Difference between revisions of "Running Bug List"

From Bitfighter
(General Bugs)
(ideas)
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# /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
 
# /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
 
# shield countdown timer
 
# shield countdown timer
# <del>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.</del>
 
 
# 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.
 
# 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.
 
# Add level rating system (+1/0/-1) as described in forums [[citation needed!]]
 
# Add level rating system (+1/0/-1) as described in forums [[citation needed!]]

Revision as of 22:01, 10 November 2012

This is a running bug list.

General Bugs

  1. (Mac) Cursor disappears when pressing <ESC> in a game to access the menus. Possible SDL2 problem? seems to happen when alt-tab away first on 10.6
  2. Fix twoplayer.bat
  3. Fix music (remove in lobby, add variety to in-game)
  4. Level changer scoreboard mark '+' isn't always shown with several clients? When admin use "/setlevpass" the '+' status doesn't update.
  5. Seeker sound effects?
  6. Put this in the bot documentation: logprint(debug.traceback()) prints stack trace See http://bitfighter.org/forums/viewtopic.php?f=12&t=14&view=unread&sid=294322f71fe40d0344d26186b94317a6#unread
  7. /idle command timer is wholly client-side - open to hack
  8. Seeker client-side prediction isn't so great (will go through forcefields, while burst doesn't)
  9. Joining a game already running won't show your badges in the scoreboard until next level
  10. Client-side prediction problems with TestItem (MoveItem?). Duplicate by hosting a level with a TestItem and pushing it around, you'll see the TestItem jump around like it had lag. Happens with resources and soccer balls, too.. Also increasing lag (with /lag ), you can see that client-side doesn't predict collisions with MoveItems really well..
  11. When soccer ball is just a tiny bit on the top of the screen (i.e. mostly off screen), it appears to flicker (scope issue?)
  12. Add red-box warning about messed up joystick profile (button misspellings)

Things that really should be done

  1. Master writeConnectRequest() should send gameType as a stringTableEntry rather than a straight string. Easy change, but will break compatibility with the master unless we're clever.

ideas

  1. A /nextmap feature to determine what the next map will be would be quite helpful
  2. 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.
  3. rotate/scale commands -- make use new quickmenus we created for plugins, also id menu (! or #)
  4. Get rid of getValueForDisplayingInMenu() or of getOptionText()... seem to do similar thing in menus
  5. /maplist to view the maps on the server would be nice. Make it a toggle if the server owner wants privacy
  6. shield countdown timer
  7. 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.
  8. Add level rating system (+1/0/-1) as described in forums citation needed!