From 16d4a1c271256d35b9790392b43a6fece03afd5f Mon Sep 17 00:00:00 2001 From: meep-eep Date: Fri, 29 Nov 2002 15:56:38 +0000 Subject: [PATCH] Updated bug status git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@256 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/BUGS | 98 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ sc2/TODO | 48 ++++++++++++++++++++------- 2 files changed, 135 insertions(+), 11 deletions(-) create mode 100644 sc2/BUGS diff --git a/sc2/BUGS b/sc2/BUGS new file mode 100644 index 000000000..d9edc3025 --- /dev/null +++ b/sc2/BUGS @@ -0,0 +1,98 @@ +IMPORTANT! +Before sending new bug reports, read the TODO file, Changelog file, +and this file. Do not report a bug that has already been reported. +Time we spend on reading duplicate bug reports could have been spent +on fixing them. Also note that these files are changed when new bugs +are found, so if you haven't read them for a while, please do so before +reporting a bug. + +Don't expect a reply on your bug reports. Though we do appreciate them, it +would take too much time to reply to them all. All bugs will be noted +and addressed in time. + +The TODO file contains verified bugs. +The Changelog file contains issues fixed since the last release. +This file contains issues that need further inspection before deciding +it's a bug. + + +Some general comments: +- Keyboard problems are very likely caused by your keyboard. Not all + keyboards accept all combinations. Results may be that the new key is + ignored, or the old key is seen as released (or both). + The original PC sc2 had a key jamming program so you could test which + combinations had problems. We intend to bring back in some form + a key configurationg program and some key jammer (possibly the same + program). + The only keyboard I know that can accept every key at the same time being + pressed are is an old BTC type. For typing it wasn't really that good + though IMHO. [Meep-Eep] + + +The bugs reported but not yet verified: +- "If you win a Melee, and then are blown up (by, say, an asteroid with only 1 + crew left), the sound loops 'till the game is quit. It still functions, it + just has the last 3-or-so seconds after the melee ended repeating over and + over in the background." + +- "minor graphic glitch around fwiffo's eye" + +- "minor sound glitch when fighting the sylandro probe the lightning bolts it + uses sounds like lightning on planets" + +- "Whenever i'm in autopilot mode in hyperspace and i enter into combat with + the slylandro, the combat moves at the fastest speed possible" + +- melee: "some times the bottom ships portrait appears on opposite side of + the screen" + +- "I've tried using 2xSaI and Super2xSaI and neither of them work. Maybe I + was configuring something incorrectly, but from what I've read (and + experimented with in other SDL programs) it should have worked. I set UQM + to 640x480, 16bpp, SDL (not OGL), --scale=sai && --scale=supersai. It + always came back with no filtering." + +- "After visiting all the rainbow worlds and getting the new melnorme + technology (enhancing your planet lander) you aren't able to land on + planets anymore. As soon as your lander hits the surface, it takes off + again, as if a key was stuck down (which I checked for, of course..). I'm + sure this is just a minor problem in the lander code, but it does need to + be fixed for sure." + +- "When getting the planetary reports on the surface (at least with the Moon + starbase in the beginning), when changing pages at the '(more)' prompt, the + periods are not erased, though everything else is, leaving highlighted + pixels around the text are." + +- "Have the speech voices turned down? I noticed that even you have the speech + voices off, it playes them and it takes a while until it has, how would I + say it, "spoken" the speeches. Pretty annoying especially when you don't + have the speeches on to just wait for an eternity for the conversation to + stop. You notice this also by pressing space immidiately whent the Ur-Quan + Drone pops up to bother you." + +- "another difference or bug vs. pc version, the sun + in all the large stars e.g. alpha centauri is too small" + +- "The fuel range calculator on the starmap does not work correctly. If you + set course for a system that apears in range, you will run out of fuel + before you get there. " + +- "i was at autopilot, and just saved the game. + after quitting the game and reloading to save, it continues to fly to + sol(the location I have set to auto pilot) only it flies like it flies + right, instead of down. probably the flagship images prob" + +- Activating Portal scanner sounds the 'device failed' sound. + +- "For some odd reason, the new graphical menus are constantly freezing on + me. I've played 15 times so far. 10 times it froze while I was trying to + use the menu (in regular, Bilateral, and Sai graphics modes), once while I + was landing on a planet (Bilateral), once when talking to Fwiffo + (Bilateral), once while leaving a planet (Bilateral), and twice as soon as + I pressed the thrust key upon starting the game (only times I ever used + SuperSai)." (slow computer) + +- "The laser beam for the Arilou ship should be white (I think) but it is + displayed as yellow in UQM." + diff --git a/sc2/TODO b/sc2/TODO index 5934cd15f..872beddc8 100644 --- a/sc2/TODO +++ b/sc2/TODO @@ -10,8 +10,12 @@ Serious bugs (crash the game, high priority): - Communication screens nonrepeatably but inevitably hang the system. This is probably a deadlock issue. - Often more probable when heavy color table transformations are going on -- Occasional lockups when entering a star system - (only happens when using autopilot?) +- Load/save code doesn't work perfectly, hangs sometimes when after loading + trying to enter some star first time etc +- In OpenGL mode on Windows lockups frequently occur when entering a + star system. Sometimes, no lockup occurs, but the graphics are messed up + (doesn't draw background so leaves trails, etc). + - This appears to occur more frequently when autopilot is on. - Could be related to load/save code too Glitches (don't crash the game, medium priority): @@ -68,16 +72,25 @@ Glitches (don't crash the game, medium priority): - Melee menu's 5x5 ship selection grid doesn't show up always - On win32, works with release build, not debug - On linux, works with SDL_mixer, not OpenAL -- When entering to star system, graphics might go wild - (doesn't draw background so leaves trails, etc) - Currently some sound effects are perhaps from PC version.. 3DO ones should be extracted to check/fix this -- When saving game in the Outfit Starship menu is done, and game goes - back to the outfit, screen doesn't reset itself - - Probably happens on some other situations too +- After saving the game, the screen is not always redrawn + - outfit starship + - orbit around planet + - possibly other situations - Team names are switched when selecting next ship to fight with. +- Druuge speech file 'druuge011.ogg' contains earlier bad take. + (save original sample for posterity). +- Captains portraits in melee aren't updated after a battle. - Win32 version runs a bit faster than it should, due to some problems with timer accuracies +- Missing earth missing surface map. + eartmap.ani wasn't in the 3DO release. So how was it handled there? +- precursor ships' crew count is misplaced in melee (SAFE_Y) +- Dialog choices sometimes exceed the rectangle they're supposed to be + bounded by. (SAFE_X?) +- keys are always referenced as gamepad buttons ("Press (B) to exit") +- lander speed varies per computer Implementation bugs (low priority): - Scaling code problems: @@ -101,21 +114,33 @@ Stuff still to do (large): - 3d planet view when entering orbit - some packaging system for resources. zlib looks like something which is suitable for this. + Addition: Physfs looks just what we want: http://icculus.org/physfs/ - reconcile all of the differences between the voice (3DO) script and the text script, then do it all again for the PC version. This will involve extensive poking around the 3DO game to make sure that the Human Captain's lines are all correct, too. - Match timing between subtitles and speech clips + - also, currently the subtitles sometimes overlap - Intro and end credits (both 3DO and PC version ones) - add an install program (in particularly for Windows). How to handle the libraries? -- Configuration and saved games should be written at ~/.sc/ for example, so that - game can be installed globally for many users. +- Configuration and saved games should be written at ~/.sc/ for example, so + that game can be installed globally for many users. +- new resource system. This should enable us to fix a lot of conversation + bugs, such as: + - Melnorme conversation Will repeat the same sentence 3 times. + (because of numbers to be inserted). + - In the dialog with the commander, your and the commanders sentences are + mixed up in some places. + - The Mycons can actually say "Bye sun device" Stuff still to do (medium size): - oscilloscope - loading teams in melee - pixel-perfect collision checks + Currently bounding boxes are used for checks, causing (among others) + Spathi and Mycon to frequently hit themselves, and making the Sa-Matra + indestructable. - remove libtool dependancy This will probably mean the empty dummy.c files can be removed too. (note that src/sc2code/dummy.c DOES contain data) @@ -139,14 +164,15 @@ Stuff still to do (small): There are at the moment 3 systems: int16, DWORD, and Sint16. I suggest we keep int16, as 'word' is confusing. Sint16 is an SDL define and should only be used in SDL calls. +- Kohr-Ah FRIED colour is blue on 3DO (and currently UQM), while red on PC. + (add switch?) +- '-T 0' option to turn speech off doesn't work when using SDL_mixer. Questions: - remove src/sc2code/test.c? - 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? -- 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 when memory couldn't be allocated. If we want to have those return, some work will have to be done. If not, there's some dead code to remove.