Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
Line 9: Line 9:
 
# 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)
 
# 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
# master JSON doesn't show an authenticated user is authenticated (and thus no underline in the 'currently playing' list).  This only happens on the first JSON iteration (so for the first 10 seconds after a user logs in)
+
# master JSON doesn't show an authenticated user is authenticated (and thus no underline in the 'currently playing' list).  This only happens on the first JSON iteration (so for the first 10 seconds after a user logs in) --> Wat cannot reproduce this; I tried three times, and my name came up underlined after 2-3 seconds, every time
 
# <del>Amgine found a really weird crash that I could only duplicate once:  http://pastie.org/5395082 ; here is his level file:  http://sam6.25u.com/upload/2rescale%20crash%20test.level ; The procedure is to select some objects, do a rescale, then undo</del>
 
# <del>Amgine found a really weird crash that I could only duplicate once:  http://pastie.org/5395082 ; here is his level file:  http://sam6.25u.com/upload/2rescale%20crash%20test.level ; The procedure is to select some objects, do a rescale, then undo</del>
  

Revision as of 13:42, 25 November 2012

This is a running bug list.

General Bugs

  1. Fix twoplayer.bat
  2. Level changer scoreboard mark '+' isn't always shown with several clients? When admin use "/setlevpass" the '+' status doesn't update.
  3. Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't)
  4. Joining a game already running won't show your badges in the scoreboard until next level
  5. master JSON doesn't show an authenticated user is authenticated (and thus no underline in the 'currently playing' list). This only happens on the first JSON iteration (so for the first 10 seconds after a user logs in) --> Wat cannot reproduce this; I tried three times, and my name came up underlined after 2-3 seconds, every time
  6. Amgine found a really weird crash that I could only duplicate once: http://pastie.org/5395082 ; here is his level file: http://sam6.25u.com/upload/2rescale%20crash%20test.level ; The procedure is to select some objects, do a rescale, then undo

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. 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.
  8. Add level rating system (+1/0/-1) as described in forums citation needed!