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Game tuning and keyconfig accessible from lobby window

After rule change was added it would be nice to have game tuning too. And maybe 
even keyconfig. This will be especially useful for new players who may need to 
adjust those setting many times when playing nullpomino for first time.

Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 8:35

Too difficult to install

What steps will reproduce the problem?
1. A new user wants to play nullpomino
2. User doesn't know which file to execute
2. User has to follow complicated install and configuration guide, from forums

What is the expected output? What do you see instead?
User should be able to install and play in <5 minutes with no prior knowledge 
of nullpomino and no access to the internet after the game download.


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

Please provide any additional information below.
A method for packaging and distributing nullpomino needs to be implemented.

Original issue reported on code.google.com by [email protected] on 2 Nov 2010 at 5:36

100% CPU problem


1.Run a server 
2.Keep it running for days, have multiple players join it and play games
3.100 % CPU bug occurs after a some time.


http://harddrop.com/forums/index.php?s=&showtopic=2035&view=findpost&p=23842

I asked Blink to turn on the debug log to understand what is happening.

Original issue reported on code.google.com by [email protected] on 10 Aug 2010 at 11:15

Fullscreen problem

What steps will reproduce the problem?
1.set fullscreen option in general config menu
2.close Nullpomino
3.start Nullpomino

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

Gives error : "Memory couldn't be read"

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

Please provide any additional information below.

http://harddrop.com/forums/index.php?s=&showtopic=2317&view=findpost&p=23330

User Spindizzy reported this bug.
I couldnt reproduce it on Nullpomino 7.3, windows XP 32bit,Sun Java 1.6.0.20

Original issue reported on code.google.com by [email protected] on 10 Aug 2010 at 11:34

NetAdmin can't log back in after logging out

What steps will reproduce the problem?
1. Start a NetServer
2. Connect using NetAdmin (un: a pw: b)
3. Close the window/kick yourself
4. Try to log in again

What is the expected output? What do you see instead?
Even though it's definitely using the same username and password, the NetAdmin 
client refuses to log in, saying that you need to check your username and 
password. The server log says that you tried to log into admin with the wrong 
password.

The situation only resolves if you restart the server.


Original issue reported on code.google.com by [email protected] on 9 Oct 2010 at 10:01

Chat log is not saved when the java process is killed

What steps will reproduce the problem?
1. Open netplay in any version
2. Connect to any server
3. Kill java.exe or javaw.exe process 

What is the expected output? What do you see instead?
Chat log file is empty

Please use labels and text to provide additional information.
Maybe we can flush the chat log (an action that writes actual log file) when 
the match ends, or when you enter/leave the room.
Do you think it is a good workaround? Or do you have any better method?

Original issue reported on code.google.com by [email protected] on 24 Jun 2010 at 8:36

NetPlay: Multiplayer game does not finish, when a topped out player leaves before game has ended

What steps will reproduce the problem?
1. 5-Player Multiplayer Game (6 open slots)

2. 5th placed player topped out and left the game (Wojtek), while the game is 
still going.
  *** Game has started
  *** Z E R O !3TeTris.42 KO'd Wojtek !x7WOjTEK2o
  *** Z E R O !3TeTris.42 KO'd  xlro !NANNANNANA
  *** Nonaskuap KO'd baseballboy
  *** Wojtek !x7WOjTEK2o {CBija1T6} left the room
  *** Z E R O !3TeTris.42 KO'd Nonaskuap
  *** Nonaskuap KO'd Z E R O !3TeTris.42
  *** Game has ended
  *** Wojtek !x7WOjTEK2o has won the match

3. The last player standing / winner (ZERO) kept playing alone and the game did 
not end. When he topped out on purpose, the Game ended and Wojtek won the game, 
who wasn't even in the room anymore (placed 5th before). The game did not get 
rated at all (no messages in the chat, see above), even tho it was a rated game 
and rating worked fine in the previous games.

A similar situation occured before, where new players, who were not part of the 
ongoing game, joined and exited the room, triggering similar behaviour.

Apparently there are some issues with player states being assigned wrong on 
exit/join, or the handling of the current active player lists to determine the 
end of a game.

Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 9:05

fieldHiddenHeight option for fair netplay

Some options for netplay are required for fair play. Most notably, the 
fieldHiddenHeight option (0-3 or 20 in the rules provided) will affect players' 
fields depending on the value set in the rule settings.

What is the expected output? What do you see instead?
Players fields should behave the same way after it is pushed above the visible 
height and then lowered later. Currently, this depends on the fieldHiddenHeight 
option where some players stack may be left intact if the value is large while 
others are chopped off if the value is small.

What version of the product are you using? On what operating system?
7.2.0 and latest svn

Original issue reported on code.google.com by [email protected] on 15 Jul 2010 at 4:11

[SQUARE mode] Square count is wrong

What steps will reproduce the problem?
1. Open up square mode
2. Make some gold squares

What is the expected output? What do you see instead?
Each gold square adds 2 to the square count. So, for example, I run this 
replay: http://www.youtube.com/watch?v=KNR-IFUQIfM with the new options and 
such. At the end, it says I made 7 squares, when I only made 4...

Please use labels and text to provide additional information.
I'm wondering if we should store gold and silver squares as two separate engine 
variables, or something like that...

Original issue reported on code.google.com by [email protected] on 15 Jul 2010 at 7:58

game timer is actually a frame counter

I shortly wrote about this issue already 6 month ago:
http://harddrop.com/forums/index.php?s=&showtopic=2035&view=findpost&p=18342
http://harddrop.com/forums/index.php?s=&showtopic=2035&view=findpost&p=18411

Basically as you all know the timer ingame counts the frames and not the actual 
time and assumes that the game runs at 60 fps.
Altho I see that a timing based on frames (and probably input cycles?) is not a 
bad idea by default (if we can assume a capable machine running the game), I 
think this needs to be fixed. Especially when we plan to have some sort of 
competitive 40L online leaderboards.
I'm not suggesting to put in some wild anti-cheating efforts, so that ppl can't 
fake their 40L scores online, they always will probably, if they really want 
to. Since this problem can occur for many reasons tho, since it is essentially 
an engine problem, I think it is worth to be fixed.

The reason why I came accross this issue again, was purely by accident. I 
opened up a second nullpo instance, to watch an older replay, while I didn't 
want to disconnect the other instance from the netplay server. I watched the 
replay and noticed that it was somehow really slow. That's when I noticed both 
instances were running at exactly 30 fps, instead of 60. This means you can 
considerably slowdown the game clock (on purpose or not), even without the use 
of any external programs - beating nullpo with nullpo itself so to say.
So I just opened another 2 instances (total of 4), and played one single 40L 
game on the HD server. => 23.98 - you can download the replay, it looks 
perfectly fine @ 60 fps, but was actually played at 15 fps, very casually, with 
many missdrops etc.

What steps will reproduce the problem?
1. Open more than one nullpo instance.
2. Observe that the actual framerate of all windows is: 60 fps / #instances
3. Play a 40L game (online or not) - record uploads fine, replay doesnt show 
any hints of lowered frame-rate / slower game clock.

Original issue reported on code.google.com by [email protected] on 31 Oct 2010 at 8:34

Attachments:

screen is black

What steps will reproduce the problem?
1.
2.
3.

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


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

7.4
Please provide any additional information below.
everything works except i cannot see what i am doing in slick/ nullpomino.exe



Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 9:10

Slick speeds up system

What steps will reproduce the problem?
1. Open up Slick.
2. Switch to any other window.
3. Watch any animation, or click in a text box and hold the left or right key

What is the expected output? What do you see instead?
Everything moves noticeably faster while the Slick window is running, even in 
the background.

Original issue reported on code.google.com by Poochy.EXE on 2 Aug 2010 at 8:00

NetPlay: Speed Settings do not work when using Rated-Rule Settings

What steps will reproduce the problem?
1. Create a new multiplayer room on NetPlay.
2. Choose Rated-Rule STANDARD-ZERO (in Rated-Rule Settings Tab).
3. Choose non-default Speed Settings, e.g. 20G (Gravity=20, G-MAX=1).

What is the expected output? What do you see instead?
Game does not play with 20G but normal gravity. When the first entry in the 
rated-rule tab is chosen (your rule), the game plays as expected with 20G.

What version of the product are you using? On what operating system?
7.4.0 (r517) on Win7 x64

Please provide any additional information below.
Seems that the rated-rule somehow overrides the speed settings, with default 
slow vallues, when selected (which I guess is not intended behaviour).

Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 7:47

1on1 view not applied when joining 1on1 game in progress

This was already mentioned on dev group

What steps will reproduce the problem?
1. join 1on1 game in progress

What is the expected output? What do you see instead?
screen should be displayed in 1on1 mode, but regular 6P view is used.



Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 8:23

Not all navigation keys can be reconfigured

Curently you can only configure A, B, Down, Up, Left, Right, but not others. 
Because "keyboard reset" menu alredy handles presets it may be good idea to 
replace keyboard navigation config screen with same type of screen used for 
keyboard config (but configured to set up navigations keys instead).

Original issue reported on code.google.com by [email protected] on 7 Oct 2010 at 11:10

Team Colors

Please change this to type Enhancement.

After playing some team games today, I thought it would be very helpful when 
setting up the teams, if different team-names (+ the nicks) would be assigned 
matching colors by default (either by hashing the team-name, or just simple 
round robin assignments of red, blue, green, etc.).
With people being undecisive, switching all the time and using simple team 
names like "1" and "2" it's sometimes hard to spot, who is on what team atm, or 
if the teams are even with one simple glance.

Original issue reported on code.google.com by [email protected] on 11 Dec 2010 at 12:47

Keypress state after losing focus

What steps will reproduce the problem?
1. hold onto a key such as a direction
2. click on another window to leave nullpomino
3. after returning to nullpomino, the game treats the key as depressed and does 
not reset

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


Please use labels and text to provide additional information.
This problem also occurs when another program steals focus.

Original issue reported on code.google.com by [email protected] on 8 Sep 2010 at 3:43

SPF square algorithm still imperfect

What steps will reproduce the problem?
1. Start a game in SPF VS-BATTLE mode.
2. Place blocks in the following pattern, where X's are all the same color, and 
O is an empty cell:
XXOX
XXXX
YXXX
3. Place a block in the cell marked O of the same color as the X's.

What is the expected output? What do you see instead?
The block at O should join with the block to its right and the pre-existing 
square below it to form a 3x2 square. Instead, the game freezes (due to an 
infinite loop somewhere).

Original issue reported on code.google.com by Poochy.EXE on 5 Aug 2010 at 5:40

Bans don't work

What steps will reproduce the problem?
1. Login to a server using NetAdmin
2. Ban a player connection
3. Try to reconnect as that player

What is the expected output? What do you see instead?
The player connection should be refused because it should be on the banlist, 
but it's never added. I know that during my tests of the ban feature, it did 
refuse the connection and kicked the player off. However, I put a debug 
statement in to list off the banlist every time a player connected, and it 
didn't print anything (signifying the banlist was empty).

Some recent changes must have done something like this... I don't know what 
happened, though.


Original issue reported on code.google.com by [email protected] on 9 Oct 2010 at 10:03

next in big mode too big

This bug where introduced in 7.3, first displayed next in big mode is bigger 
than usually, this is clearly visible with I-piece. Also in big mode pieces are 
visible above field is this correct?

Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 9:21

Back button in menus is C button not B button

What steps will reproduce the problem?
1.put keyboard navigational keys to "copy from game keys"

instead of having the back button on B like in previous versions, the back 
button is on C instead


Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 4:37

NetPlay: player timeout / handling of dead connections takes too long

The problem lies with connections from players, which do not get terminated 
properly by the client side, for example because of an ISP related short 
disconnect of their network/internet access.

When the player reconnects the new player has a (0), (1), etc. added at the end 
of the nick, because of a obvious nickname collision. Because of this we 
already had the case that we there were 4 instances of the same player, 3 of 
which were dead connections of course.

In general it takes too long (many minutes) until the player connection gets 
cleaned up by the netplay server (probably the whole lifetime of the open tcp 
connection / socket on the server side, which is in fact already dead, but 
undetected, because there is no traffic from the server side). 

A simple ping/pong mechanism should be added to the protocol, which checks the 
client every couple seconds with a little request, to which the client must 
respond, to validate the connection is still intact and has not timed out.

Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 8:26

Score per minute becomes negative inexplicably

What steps will reproduce the problem?
1. Have an AI play practice mode. Goes faster if you set the level type to "10 
lines".
2. Keep an eye on the "score/min" value.

What is the expected output? What do you see instead?
When score/min gets within the neighborhood of 400,000--it may happen earlier 
or later than 400k, but I don't know what the determining factor is--it 
suddenly gains a negative sign, and works its way back up to zero. Once it's 
back out of negative numbers, if it gets high enough, it will again go 
negative, at an earlier point than last time; the score/min required to trigger 
the glitch decreases as the glitch repeatedly happens.

What version of the product are you using? On what operating system?
Latest SVN, SDL version, on Windows XP Home.

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 25 Aug 2010 at 12:23

Ghost rooms

Some players today discovered way to reproduce this horrible bug.

What steps will reproduce the problem?
1. Create room
2. Click "View Setting..."
3. Press enter
4. Leave room

Ghost room will stay in lobby with ghost player in it.


Original issue reported on code.google.com by [email protected] on 15 Jul 2010 at 9:26

Soft drop fix was never looked at again after it was removed

What steps will reproduce the problem?
1. Soft drop in a mode like Grade Mania
2. Notice that soft drop is additive (i.e. current gravity + 1G as opposed to 
just 1G)

What is the expected output? What do you see instead?
In order to properly emulate all possible rules/games, there needs to be three 
kinds of soft drop as opposed to just two: normal, additive, and 
multiplicative. "Normal" should always set the soft drop speed to the given 
speed, without regard for the current gravity speeds, and it should be 
ineffective (besides locking, if that is enabled) when the gravity speed 
exceeds soft drop. "Additive" acts as normal soft drop does now, by adding the 
soft drop speed to the current gravity settings. "Multiplicative" already is a 
setting, where the "soft drop speed" is actually a multiplier of the current 
gravity speed.


Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 8:42

loginfail message is never send, because close is called

What steps will reproduce the problem?
1. connect to wrong version server

What is the expected output? What do you see instead?
wrong version message won't show up on client.

Because nullpomino networking works in non blocking mode calling close will 
cancel all pending sends. I have no idea what would be best way to fix it.


Original issue reported on code.google.com by [email protected] on 11 Aug 2010 at 4:05

[AVALANCHE mode] No sound will play when clearing more than 4 blocks

What steps will reproduce the problem?
1. Make a clear of 5 blocks or more

What is the expected output? What do you see instead?
No sound will play at all, when it should at the very least play the same sound 
it plays for clearing 4 (the four line sound).

Please use labels and text to provide additional information.
When dealing with Puyo/Dr. Mario-style modes, the game counts the number of 
blocks it is clearing as "lines" and then bases which sound effect to use off 
that. I would do a simple fix for this, but I figured I would ask around if 
anyone wants to use a different way to do this for the color clearing modes.
(i.e. SFX number = min(blocks / 3 + 1, 4) or something like that)

Original issue reported on code.google.com by [email protected] on 18 Jul 2010 at 4:26

airankstool crash on start

ai ranks tool crash on start if config file for it do not exist.
also it doesn't write any file for me, but i may be doing something wrong.


Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 9:39

reset button not working in netplay 1P rooms

What steps will reproduce the problem?
1. Play a LineRace 1P game online / on netplay (nullpo.it.cx).
2. Press the button for reset during the game. (bound to 'R' in my case)

What is the expected output? What do you see instead?
The current game should reset to the start screen for a new LineRace game, but 
nothing happens.

What version of the product are you using? On what operating system?
7.4.0 (r517) on Win7 x64

Please provide any additional information below.
Same happens when playing a ScoreRace game. The only way to end/reset the game 
(when you messed up or similar) is to top out.

Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 5:36

broadcastRoomInfoUpdate not called on spectator leave

What steps will reproduce the problem?
1. join room
2. sit out
3. leave

What is the expected output? What do you see instead?
number of spectators is not update in room list

there is something wrong with this loop:
for(NetRoomInfo roomInfo: deleteList)

should we add broadcastRoomInfoUpdate(roomInfo) at end of statement of 
if(!deleteRoom(roomInfo))?





Original issue reported on code.google.com by [email protected] on 11 Aug 2010 at 11:41

Hold next frame/border improvements

It would be nice to have a Ti style frame. What we have now resembles TAP but I 
think the Ti frame looks much nicer.

A TOJ/TF-like frame would also be good, particularly for multiplayer. The 
current settings to simulate this are 'show next on side' and 'big side next'. 
Their aesthetics could be improved greatly.

The hold and next box is aligned above the field. It looks better if it was 
moved below slightly.

The size of the previews are too big when 'big side next' is on and too small 
when it is off. In TOJ, the 1st preview is slightly smaller than the normal 
piece, the 2nd preview is smaller than the 1st, while the rest are the same 
size which is smaller than the 2nd preview. In TF, all of the previews are 
about 60% the size of a normal piece.

Whatever approach we take, the preview area should not fall below the bottom of 
the field given 6 previews.

Original issue reported on code.google.com by [email protected] on 2 Jan 2011 at 5:59

[SQUARE mode] Spin avalanche acts strangely

1. Uncomment the if(engine.tspin) {...} section of calcScore() in SquareMode
2. Do a spin
3. Watch the carnage

It should break up all blocks below the spin into single, connection-less 
blocks that can't form squares. Then, each of these pieces falls under its own 
gravity. Everything above the spin falls as if under naive gravity. However, 
some wacky stuff goes on where everything is done in one frame, and the naive 
gravity doesn't work...

I've been thinking about this problem for the past few days, and just figured I 
should leave it out for now, but if anyone else wants to take a stab at what 
I've done, go ahead. Might this call for the implementation of cascade gravity?

Original issue reported on code.google.com by [email protected] on 30 Jun 2010 at 5:38

Mouse support in menu is incomplete

Since mouse support was introduce it don't work in some menus, e.g. General 
Options, Joystick menu, etc. Mouse support in game mode setting menu also be 
nice.

Original issue reported on code.google.com by [email protected] on 7 Oct 2010 at 11:03

Something wrong when you fail to connect.

Seems that recent updates broke something

What steps will reproduce the problem?
1. Connect to server with incompatible version (harddrop.com) or server that is 
not listening
2. Notice in Eclipse console window that some exceptions keep flowing
3. Exit from netplay

What is the expected output? What do you see instead?
You should be back in main menu but game will freeze.



Original issue reported on code.google.com by [email protected] on 6 Nov 2010 at 1:46

Release format concerns

A few users (mainly Linux users, although there may well be others) have 
difficulties with opening files in the .rar format, so I am requesting on their 
behalf that future versions be released in a different format, such as .zip

Original issue reported on code.google.com by [email protected] on 10 Aug 2010 at 1:39

Joystick not working in Slick binary.

Since the SDL binary of NullpoMino is running at like 20 FPS on my system I had 
to use the Slick binary for (alleged) joystick support - but it doesn't work at 
all.

Not really sure what kind of info I should provide here. It's a MadCatz 
FightStick Tournament Edition for Xbox 360 if that helps.

Original issue reported on code.google.com by [email protected] on 2 Jul 2010 at 6:41

NetPlay: Player Ban Messages

What steps will reproduce the problem?
1. Ban a player from a netplay server.
2. Let the player reconnect to the server.

What is the expected output? What do you see instead?
The player only sees "DISCONNECTED" in his lobby window, when he gets banned 
using the netadmin tool, and has to press "disconnect" on the GUI himself, to 
leave the netplay window. If he tries to reconnect he just gets the Message 
"DISCONNECTED".

What version of the product are you using? On what operating system?
7.4.0 (r517) on Win7 x64

Please provide any additional information below.
The current behaviour can give the banned player the impression the server just 
went down. It would be helpful to add messages (e.g. "you are banned") on ban 
as well on reconnect tries, when the player is currently banned (with the time 
of the ban left shown).

Original issue reported on code.google.com by [email protected] on 29 Oct 2010 at 5:43

Netplay game starts after other player(s) sits out or leaves

What steps will reproduce the problem?
1. Press A to ready in netplay game
2. Other players leave
3. The game starts

What is the expected output? What do you see instead?
Normally, if you are the only player in the room and you press A to ready, the 
game will start. This is fine.
If 2 players are ready, and another player(s) leaves, the game starts. This is 
also fine.
However, if only 2 players are in the game and the first player is ready while 
the second player leaves, the game starts. This should not happen. The first 
player is expecting a game with an opponent.

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


Please provide any additional information below.
Not a major problem, but should be fixed to polish netplay.

Original issue reported on code.google.com by [email protected] on 12 Sep 2010 at 9:21

SDL and Slick fail to start on some computers

What steps will reproduce the problem?
1. Open play_slick.bat

What is the expected output? What do you see instead?
This is not a problem with my computer, as Slick works fine there as well. 
However, on some other computers (e.x. my girlfriend's new laptop, Dell XPS 
with Intel Core i7 and ATI Radeon HD 5730) it fails to start. SDL fails to 
start, but does so silently (no errors in log_sdl.txt) and as such I'm not sure 
what happens with that...

My laptop has right around the same specs but runs SDL and Slick fine.

Please use labels and text to provide additional information.
Here is the contents of log_slick.txt:

10-07-24 18:43:34,658 [main] INFO  
org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: NullpoMinoSlick Start
10-07-24 18:43:34,720 [main] ERROR 
org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick: Game initialize failed
java.lang.UnsatisfiedLinkError: 
C:\Users\Nicole\Documents\Tetris\NullpoMino7_2_0\lib\lwjgl.dll: Can't load IA 
32-bit .dll on a AMD 64-bit platform
 at java.lang.ClassLoader$NativeLibrary.load(Native Method)
 at java.lang.ClassLoader.loadLibrary0(Unknown Source)
 at java.lang.ClassLoader.loadLibrary(Unknown Source)
 at java.lang.Runtime.loadLibrary0(Unknown Source)
 at java.lang.System.loadLibrary(Unknown Source)
 at org.lwjgl.Sys$1.run(Sys.java:72)
 at java.security.AccessController.doPrivileged(Native Method)
 at org.lwjgl.Sys.doLoadLibrary(Sys.java:65)
 at org.lwjgl.Sys.loadLibrary(Sys.java:81)
 at org.lwjgl.Sys.<clinit>(Sys.java:98)
 at org.lwjgl.opengl.Display.<clinit>(Display.java:129)
 at org.newdawn.slick.AppGameContainer$1.run(AppGameContainer.java:39)
 at java.security.AccessController.doPrivileged(Native Method)
 at org.newdawn.slick.AppGameContainer.<clinit>(AppGameContainer.java:36)
 at org.game_host.hebo.nullpomino.gui.slick.NullpoMinoSlick.main(NullpoMinoSlick.java:203)

Original issue reported on code.google.com by [email protected] on 24 Jul 2010 at 10:55

input from pause menu goes into game

What steps will reproduce the problem?
1. pause game
2. select continue
3. press your a button

What is the expected output? What do you see instead?
after game is resumed, piece is rotate

Please use labels and text to provide additional information.
notice that i use same keys for game and navigation (except up), but this issue 
existed before navigation keys were introduced

Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 9:25

FPS drop in netplay

What steps will reproduce the problem?
1. Play or observe a game in netplay mode
2. Wait for pieces to fill up players' fields
3. FPS drops after lots of pieces are placed

What is the expected output? What do you see instead?
FPS drops dramatically / CPU usage increases. For most players, 1v1 is fine but 
as more players join, the game becomes unplayable due to the FPS drop.

Please use labels and text to provide additional information.



Original issue reported on code.google.com by [email protected] on 13 Aug 2010 at 12:24

better win count display

Can win count be displayed somewhere next player field instead of on result 
list? That would be nice for upcoming Hard Drop tournament streams.


Original issue reported on code.google.com by [email protected] on 6 Jan 2011 at 9:16

Menu navigation uses game key bindings

Key bindings make navigating the menus very counterintuitive unless you use a 
specific set of bindings. It would help the interface a lot if, say, the arrow 
keys and enter/escape were ALWAYS valid for their respective directions and 
accept/cancel.

This may only apply to Slick.

Original issue reported on code.google.com by [email protected] on 2 Jul 2010 at 6:43

GIVEUP is triggered when a Multimedia key is pressed. [LWJGL Input]

Closing at random times:
1. Starting any avalanche mode. Sometimes, it will just close.
2. Clicking anywhere outside of the game window will sometimes cause it to 
close.

Random menu screen:
1. Changing the volume with my Dell Inspiron 2200 laptop's volume keys.

What version of the product are you using? On what operating system?
Nullpomino Version 7.4. Running Windows XP Service Pack 2.



Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 12:04

Changing rule while on netplay does not actually change rule

What steps will reproduce the problem?
1. Change rule using the new screen on netplay

What is the expected output? What do you see instead?
My rule does not change. It should. I was using Classic3 and tried to switch to 
Classic-Fast, except that did not happen and I was using Classic3 anyway.


Original issue reported on code.google.com by [email protected] on 3 Jan 2011 at 4:45

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