Difference between revisions of "Running Bug List"
From Bitfighter
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# When teleporting on top of walls (layered walls?) sometimes a player gets stuck and cannot move or commit suicide | # When teleporting on top of walls (layered walls?) sometimes a player gets stuck and cannot move or commit suicide | ||
# <del>Cannot move forcefield further along the wall to the right in this picture: http://sam6.25u.com/upload/5screenshot_4.png Issue is in EngineeredItem::findAnchorPointAndNormal() </del> | # <del>Cannot move forcefield further along the wall to the right in this picture: http://sam6.25u.com/upload/5screenshot_4.png Issue is in EngineeredItem::findAnchorPointAndNormal() </del> | ||
− | # the /next command takes into account min/max players; /prev command does not. What should the default behavior be here? | + | # <del>the /next command takes into account min/max players; /prev command does not. What should the default behavior be here?</del> ''not bug - this is correct, /prev should always go to the previous map regardless of player count'' |
# <del>Double check that joystick_presets.ini is being copied into rootdatadir</del> | # <del>Double check that joystick_presets.ini is being copied into rootdatadir</del> | ||
# Spy bug issues: | # Spy bug issues: |
Revision as of 05:30, 24 January 2013
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 Google Code bug tracker.
General Bugs
- 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.
-
If your Bitfighter icon is missing on title bar: (sam686) The install version have bficon.bmp with bitfighter.exe, while your stand alone version may be missing bficon.bmp in exe folder, bficon.bmp is in resource folder. Try putting bficon.bmp to where your exe is to allow your standalone to have icon. - Fix (or kill) /suspend command
- Scripting bug: items should have consistent userdatas throughout the game. Test with player enter zone/player exit zone. Ids should be the same, but aren't. Example: 'ship' userdata is different in enteredZone and leftZone events for the same ship
- Figure out how to get ids working properly with walls/polywalls
- Levelgen: Having addItem() in main() may randomly fail on repeated ctrl+R in editor or repeated level restart, showing message "***LEVELGEN ERROR*** Error encountered while attempting to run script's main() function: ***.levelgen:44: attempt to call missing or unknown method 'addItem' (a nil value). Aborting script."
- I was unable to reproduce, we need a test case Kaen 01:33, 31 December 2012 (MSK)
-- for bug #33 from sam686
function main()
for x = 0, 20 do
for y = 0, 20 do
item2 = ResourceItem.new()
item2:setGeom(x * 100, y * 100)
levelgen:addItem(item2)
textitem = TextItem.new()
textitem:setText(x .. "," .. y)
textitem:setGeom(x * 100, y * 100, x * 100 + 100, y * 100)
levelgen:addItem(textitem)
end
end
end
- Can't kill your own turrets with burst weapon (like you can on older 017) - why? (other weapons works fine)
- The reason is that burst weapons (unlike projectile weapons) call Zap::GameType::objectCanDamageObject() before dealing damage. In this function a check is performed for the value of GameWeapon::weaponInfo[weaponType].canDamageTeammate which is false for bursts, mines, and spybugs. Kaen 02:56, 31 December 2012 (MSK)
- When joining a game, a player should go to the team with the most bots on it already
- Test bots correctly join a team that has fewer players
- When teleporting on top of walls (layered walls?) sometimes a player gets stuck and cannot move or commit suicide
-
Cannot move forcefield further along the wall to the right in this picture: http://sam6.25u.com/upload/5screenshot_4.png Issue is in EngineeredItem::findAnchorPointAndNormal() -
the /next command takes into account min/max players; /prev command does not. What should the default behavior be here?not bug - this is correct, /prev should always go to the previous map regardless of player count -
Double check that joystick_presets.ini is being copied into rootdatadir - Spy bug issues:
- bursts only explode own spybugs, not teammates (related to burst+own turret problem above?)
- no kickback on destroying own spybug
-
Killing a 'ghost' ship object gives points in rabbit, but not bitmatch. need to not let it give points in rabbit -
Typing a message when killed fades out chat