Difference between revisions of "Buglist 016"

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{{TOC right}}
 
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The working bug list for 016 release
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The working bug list for 016 release is old. More recent Bug list is here: [[Running Bug List]]
  
 
===bugs===
 
===bugs===
 
21.1 [WATUSIMOTO WILL FIX] Editor: Toggle Script Results (Ctrl + R) doesn't render Barrier walls right.  If you change in UIEditor.cpp:644
 
if(!levelGen.runScript())    // Error reporting handled within
 
    return;
 
 
to
 
levelGen.runScript();
 
getGame()->getWallSegmentManager()->recomputeAllWallGeometry(&mLevelGenDatabase);
 
 
Then walls do render, but they are blue and stick around after you remove the script with Ctrl + R
 
 
53.  segfault when undoing in editor.  caused by changeset a2cbc98388bb.  stack trace:  http://pastie.org/3237290 ; Also see sam's assessment of when the wallsegment manager clears itself:  http://sam686.maxhushahn.com/upload/text1201/120122_21-01-21.txt
 
  
  
 
'''Features'''
 
'''Features'''
  
 
+
* Update release notes: http://bitfighter.org/wiki/index.php?title=Release_Notes_016
 
* Review stock included maps
 
* Review stock included maps
 
* release 016
 
* release 016
Line 55: Line 43:
  
 
===Bugs recently fixed===
 
===Bugs recently fixed===
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 +
''57. Moving a PolyWall has a disconnect between the outline and the wall being rendered
 +
 +
''58. Creating a vertex off-center on a barrier only renders the line
 +
 +
 
''45. review masterConnection::writeConnectRequest --> want all this stuff in there?
 
''45. review masterConnection::writeConnectRequest --> want all this stuff in there?
  
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* warn when core is being attacked
 
* warn when core is being attacked
 +
 +
53.  segfault when undoing in editor.  caused by changeset a2cbc98388bb.  stack trace:  http://pastie.org/3237290 ; Also see sam's assessment of when the wallsegment manager clears itself:  http://sam6.25u.com/upload/text1201/120122_21-01-21.txt
 +
 +
54.  Opening levels in the editor (without hosting the level first) mess up FFs and turret placement. 
 +
*This is what the level should look like:  http://sam6.25u.com/upload/screenshot_23.png
 +
*This is what it looks like when opening in editor: http://sam6.25u.com/upload/screenshot_22.png
 +
 +
55.  _k says numberpad doesn't work in editor anymore (specifically the +, -, and <enter> keys)
 +
 +
56.  Disallow /setscore and /resetscore in Core gametype (others?)
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 +
21.1 [WATUSIMOTO WILL FIX] Editor: Toggle Script Results (Ctrl + R) doesn't render Barrier walls right.

Latest revision as of 18:53, 19 January 2013

The working bug list for 016 release is old. More recent Bug list is here: Running Bug List

bugs

Features

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

57. Moving a PolyWall has a disconnect between the outline and the wall being rendered

58. Creating a vertex off-center on a barrier only renders the line


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

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

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

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... (fixed on revision 94c964658f63)

51. engineered forcefields can't be destroyed

50. can't use spacebar in chat with engineer equipped

49. Forcefield snapping to barriers in the editor is too aggressive towards corners compared to 015a - specifically top right inside corners of a box

39. can't select item after undo (The most evilest of bugs). fixed in rev d675338d7b87

52. robots can get stuck on forcefields

  • Make sure that the new editor_plugins folder gets included in the Linux and Mac installers. The Windows installer is good.
  • warn when core is being attacked

53. segfault when undoing in editor. caused by changeset a2cbc98388bb. stack trace: http://pastie.org/3237290 ; Also see sam's assessment of when the wallsegment manager clears itself: http://sam6.25u.com/upload/text1201/120122_21-01-21.txt

54. Opening levels in the editor (without hosting the level first) mess up FFs and turret placement.

55. _k says numberpad doesn't work in editor anymore (specifically the +, -, and <enter> keys)

56. Disallow /setscore and /resetscore in Core gametype (others?)

21.1 [WATUSIMOTO WILL FIX] Editor: Toggle Script Results (Ctrl + R) doesn't render Barrier walls right.