Difference between revisions of "Running Bug List"

From Bitfighter
Line 1: Line 1:
 
{{TOC right}}
 
{{TOC right}}
  
This is list of our current high-priority bugs for Bitfighter.  Not all issues belong on this list -- only those that are a high priority for the next release.  Other cases should be added to the <a href="https://code.google.com/p/bitfighter/issues/list">Google Code bug tracker</a>.
+
This is list of our current high-priority bugs for Bitfighter.   
 +
 
 +
Not all issues belong on this list -- only those that are a high priority for the next release.  Other cases should be added to the [https://code.google.com/p/bitfighter/issues/list|Google Code bug tracker].
  
 
===General Bugs===
 
===General Bugs===

Revision as of 11:28, 17 December 2012

Contents

This is list of our current high-priority bugs for Bitfighter.

Not all issues belong on this list -- only those that are a high priority for the next release. Other cases should be added to the Code bug tracker.

General Bugs

  1. Joining a game already running won't show your badges in the scoreboard until next level. Existing clients get info on the joiner, but joiner doesn't get the full 411 on the existing players. GameType::serverAddClient::s2cAddClient isn't sending proper badge info to joiner.
  2. When all players on a server go /idle, something bad happens
  3. Black screen of death reported with /idle. Maybe we should look into preventative measures like forcing menu to be available still, etc..
  4. When testing a level, enter full screen unstretched, then go back to editor, then test level again. You will now be in fullscreen stretched.
  5. Editor fullscreen scaling sticks around when leaving editor
  6. If game can't write to level folder (simulate by adding .standalone to install folder on windows, for example), testing a level will fail (obviously), but will not tell you why until you press escape.
  7. Slashes/backslashes mixed on F7 screen for windows
  8. Start Bitfighter, edit a level with forcefields (but do not test) quit, then host, you will get spurious forcefields. Beautiful!: http://sam6.25u.com/upload/2screenshot_21.png
  9. When starting standalone version, console flashes and grabs good icon; does not happen in installed version (windows only)
  10. The carrot in 'rabbit' is not the right color
  11. Teleporters will only teleport one ship at a time regardless of the number of ships on it. Result: most dungeons are now broken... I can't remember if we did this deliberately
  12. Asteroids don't start with an initial velocity upon level load
  13. Bots without getName() will crash game in debug mode with stack dirty assert
  14. Zone ids aren't saved in editor
  15. addToGame() on objects in Lua scripts has gone missing..
  16. Generic 'Zone' doesn't trigger ShipEnteredZone (ShipLeftZone untested) event. LoadoutZone works.
  17. Make sure players can only get credit for playing game once, even if they are logged in with multiple clients using the same name. The stats may already work this way, just think we should double check.
  18. Fix (or kill) /suspend command