marioliebisch / bitfighter Goto Github PK
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License: Other
Automatically exported from code.google.com/p/bitfighter
License: Other
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
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
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
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
Rather than a separate set of commands in-game, create a standard mechanism for
setting params in the INI, in-game, and on the cmd line.
e.g. if there is a INI param called wallColor, then that should be settable via
/set wallColor 1,2,3. Parsing and error checking should be shared.
Original issue reported on code.google.com by [email protected]
on 20 Jan 2011 at 8:50
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
Bots currently cannot use engineer module. This should be fixed.
Original issue reported on code.google.com by [email protected]
on 12 Jan 2011 at 8:58
Neither armor nor engineer should have any impact on energy regen, yet both
stop it. Energy should regen normally when either module is on
Original issue reported on code.google.com by [email protected]
on 13 Jan 2011 at 8:28
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
Create a new level
add a spawn point
delete it
you'll see an error message appear
undo
spawn point is back, error message persists
it shouldn't
Original issue reported on code.google.com by [email protected]
on 5 Dec 2010 at 10:11
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
Players should be list from high score to low, but aren't properly sorted
Original issue reported on code.google.com by [email protected]
on 4 Dec 2010 at 5:11
Expose findObjectLOS function to levelgens; should take two points, return a
boolean.
Original issue reported on code.google.com by [email protected]
on 22 Nov 2010 at 6:11
In BBB, only sam686's name underlined properlu
Original issue reported on code.google.com by [email protected]
on 4 Dec 2010 at 5:10
Bitfighter rounds decimal times entered in level code for Time for Nexus to
Open. Ideally, it should allow users to set exact times.
Original issue reported on code.google.com by [email protected]
on 11 Dec 2010 at 7:39
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
Comments are only rewritten if they are cleared -- options change, but long
term players will not see new comments in INI file
Original issue reported on code.google.com by [email protected]
on 20 Jan 2011 at 10:17
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
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
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 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
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 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
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
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
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
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
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
Once game has ended, and the scoreboard is displayed, freeze the scores, and
allow no further updates. The game is over.
Original issue reported on code.google.com by [email protected]
on 26 Jan 2011 at 9:23
Need to make sure that only walls are selected in walls only mode when you draw
a big selection box. Also need to check other modes to make sure that only
visible items can be selected.
Original issue reported on code.google.com by [email protected]
on 5 Dec 2010 at 10:09
Armor needs to be added to the help screens
Original issue reported on code.google.com by [email protected]
on 3 Feb 2011 at 5:34
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
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
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
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
Bitfighter logo item "pops" into scope; perhaps the bounds are set wrong?
Original issue reported on code.google.com by [email protected]
on 4 Dec 2010 at 5:11
Add ability to create teams from levelgens
Original issue reported on code.google.com by [email protected]
on 22 Nov 2010 at 6:50
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
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
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
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
Reduce duplication, increase consistency btwn cmd line, INI file, and in-game
option setting by using lib like gflags or other.
Original issue reported on code.google.com by [email protected]
on 16 Jan 2011 at 7:29
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
If master connection is bad, f7 shows it as being connected until it times out;
this should be changed to show it as not being connected initiall, until it is
able to connect.
Original issue reported on code.google.com by [email protected]
on 3 Feb 2011 at 7:50
Add a numeric id to authentication routines to be used for rendering badges or
other awards given to players; perhaps allow for 7 slots initially.
Original issue reported on code.google.com by [email protected]
on 20 Jan 2011 at 10:20
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
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
In soccer game, shooting should release the ball in the direction aiming
Original issue reported on code.google.com by [email protected]
on 3 Dec 2010 at 8:19
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
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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