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Backup export of http://code.google.com/p/adrian ‒ Please check for the existence of an official continuation repo before submitting issues or PRs here
Release config crashes in Md2.c for no apparent reason.
Original issue reported on code.google.com by [email protected]
on 28 Apr 2009 at 9:51
while the map is rotated, trying to go beyond the map is possible. prevent it.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 9:16
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
The MD2 loading is done for every guard added in the map, we should try and
load once and use the models again instead of loading every time.
Use following guide line for achieving the above.
1)current animation and current frame are to be tracked for each guard.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2009 at 2:21
Currently untested as sound is not working on my machine. will get to it later.
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 7:06
Enable printing of the FPS of the game in the panel corner.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 2:28
Mouse wheel support is needed to rotate the camera angle. SDL supports it,
so should be trivial to implement.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:43
Add TTF fonts support to Menu items etc
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 6:59
Currently only static models are being rendered from ASSIMP structures.
Make that generic MD2 and others too.
Original issue reported on code.google.com by [email protected]
on 10 May 2009 at 9:25
Older website of the game is located at http://adriangame.cjb.net/. Move
the files to Wiki.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 1:32
The current dependencies on various libraries are too high, so it would be
prudent to create a static executable, which "just-works" on any linux
installation irrespective of the installed libraries.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 6:11
Smoke in case of explosions etc
Original issue reported on code.google.com by [email protected]
on 4 May 2009 at 2:51
Currently the single map is hardcoded. Make it loadable.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 12:55
Currently the coordinates of a building are shared by rendering and
collision parts. However it presents many problems, as rendering will be
brittle, and with the presence of loadable highly complex models like
aircrafts etc, this has got to go.
Original issue reported on code.google.com by [email protected]
on 10 May 2009 at 9:36
Currently the MD2 loader is very brittle. A more comprehensive 3D model
loader library should be used in the code. This will also allow use to use
other model formats like AC3D etc, without importing other code into the game.
http://assimp.sourceforge.net/ seems to have a good library based on the
BSD license. So adopting that will give us access to use a wide range of
model formats given below
http://assimp.sourceforge.net/main_features.html
Original issue reported on code.google.com by [email protected]
on 6 May 2009 at 8:52
Enable the menu to be used while playing the game itself
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 6:52
Bots continue to animate after game is completed.
Original issue reported on code.google.com by [email protected]
on 6 May 2009 at 7:27
A Binary-only installer, instead of just downloading and compiling source
code to allow users to easily install and play the game.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:55
Current collision detection needs to be changed from fixes X-Y coordinates
that we are using to more generic shapes. (This might be as simple as
having multiple rectangles per single object like a circular building.)
Original issue reported on code.google.com by [email protected]
on 10 May 2009 at 9:37
Move to use glGenTextures to prevent conflicts.
Original issue reported on code.google.com by [email protected]
on 28 Apr 2009 at 9:04
Textures are not available for collada models that we are using.
Original issue reported on code.google.com by [email protected]
on 10 May 2009 at 9:24
On completion of the game, make the screen to display the main menu.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 12:54
Currently lines go behind menu, add more cooler md2 models or so
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 7:02
Enhance the existing menu by adding Credits, map selection and other
special effects.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 1:02
Lots of memory leaks, need to rectify them.
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 11:33
Currently the minimap shows more than the existing screen in the square.
reduce its size.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 1:04
Allow user to play multiple levels
Original issue reported on code.google.com by [email protected]
on 5 May 2009 at 6:16
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 22 Jan 2013 at 8:49
Re-oraganize source code into different top level directories. One for
wavs, other for textures etc at the top level itself
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:51
Currently, if the machine is too slow, the keyboard events appear very
sluggish too. Keyboard and mouse response should be tied to timer.
Add a usleep() to render loop to simulate this bug on faster hardware.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:46
Memory corruption is being reported by Valgrind in Linux, and windows
Release executable refuses to run. Interestingly this was present in the
code since the first version itself.
==32386== Mismatched free() / delete / delete []
==32386== at 0x4A05B9D: operator delete(void*) (vg_replace_malloc.c:342)
==32386== by 0x41254E: CLoadMD2::ConvertDataStructures(t3DModel*)
(Md2.cpp:283)
==32386== by 0x412DDC: CLoadMD2::ImportMD2(t3DModel*, char*, char*)
(Md2.cpp:73)
==32386== by 0x413407: Md2::Md2(char const*) (Md2.cpp:387)
==32386== by 0x40EF73: Guard::Guard(char*, int, float, float, float,
float, float, float, int) (Guard.cpp:9)
==32386== by 0x403822: Map::LoadFile(char const*) (Map.cpp:108)
==32386== by 0x4110C7: Game::InitializeGame() (Game.cpp:107)
==32386== by 0x40F3E1: start_game() (main.cpp:108)
==32386== by 0x41B38C: MenuItem::ExecuteFunc() (menuitem.h:81)
==32386== by 0x41B1E2: MenuPage::accept() (menupage.cpp:86)
==32386== by 0x417C7F: Menu::HandleKeyDown(SDL_keysym*) (menu.cpp:383)
==32386== by 0x417EA1: Menu::ProcessEvents() (menu.cpp:409)
==32386== Address 0x5151550 is 0 bytes inside a block of size 11,448 alloc'd
==32386== at 0x4A0661C: operator new[](unsigned long)
(vg_replace_malloc.c:274)
==32386== by 0x412A7A: CLoadMD2::ReadMD2Data() (Md2.cpp:149)
==32386== by 0x412DC9: CLoadMD2::ImportMD2(t3DModel*, char*, char*)
(Md2.cpp:69)
==32386== by 0x413407: Md2::Md2(char const*) (Md2.cpp:387)
==32386== by 0x40EF73: Guard::Guard(char*, int, float, float, float,
float, float, float, int) (Guard.cpp:9)
==32386== by 0x403822: Map::LoadFile(char const*) (Map.cpp:108)
==32386== by 0x4110C7: Game::InitializeGame() (Game.cpp:107)
==32386== by 0x40F3E1: start_game() (main.cpp:108)
==32386== by 0x41B38C: MenuItem::ExecuteFunc() (menuitem.h:81)
==32386== by 0x41B1E2: MenuPage::accept() (menupage.cpp:86)
==32386== by 0x417C7F: Menu::HandleKeyDown(SDL_keysym*) (menu.cpp:383)
==32386== by 0x417EA1: Menu::ProcessEvents() (menu.cpp:409)
==32386==
Original issue reported on code.google.com by [email protected]
on 28 Apr 2009 at 9:14
Menu items are hard-coded. Move to XML files.
Original issue reported on code.google.com by [email protected]
on 8 Feb 2013 at 7:45
Rev 19 introduced the texture disappearance problem for some bots. Have to
investigate why. The texture loading code seems to be the problem.
Original issue reported on code.google.com by [email protected]
on 27 Apr 2009 at 12:51
What steps will reproduce the problem?
1. Double-click Adrian.exe
What is the expected output? What do you see instead?
---------------------------
Adrian.exe - System Error
---------------------------
The program can't start because libfreetype-6.dll is missing from your
computer. Try reinstalling the program to fix this problem.
---------------------------
OK
---------------------------
What version of the product are you using? On what operating system?
Windows 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 2 Mar 2011 at 5:02
Text can glow on mouse over/selection (using alpha textures)
Original issue reported on code.google.com by [email protected]
on 4 May 2009 at 2:50
Currently the game draws all polygons in the map. Make it draw only those
which the user is actually able to see, and are not clipped.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 12:56
Using sprites to emulate the glow effects
Original issue reported on code.google.com by [email protected]
on 4 May 2009 at 2:53
[deleted issue]
Currently texture handling is located in tga.c file. Move it to a C++ class
to bring it in line with the remaining code.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 1:07
Tree Sprites shadows rotate with the camera. Sprite polygons should always face
the light source.
Original issue reported on code.google.com by [email protected]
on 28 Jan 2011 at 7:10
Ask the user if he is sure he wants to quit.
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 6:51
Image_load is failing to load JPEG files on windows. This is because, the
"jpeg.dll" file is not found.
Warning: Unable to load texture(textures/menu/blood_splatter.jpg): Failed
loading jpeg.dll: The specified module could not be found.
Need to figure out what this is so.
Original issue reported on code.google.com by [email protected]
on 7 May 2009 at 4:47
Frequently on Linux, we see audio device being used by other programs. Act
more gracefully in such cases.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:47
Adrian should be trivially portable to windows, since the libraries it uses
are OpenGL and SDL.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 6:02
Sprites are used to simulate trees etc
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 11:27
What steps will reproduce the problem?
1. Run adrian & select map
2.
3.
What is the expected output? What do you see instead?
It crashes with error message
adrian: intel_regions.c:284: intel_region_release: Assertion
`region->map_refcount == 0' failed.
Aborted
Original issue reported on code.google.com by [email protected]
on 21 Jan 2013 at 10:46
Menu needs to contain name of the game and heading etc. Mostly to be done
after adding TTF font support
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 7:00
The game uses glClear() before redrawing the screen. Since the complete
screen is redrawn anyway, this extremely expensive operation is unnecesary
and slows down the render speed by over 20%!
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 12:58
Currently code is hardcoded to 640x480 resolution, add support for running
the game in other resolutions too.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 5:50
Effect needs to be immediately visible
Original issue reported on code.google.com by [email protected]
on 26 Apr 2009 at 6:58
Currently the OpenGL commands execute in immediate mode, move them to use
Display lists. Add a C++ class to handle the life cycle of display lists too.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2009 at 1:13
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