (instructions, in-editor message, something)
 +
# In editor, space disables grid snapping, and shift+space disables grid + vertex snapping.  This works fine if you press shift then press space, but does not work if you are holding space, then press sift (as is natural to do).  This should be fixed.  The problem is probably in string InputCodeManager::makeInputString(InputCode inputCode); the editor works properly, but the keycode Shift+Space does not get generated properly if shift is not pressed first.
  
 
===Things that really should be done===
 
===Things that really should be done===

Revision as of 14:22, 3 November 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. Happens with resources and soccer balls, too.. Also increasing lag (with /lag ), you can see that client-side doesn't predict collisions with MoveItems really well..
  22. SpeedZone line length changes after saving a level file. Create new file, add speed zone, drag an endpoint out far somewhere, save, exit, reload. Probably an old, old bug
  23. Text input for 'arbitrary rotation' and 'resize' in editor is broken (probably raptor's fault with migration to SDL2)
  24. Instructions are probably wrong: look for static ControlStringsEditor consoleCommands1[] and verify this actually works.
  25. Arbitrary resizing of walls in editor doesn't render the newly created walls, only the spines
  26. Check that renaming someone doesn't send the message to everyone: "your name has been renamed..."
  27. When soccer ball is just a tiny bit on the top of the screen (i.e. mostly off screen), it appears to flicker (scope issue?)
  28. Need something to tell players they can hit enter to edit attributes of items in the editor (instructions, in-editor message, something)
  29. In editor, space disables grid snapping, and shift+space disables grid + vertex snapping. This works fine if you press shift then press space, but does not work if you are holding space, then press sift (as is natural to do). This should be fixed. The problem is probably in string InputCodeManager::makeInputString(InputCode inputCode); the editor works properly, but the keycode Shift+Space does not get generated properly if shift is not pressed first.

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!