Difference between revisions of "Buglist 016"

From Bitfighter
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46. Using a levelgen script creates loads of horizontal force fields when testing a level from editor
 
46. Using a levelgen script creates loads of horizontal force fields when testing a level from editor
  
48. Adding many bots now seems to really slow down game, like onTick() is too slow server side...  This is much faster with 015a:  Test adding 60 bots on 015a  vs 016
+
48. Adding many bots now seems to really slow down game, like onTick() is too slow server side...  This is much faster with 015a:  Test adding 60 bots on 015a  vs 016.  See callgrind graphs to compare:
 +
* 015a: http://sam686.maxhushahn.com/upload/callgrind_graph_015a.png
 +
* 016: http://sam686.maxhushahn.com/upload/callgrind_graph_016.png
 +
 
  
 
* Review stock included maps
 
* Review stock included maps

Revision as of 19:33, 13 January 2012

The working bug list for 016 release

bugs

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.


39. can't select poly item after undo (The most evilest of bugs). DUPLICATED!!! Use the following level code:

GameType 10 8
LevelName ""
LevelDescription ""
LevelCredits raptor
GridSize 255
Team Blue 0 0 1
Specials
MinPlayers
MaxPlayers
BarrierMaker 50 -2 -2 2 -2 2 2 -2 2 -2 -2
LoadoutZone 0 -0.4 0.5 -0.4 0.8 0.5 0.8 0.5 0.5
Spawn 0 0 0

Now load that into the editor and do the following:

  1. move the spawn point
  2. undo move
  3. move the loadout zone outside of the walls
  4. de-select loadout zone

You cannot select the loadout zone!! Tada! (also works with reversing the objects in the steps above.) There seems to be some sort of fuzzy radius around the center of the map that re-selecting will work in, but not outside the square marked by the barriers.

43. move authentication passing from ship to gameconnection RPC ==> also, isBusy

45. review masterConnection::writeConnectRequest --> want all this stuff in there?

46. Using a levelgen script creates loads of horizontal force fields when testing a level from editor

48. Adding many bots now seems to really slow down game, like onTick() is too slow server side... This is much faster with 015a: Test adding 60 bots on 015a vs 016. See callgrind graphs to compare:


  • Review stock included maps
  • Make sure that the new editor_plugins folder gets included in the Linux and Mac installers. The Windows installer is good.
  • release 016


might not be fixable SDL issues

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)

33. SDL + fullscreen (fake fullscreen mode): 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.

Properly handle window maximze events: either rescale window to correct proportions, or center content in maximized window. Currently, we don't know how to detect window maximize events in SDL, so this may not be doable.


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? Yes, if possible! Keep the ones in libtomcrypt, and create a friendly wrapper for in-game use.

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.

Bugs recently fixed

38. (Fixed) when deleting many walls in editor, editor recomputes everything after each item; need to delete all, then recompute

34. (fixed) editor fullscreen: editing attribultes while in fullscreen causes everything to change size...

35. (Fixed: by hiding that message during map editing) Editor: "Connecting to master" message overlaps other text on bottom left.

  • Rename Reactor to Core or coreItem ingame ideas: GenCore, ZapCore

36. (fixed on 709612aa4a66) Gameplay levelgen: 5367.levelgen fails to add GoalZone and FlagItem. Edit: This problem seem to be caused by level not sending parameters to levelgen.


40. make k's script work as plugin, package it up for distribution

Remove music "finished playig" notice

Get rid of beethoven

37. moving a barrier after undo-ing a previous move has the wrong barrier 'shadow'. This is because the previous item (WallSegment*) has isSelected() still set - we need to unset it and set the previous item isSelected(). I'm not sure how to do this... watusimoto?

42. show top scores in rabbit

  • /settime 0 doesn't work
  • non-team games carry over player scores when a new level is started

44. individual scores broken.

  • show ratings in scoreboard on non-team games
  • Can't load any nexus levels, it thinks it is Bitmatch instead.

47. Pasting a Barrier in editor segfaults. getGame() is probably null at barrier.cpp:568