From 08cb9eed4452db68811a598b75cebde62eff2af2 Mon Sep 17 00:00:00 2001 From: gewlitys Date: Thu, 24 Oct 2002 13:15:12 +0000 Subject: [PATCH] Updated TODO git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@143 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/TODO | 13 +++---------- 1 file changed, 3 insertions(+), 10 deletions(-) diff --git a/sc2/TODO b/sc2/TODO index 0bcc2b0b5..d32283188 100644 --- a/sc2/TODO +++ b/sc2/TODO @@ -7,7 +7,6 @@ into the cvs tree. Note that v1.0 will pretty much be a straight port, with no gameplay-altering features added. Serious bugs (crash the game, high priority): -- The game crashes when there's no sound driver available - loading an old game crashes the game (at least on Linux). - Communication screens nonrepeatably but inevitably hang the system. This is probably a deadlock issue. @@ -18,8 +17,6 @@ Serious bugs (crash the game, high priority): unusual - EVERY line by the ZFP is like that.) Glitches (don't crash the game, medium priority): -- When fast forwarding voices, sound stops. (SDL_mixer cannot start a sample - from anywhere but the start) - pressing arrow keys in the main menu moves the selection in the wrong direction (both left, right and up, down) - The melnorme don't charge for fuel when you ask "fill 'er up" @@ -49,7 +46,7 @@ Glitches (don't crash the game, medium priority): landing position (and so 'flashes' when crossfade ends) - Flashing rects aren't perhaps always exactly the size of actual 3do version, it should be checked (for example when selecting ship in fullgame battle) -- Melnorme graphics are corrupt. +- Melnorme (battle) graphics are corrupt. - Shofixti doesn't work in melee. - In melee, after battle, the game crashes. The ship icon is used when already freed. This happens because the old @@ -77,7 +74,7 @@ Glitches (don't crash the game, medium priority): - Some unimplemented functions (for oscilloscope and dialogue seeking) - Occasionally some speech oggs don't play - When mod music is looping, there's some volume fade at the end of tune, - then it starts playing again. Should this happen? (modplug only?) + then it starts playing again. This shouldn't happen? (modplug only?) - Stock SDL_sound package for VC is outdated and win32 users have to get few new .dll's to ensure proper operation - Perhaps we should integrate mikmod to our code and use vorbis libs @@ -88,9 +85,7 @@ Glitches (don't crash the game, medium priority): Implementation bugs (low priority): -- The main thread is still created by a direct all to the SDL function, - instead of through the thread lib. It would cause a crash otherwise. - Probably the memlib isn't initialised then (which the thread lib uses). + Stuff still to do (large): - add a Key Jamming program @@ -141,8 +136,6 @@ Questions: - Is there some way to automatically do CRLF translations on commits, with the -t and -f options in cvswrapper disabled by sourceforge? - What is the displist stuff for? Is it needed at all? -- Do we want another utils/ dir? It could be useful, to put all the conversion - tools we use(d). - are there still threads killing themselves instead of just exiting? Answer: "find . -name \*.c | xargs grep Killthread" says "no." - w_memlib used (now commented out) MS Windows functions to show messages