Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(General Bugs)
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#* if we were in this pseudo state and forced another idle, the screen went completely black and we could not respawn
 
#* 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</del>
 
#* restarting a level *sometimes* brought us out of the black screen of doom, but the scoreboard would still show that we were idle</del>
# Client-side prediction mismatch with energy regeneration.  I've gotten it to show in two ways:
+
# <del>Client-side prediction mismatch with energy regeneration.  I've gotten it to show in two ways:
 
## 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
 
## 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
## 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 <b><==wat working on this one</b>
+
## 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</del>
 
# <del>Client-side crash with teleporters when really laggy on server:  http://pastie.org/5435323  <strong><== wat can't reproduce this, even with /lag 3000 30 3000 30, /restart .... however, game is completely unplayable!</strong>''raptor can't reproduce either, but sam686 says it happens when server CPU freezes for 4 seconds when teleporting''</del>
 
# <del>Client-side crash with teleporters when really laggy on server:  http://pastie.org/5435323  <strong><== wat can't reproduce this, even with /lag 3000 30 3000 30, /restart .... however, game is completely unplayable!</strong>''raptor can't reproduce either, but sam686 says it happens when server CPU freezes for 4 seconds when teleporting''</del>
 
# <del>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</del>
 
# <del>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</del>

Revision as of 17:32, 2 December 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 <== wat can't reproduce this, even with /lag 3000 30 3000 30, /restart .... however, game is completely unplayable!raptor can't reproduce either, but sam686 says it happens when server CPU freezes for 4 seconds when teleporting
  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.
  8. seeker shield bounce failure
  9. (Mac) Module music on PPC not working? Decoder failure?