Removed all bug entries and added URL to bugzilla database
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@670 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -6,150 +6,9 @@ of effort into something, and then having to find out it won't be accepted
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into the cvs tree. Note that v1.0 will pretty much be a straight port,
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into the cvs tree. Note that v1.0 will pretty much be a straight port,
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with no gameplay-altering features added.
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with no gameplay-altering features added.
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Serious bugs (crash the game, high priority):
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All known bugs and missing features are now listed in our bugzilla database.
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- Some "Spliced" communications crash when you try to skip past them
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It can be found at http://uqm.stack.nl/cgi-bin/bugs/index.cgi
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(Example: System message from the Orz)
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Glitches (don't crash the game, medium priority):
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- momentary slowdown of scrolling in hyperspace about once per second
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You can see this if you look very closely, or increase the resolution of
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the frame counter to 10 times per second and start with --fps
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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it should be checked (for example when selecting ship in fullgame battle)
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- In melee, after battle, the game crashes.
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The ship icon is used when already freed. This happens because the old
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3DO code used to save the entire selection window as one image, while
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Chris' new code redraws after each round.
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Possible solutions:
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- revert to the old behaviour
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- delay the free until the memory is really no longer needed.
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Make sure that the memory is always freed, so no memory leak is
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introduced.
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- reload the icon when needed
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It looks like the same bug is present for the full game, though it isn't
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fatal there (the memory is freed but not yet overwritten).
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Addition 2002-10-23: I commented out the free, so that the game wouldn't
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crash anymore. This means the memory will not be freed until after the
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complete battle (not just one fight). There's no permanent memory leak
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though.
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- OpenAL sound code problems:
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- Volume levels aren't maybe exactly as they should
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- Crashes if no audio device available
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- Circles of influence aren't shown the first time (after load?) a player
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examines the starmap.
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- Melee zooming may bug a little, ship sometimes flashes as big and then
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small again (some 3DO owner should check does this happen in original)
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- In Linux, when the audio device isn't available, you can play the game,
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but it will hang on termination
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- Currently some sound effects are perhaps from PC version / otherwise
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messed up.. 3DO ones should be extracted to fix this
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- Slylandro probe lightning bolt sound shouldn't be same as lightning on
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planets
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- Win32 version runs a bit faster than it should, due to some problems
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with timer accuracies
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- Also there have been complaints about insanely fast combat, could this
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be more serious flaw with SDL timer code or some other bug?
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- keys are always referenced as gamepad buttons ("Press (B) to exit")
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- lander speed varies per computer
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- "device used successfully" and "device usage failed" sounds are identical
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(the failure one)
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- spathi blink and other spathi animation may go out of sync
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- If you win a Melee, and then are blown up yourself, the sound loops
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until the game is quit. It still functions, it just has the last 3-or-so
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seconds after the melee ended repeating over and over in the background.
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- Probably happens in some other situations too
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- Under some conditions, the direction the ship is facing in Hyperspace
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isn't restored when loading.
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- From main menu, choose 'load game', then space, and space again and
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there will be no selection icon.
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- If you press a button, press another button, and then release the first,
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that release is seen as a new press (very noticable within melee menus).
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- Clipping rectangle isn't fully correct atleast for melee, so there can be
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occasional one-pixel corruptions in the status bar
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- In melee, winning ship is not placed correctly on the result status screen
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and is not counted towards the resulting bucks
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Implementation bugs (low priority):
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- 3D planet view when entering orbit is now done, but there's some things
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which could make it look nicer, like better slave shield and removing
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occasional pops/discontinuities
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- Transitions (crossfades) aren't perhaps correctly done always, syncing
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might be wrong etc.
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- Condition variable DCQ patch should have fixed this. Confirm?
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- A race condition still exists with SDL_BlitSurface, so it should be
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rewritten to use DCQ
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- Melee scaling currently causes some very small objects like Ur-Quan fighters
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to disappear sometimes. The scaling should be made trilinear instead of
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nearest neighbor.
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- PC Menu still has some issues
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- Support for PC hierarchies is now availiable, but only the main 'navigate'
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and 'scan' menus have been converted. Lots more to do
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-PC Font issues:
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- The lander report messages should possibly be modified to use up the entire
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lander pane
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- Voice-over subtitle synchrinzation issues:
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- Many clips don't match the text/can't be synced well. A partial list:
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black031.ogg black041.ogg black044.ogg yehat008.ogg yehat015.ogg
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yehat021.ogg yehat023.ogg supox002.ogg supox003.ogg supox028.ogg
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vux001.ogg utwig072.ogg umgah027.ogg talkp068.ogg spaho007.ogg
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syree012.ogg syree021.ogg syree028.ogg syree069.ogg orz000.ogg
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- black041.ogg is wrong (identical to black042.ogg)
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- More work should be done to better sync the text we have.
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- ZFP graphics synchronisation messed up when fast forwarding speech
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- Druuge speech file 'druuge011.ogg' contains earlier bad take.
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(save original sample for posterity).
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- Slider issues
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- It should be possible to rewind (using back arrows) after the audio
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voice-over stopped
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- Slider does not always change to the 'stop' icon after playing
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(espeically if fast-forwarding past the end of the track)
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Stuff still to do (large):
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- add some way to configure your keys
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(assigned to mstr)
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- add a Key Jamming program
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(assigned to mstr)
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- Actually implement the differences between PC and 3DO versions, including
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the alternate scripts (even the basic dialogue is not identical)
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- make stuff endian-safe
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Furthermore, saving and loading games uses cread and cwrite, which is
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not endian-safe, and which is writing out values of heap pointers. This
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really should be cleaned up just in general and made endian safe to boot.
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- reconcile all of the differences between the voice (3DO) script and the
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text script, then do it all again for the PC version. This will involve
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extensive poking around the 3DO game to make sure that the Human Captain's
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lines are all correct, too.
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- Intro and end credits (both 3DO and PC version ones)
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- new resource system. This should enable us to fix a lot of conversation
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bugs, such as:
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- In the dialog with the commander, your and the commanders sentences are
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mixed up in some places.
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- The Mycons can actually say "Bye sun device"
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Some packaging will be used. (possibilities: zlib, physfs
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(http://icculus.org/physfs/), zziplib (http://zziplib.sourceforge.net/))
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(assigned to Meep-Eep)
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- add some way to configure the PC/3DO/other choices.
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- music should be selectable track by track
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(depends on new resource system)
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Stuff still to do (medium size):
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- get all code to compile without warnings, when the most strict
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checks are performed (not just -W -Wall in gcc)
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- try to speed up resource loading. It looks to be much slower now
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than it needs to be.
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- Convert bulky media files into more compact representations
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- Proper uninitialization of everything when quitting
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- Currently pretty nonexistant, got only some atexit callbacks
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- Rewrite game pausing to be an event-level thing
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- adapt the current code to use types defined in types.h
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Stuff still to do (small):
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- make sure save files are independant of endianness, so that Mac savefiles
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can be used on the pc (and the other way around).
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- Also remove the values that are pointers into the heap, since those get
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cached and restored by the load routine anyway.
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- update the current types.h draft for target platforms as needed
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- Kohr-Ah FRIED colour is blue on 3DO (and currently UQM), while yellow on PC.
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(add switch?)
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Questions:
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Questions:
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- Is there some way to automatically do CRLF translations on commits,
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- Is there some way to automatically do CRLF translations on commits,
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@@ -168,4 +27,3 @@ Questions:
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which we can free when no more memory is available, to allow an emergency
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which we can free when no more memory is available, to allow an emergency
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save.
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save.
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- How about an ISO image for a self-contained linux CD which boots into SC2?
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- How about an ISO image for a self-contained linux CD which boots into SC2?
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