Difference between revisions of "Running Bug List"

From Bitfighter
(Things that really should be done)
(ideas)
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# 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
 
# 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.
 
# 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.
 
=== 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
 
# 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!]]
 

Revision as of 10:18, 26 November 2012

Contents

This is a running bug list.

General Bugs

  1. Fix twoplayer.bat
  2. Joining a game already running won't show your badges in the scoreboard until next level
  3. 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
  4. Client-side prediction mismatch with energy regeneration. I've gotten it to show in two ways:
    1. 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
    2. 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
  5. Client-side crash with teleporters when really laggy on server: http://pastie.org/5435323
  6. 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
  7. 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.