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
This commit is contained in:
gewlitys
2003-02-05 00:00:40 +00:00
parent 1c6be55f02
commit 384292799a
+2 -144
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@@ -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?