Difference between revisions of "Buglist 016"
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- A /nextmap feature to determine what the next map will be would be quite helpful | - A /nextmap feature to determine what the next map will be would be quite helpful | ||
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+ | - 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. | ||
===016a=== | ===016a=== |
Revision as of 06:18, 20 December 2011
21. (mostly fixed) Editor: Toggle Script Results (Ctrl + R) and insert results into editor (ctrl + i) won't work.
21.1 Editor: Toggle Script Results (Ctrl + R) doesn't render Barrier walls right; or turrets.
33. SDL + fullscreen: Changing resolution while running bitfighter can cause problems when switching to fullscreen, either not filling the whole screen or cropping and zooming in top left part of game.
34. editor fullscreen: editing attribultes while in fullscreen causes everything to change size...
35. Editor: "Connecting to master" message overlaps other text on bottom left.
36. Gameplay levelgen: 5367.levelgen fails to add GoalZone and FlagItem, try levelgen:addLevelLine("FlagItem 0 0 0") to test if that flag will appear.
37. moving a barrier after undo-ing a previous move has the wrong barrier 'shadow'
38. when deleting many walls in editor, editor recomputes everything after each item; need to delete all, then recompute
39. can't select poly item after undo (The most evilest of bugs)
40. make k's script work as plugin, package it up for distribution 41. Need script name in arg list after showing menu when running plugin
42. show top scores in rabbit
43. move authentication passing from ship to gameconnection RPC ==> also, isBusy
44. individual scores broken
45. review masterConnection::writeConnectRequest --> want all this stuff in there?
<might not be fixable>
1. (fixed with fake blank cursor) SDL + Windows fullscreen: (does not happen in fake fullscreen) When minimized with ALT+TAB, Windows Mouse get stuck at top left while a mouse pointer hidden in game. Mouse pointer is hidden while in game, not in menus.
2. (fixed with fake blank cursor) SDL + Windows fullscreen: (does not happen in fake fullscreen) While in menus, Pressing down arrow or up arrow will put mouse location back to the middle.
4. SDL + linux Ubuntu: linux ubuntu may freeze game when maximized, but not fullscreen.
19. SDL + linux Ubuntu: Game freezes, and laggs out players when hosting, while in console mode (Ctrl + Alt + F1)
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.
016a
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
Why do we have MD5 classes in 'zap/' when we have libtomcrypt? SHould we consolidate them?