diff --git a/sc2/TODO b/sc2/TODO index e8aac1cce..ed24a5b63 100644 --- a/sc2/TODO +++ b/sc2/TODO @@ -6,150 +6,9 @@ of effort into something, and then having to find out it won't be accepted 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): -- Some "Spliced" communications crash when you try to skip past them - (Example: System message from the Orz) +All known bugs and missing features are now listed in our bugzilla database. +It can be found at http://uqm.stack.nl/cgi-bin/bugs/index.cgi -Glitches (don't crash the game, medium priority): -- momentary slowdown of scrolling in hyperspace about once per second - You can see this if you look very closely, or increase the resolution of - the frame counter to 10 times per second and start with --fps -- 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) -- In melee, after battle, the game crashes. - The ship icon is used when already freed. This happens because the old - 3DO code used to save the entire selection window as one image, while - Chris' new code redraws after each round. - Possible solutions: - - revert to the old behaviour - - delay the free until the memory is really no longer needed. - Make sure that the memory is always freed, so no memory leak is - introduced. - - reload the icon when needed - It looks like the same bug is present for the full game, though it isn't - fatal there (the memory is freed but not yet overwritten). - Addition 2002-10-23: I commented out the free, so that the game wouldn't - crash anymore. This means the memory will not be freed until after the - complete battle (not just one fight). There's no permanent memory leak - though. -- OpenAL sound code problems: - - Volume levels aren't maybe exactly as they should - - Crashes if no audio device available -- Circles of influence aren't shown the first time (after load?) a player - examines the starmap. -- Melee zooming may bug a little, ship sometimes flashes as big and then - small again (some 3DO owner should check does this happen in original) -- In Linux, when the audio device isn't available, you can play the game, - but it will hang on termination -- Currently some sound effects are perhaps from PC version / otherwise - messed up.. 3DO ones should be extracted to fix this - - Slylandro probe lightning bolt sound shouldn't be same as lightning on - planets -- Win32 version runs a bit faster than it should, due to some problems - with timer accuracies - - Also there have been complaints about insanely fast combat, could this - be more serious flaw with SDL timer code or some other bug? -- keys are always referenced as gamepad buttons ("Press (B) to exit") -- lander speed varies per computer -- "device used successfully" and "device usage failed" sounds are identical - (the failure one) -- spathi blink and other spathi animation may go out of sync -- If you win a Melee, and then are blown up yourself, the sound loops - until 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. - - Probably happens in some other situations too -- Under some conditions, the direction the ship is facing in Hyperspace - isn't restored when loading. -- From main menu, choose 'load game', then space, and space again and - there will be no selection icon. -- If you press a button, press another button, and then release the first, - that release is seen as a new press (very noticable within melee menus). -- Clipping rectangle isn't fully correct atleast for melee, so there can be - occasional one-pixel corruptions in the status bar -- In melee, winning ship is not placed correctly on the result status screen - and is not counted towards the resulting bucks - -Implementation bugs (low priority): -- 3D planet view when entering orbit is now done, but there's some things - which could make it look nicer, like better slave shield and removing - occasional pops/discontinuities -- Transitions (crossfades) aren't perhaps correctly done always, syncing - might be wrong etc. - - Condition variable DCQ patch should have fixed this. Confirm? - - A race condition still exists with SDL_BlitSurface, so it should be - rewritten to use DCQ -- Melee scaling currently causes some very small objects like Ur-Quan fighters - to disappear sometimes. The scaling should be made trilinear instead of - nearest neighbor. -- PC Menu still has some issues - - Support for PC hierarchies is now availiable, but only the main 'navigate' - and 'scan' menus have been converted. Lots more to do --PC Font issues: - - The lander report messages should possibly be modified to use up the entire - lander pane -- Voice-over subtitle synchrinzation issues: - - Many clips don't match the text/can't be synced well. A partial list: - black031.ogg black041.ogg black044.ogg yehat008.ogg yehat015.ogg - yehat021.ogg yehat023.ogg supox002.ogg supox003.ogg supox028.ogg - vux001.ogg utwig072.ogg umgah027.ogg talkp068.ogg spaho007.ogg - syree012.ogg syree021.ogg syree028.ogg syree069.ogg orz000.ogg - - black041.ogg is wrong (identical to black042.ogg) - - More work should be done to better sync the text we have. - - ZFP graphics synchronisation messed up when fast forwarding speech - - Druuge speech file 'druuge011.ogg' contains earlier bad take. - (save original sample for posterity). -- Slider issues - - It should be possible to rewind (using back arrows) after the audio - voice-over stopped - - Slider does not always change to the 'stop' icon after playing - (espeically if fast-forwarding past the end of the track) -Stuff still to do (large): -- add some way to configure your keys - (assigned to mstr) -- add a Key Jamming program - (assigned to mstr) -- Actually implement the differences between PC and 3DO versions, including - the alternate scripts (even the basic dialogue is not identical) -- make stuff endian-safe - Furthermore, saving and loading games uses cread and cwrite, which is - not endian-safe, and which is writing out values of heap pointers. This - really should be cleaned up just in general and made endian safe to boot. -- 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. -- Intro and end credits (both 3DO and PC version ones) -- new resource system. This should enable us to fix a lot of conversation - bugs, such as: - - 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" - Some packaging will be used. (possibilities: zlib, physfs - (http://icculus.org/physfs/), zziplib (http://zziplib.sourceforge.net/)) - (assigned to Meep-Eep) -- add some way to configure the PC/3DO/other choices. - - music should be selectable track by track - (depends on new resource system) - -Stuff still to do (medium size): -- get all code to compile without warnings, when the most strict - checks are performed (not just -W -Wall in gcc) -- try to speed up resource loading. It looks to be much slower now - than it needs to be. -- Convert bulky media files into more compact representations -- Proper uninitialization of everything when quitting - - Currently pretty nonexistant, got only some atexit callbacks -- Rewrite game pausing to be an event-level thing -- adapt the current code to use types defined in types.h - -Stuff still to do (small): -- make sure save files are independant of endianness, so that Mac savefiles - can be used on the pc (and the other way around). - - Also remove the values that are pointers into the heap, since those get - cached and restored by the load routine anyway. -- update the current types.h draft for target platforms as needed -- Kohr-Ah FRIED colour is blue on 3DO (and currently UQM), while yellow on PC. - (add switch?) Questions: - Is there some way to automatically do CRLF translations on commits, @@ -168,4 +27,3 @@ Questions: which we can free when no more memory is available, to allow an emergency save. - How about an ISO image for a self-contained linux CD which boots into SC2? -