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CMake 0.33% C 36.41% Makefile 0.18% C++ 58.26% Java 0.09% Shell 0.85% Perl 0.30% Batchfile 0.02% Python 0.67% Objective-C 0.03% CSS 0.04% HTML 0.72% Lua 1.24% Groff 0.03% PLSQL 0.01% TeX 0.82% PHP 0.01% Objective-C++ 0.01%

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bitfighter's Issues

Can't backspace "ChumpChange" name

A player complain that you cannot backspace to clear "ChumpChange" name. Typing 
might only add letters at the end of "ChumpChange". Note that version 013 
allows Backspace all the way, and 014 won't allow backspace all the way.

Video showing this problem. http://www.youtube.com/watch?v=QFVQEYwtbUI

Original issue reported on code.google.com by [email protected] on 24 Dec 2010 at 5:22

Bot stats

Need to collect stats for bots, then send them to master

Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 10:50

Burst and lag

Using burst while your ship is moving forward, having 200 ping, in client side 
the burst fire from behind and bounce off your own ship, then lag cause the 
burst and ship to go speeding back to the correct position.

Video may show this problem. http://www.youtube.com/watch?v=o57Hf8U9DNQ

Original issue reported on code.google.com by [email protected] on 26 Dec 2010 at 9:37

team scoping issue

Can't reliably see all players on team on cmdrs map.  Should be able to see all 
players, and see what they see.  Probably some sort of scoping issue.

Original issue reported on code.google.com by [email protected] on 4 Dec 2010 at 5:12

Keep loadout after being killed

I'd like to try the game where you keep your current loadout after death, 
rather than resetting to the default.  If no loadout zones, you would still 
spawn with your "on deck loadout"... this is just a call to not reset the 
default.

At the beginning of a new game, players should spawn with defualt loadout as 
they do now.

Original issue reported on code.google.com by [email protected] on 20 Jan 2011 at 10:03

Ghosting rabbit flag can't pick up

Rabbit game mode. If a flag is picked up off-screen by a player, the flag will 
continue to appear as if the flag was never picked up, until the player with 
flag goes on-screen.

Video: http://www.youtube.com/watch?v=CPccA3LQB3k

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 8:40

Solid walls

3 known problems:
1. going through walls at the acute angle corner
2. bouncer may go through walls and bounce inside the walls.
3. wall intersections not handled

Original issue reported on code.google.com by [email protected] on 14 Dec 2010 at 11:21

Create "custom scripts menu"

Provide a UI mechanism for access to a list of external scripts.  At first to 
be defined via entries in the INI file.  Would work just as those in the run 
script from console case, except would have nice name, and possibly have all 
parameters predefined.  At first, could be limited to n slots, or could be a 
scrolling menu for longer lists.

Original issue reported on code.google.com by [email protected] on 3 Dec 2010 at 10:31

make repair and sensor module use hidden while cloaked

If you use the repair or sensor module while cloaked, another player can see 
you using it.

Consider hiding the use of them while cloaked.

Original issue reported on code.google.com by buckyballreaction on 1 Feb 2011 at 5:41

Give scripts access to all items and selected items in editor

If running a script from the editor, there should be a mechanism for letting 
them access bot items currently in the editor, and those that are selected.

This might mean the defacto creation of a third class of script, beyond robots 
and levelgens.  These might be called EditorScripts or the like, and may 
involve access to editor-specific data via an "editor" object.

list = editor.getObjects()
list = editor.getObjects(type)
list = editor.getSelection()
editor.deleteObjects(<list>)
editor.setSelection(<list>)
et al.

Original issue reported on code.google.com by [email protected] on 3 Dec 2010 at 10:28

name is not updated if you change name to non reserved

If you connect to game server without having your name approved by the master 
(if you can't connect to master, for example), and you change your name during 
subsequent connection to master, that change needs to propagate out to clients.

Original issue reported on code.google.com by [email protected] on 22 Nov 2010 at 5:30

Soccer lag and ghosting problem

Soccer ghosting problem, the client soccer position may move, while the soccer 
at server side does not move, shown in side by side video. The higher the ping, 
the easier this problem will happen.
http://www.youtube.com/watch?v=drjbxswdDng

Original issue reported on code.google.com by [email protected] on 25 Dec 2010 at 2:24

run scripts from console

Should be able to type run <script name> <params> from console, and have any 
generated items inserted into the current level; inserted items should be 
selected to make it easy to operate on them further (perhaps scaling or 
whatever)

Original issue reported on code.google.com by [email protected] on 3 Dec 2010 at 10:24

Linux modifier keys do not work (CTRL, ALT, SHIFT)

Linux modifier keys need to be implemented in linuxInput.cpp.  I believe the 
way to do this is using X11 API since opengl and glut require it.

The minumum includes in linuxInput.cpp would be these:

#include <X11/Xlib.h>
#include <X11/keysym.h>

My coding skills are lacking to the point that I was not able to figure out how 
to implement this yet.  However, I did find an implementation in C++, I just 
don't know how to adapt it.  Here:

http://code.google.com/p/upp-mirror/source/browse/trunk/uppsrc/CtrlCore/X11Proc.
cpp

Do a search for 'XK_Control_L' on the page.

Original issue reported on code.google.com by buckyballreaction on 21 Nov 2010 at 3:42

Dedicated server uses too much UI code

When compiling the dedicated server, most UI classes are still required to 
compile.  The dedicated server should be compilable without these classes.

Original issue reported on code.google.com by buckyballreaction on 19 Nov 2010 at 3:43

Cannot drop resource with engineering module

What steps will reproduce the problem?
1. Load engineer module
2. Pick up resource
3. Try to drop with 'drop flag' key (b)


Original issue reported on code.google.com by buckyballreaction on 18 Dec 2010 at 12:04

Quotes kill status widget

Either strip quotes, or find a way to quote them.  Note that "s will be illegal 
in 014, so maybe that will address the problem?


Original issue reported on code.google.com by [email protected] on 17 Nov 2010 at 1:29

Generate bot zones in less disruptive manner

Zone generation is a very time consuming and computationally intensive process. 
 Naturally, it halts the game if it is being done during play.  We need to 
either (1) generate all level zones ahead of time (and cache them) or (2) 
figure out how to segment the generation process such that some zones can be 
generated => a cycle of the game gets processed => more zones get generated => 
more game => etc. so that it may take longer to generate the zones, but doing 
so is less disruptive.

Maybe option (1) is better?

This is a prerequisite to adding bots on the fly, I think.

Original issue reported on code.google.com by [email protected] on 3 Feb 2011 at 5:43

Neutral Spawn points

What steps will reproduce the problem?
~N/A

What is the expected output? What do you see instead?

What we want is Neutral spawn points to spawn any player from any team
~Instead, it does nothing

What version of the product are you using? On what operating system?
~irrelevant

Please provide any additional information below.
~Spawn -1 makes a neutral spawn point
~Spawn -2 makes a hostile spawn point
~Right now, spawn points cannot be made neutral or hostile from within the 
editor, only via text edit.
~They also do not have any affect as of now, whatsoever.


Original issue reported on code.google.com by [email protected] on 2 Dec 2010 at 7:04

Need debug mode

Need debug mode.  To enter debug mode, someone w/ admin access enters chat cmd 
/debug.  Message is trasmitted to server, then rebroadcast to master and all 
clients connected to server.  If new player joins debug server, they get 
message about being in debug mode.

When in debug mode, server will transmit all bot zones, and will show location 
of all bots in game. 

Clients will show banner saying "Debug Mode" or somesuch

Master will show some indicator of debug mode (X?) on server flags field on 
join menu.

Original issue reported on code.google.com by [email protected] on 25 Nov 2010 at 8:06

Engineering module needs a better way to drop items

To drop an engineering item (turret or forcefield,) you have to type in 
commands like '/engf' or '/engt'

There needs to be a better way to do this.  Possibilities:
 - bind a shortcut key for each item when the module is activated
 - popup menu saying which key is bound to which item

Original issue reported on code.google.com by buckyballreaction on 18 Dec 2010 at 12:07

Too much team changing!

Need a way to limit team changing... especially problematic -- changing from a 
level with fewer players to one with more (or from even teams to uneven teams), 
or perhaps from losing teams to winning ones

Team changing can be great for balancing the game, but can also be abused.  We 
want to allow the good, and discourage the bad.

Original issue reported on code.google.com by [email protected] on 29 Jan 2011 at 4:46

Turret hitting self

The turret may hit it self on a client side, happens most often on zero ping, 
when you hosting the game. This make it look like a ship got destroyed in only 
1 or 2 shots.

10 seconds video http://www.youtube.com/watch?v=D0OVn60xLMQ

Original issue reported on code.google.com by [email protected] on 26 Dec 2010 at 2:40

Cache generated zones for each level

Generating zones is expensive.  When generated, they should be cached in a 
cache folder.  Cached zones should be stored in file called cached-zones-XXXXX 
where XXXXX is the MD5 hash of all the walls.  When zones are needed, check for 
cached file first, and load if they exist.

Should also provide cmd line option to generate zones for all levels, and store 
them in the cache folder.  This option should delete all zone cache files 
before generating new ones.

If level is changed, walls will hash to different MD5 hash, so old caches will 
be abandoned and unused.

Original issue reported on code.google.com by [email protected] on 16 Jan 2011 at 11:49

Bouncers bounce right through ship

When armed with bouncers, if you are close to a wall, bouncers will pass right 
through your ship; instead, they should hit you as they used to.

Original issue reported on code.google.com by [email protected] on 20 Jan 2011 at 9:51

Server list when can't reach master

When client can't contact master, and tries to use recalled server list, there 
is some sort of problem.  Test, and either fix or close case.

Original issue reported on code.google.com by [email protected] on 5 Dec 2010 at 10:13

Windows updater broken

At least make a stab at fixing the windows updater.  It seemed to work fine 
just prior to 014, then something broke.  Take a look and see if it can be 
fixed.

Original issue reported on code.google.com by [email protected] on 9 Jan 2011 at 2:16

Slow fire rate when fps is low

When fps is low, at 11 fps, the fire rate slows down to half speed. Use /maxfps 
11. See this video. http://www.youtube.com/watch?v=vfOmioJvFbo

Original issue reported on code.google.com by [email protected] on 22 Jan 2011 at 5:11

Uniqued player names not displaying on ships

Ships still show ununiqued player names, though scoreboard shows uniqued ones.  
Are names should should still show as verified if appropriate.

Will only be an issue if same player joins twice.  

Original issue reported on code.google.com by [email protected] on 19 Nov 2010 at 3:49

Create second database for nav mesh zones

Should be easy enough -- generated nav zones pollute the main database, and 
overwhelm it.  Creating a second database just for nav zones should fix the 
problem and improve performance.

Original issue reported on code.google.com by [email protected] on 20 Jan 2011 at 2:16

Joystick "Enter" Conflict in Game Lobby

Using the Saitek P880, "Enter" is currently mapped to "Right" on the D-Pad.  
This allows easy menu navigation because menus in game all appear as one 
column.  However, in the Game Lobby, Right on the D-Pad shifts the focus one 
column to the right instead of joining the highlighted server.

Menu navigation controls are not configurable from the Define Keys screen, so 
the user can't do anything to adjust.

One fix would be to give an already defined key (like Button 1) the Enter 
function when in menus, but only in that context.  Another fix would be to make 
another key Enter all the time.  Although the P880 has 12 buttons, other 
controllers or joysticks may have already run out of keys at this point.  
Contextual functionality for an easily accessible button may be the better 
solution.

Original issue reported on code.google.com by [email protected] on 17 Nov 2010 at 8:14

Client side level caching

I believe it will reduce network bandwidth considerably to have client-side 
level caching.  This will reduce server traffic and help with lag on servers 
with several people.

Levels could be hashed and matched before each round.  If the server hash 
doesn't match the client hash, then the level could be transferred to the 
client using the new dataConnection class.

Original issue reported on code.google.com by buckyballreaction on 8 Jan 2011 at 9:08

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