Le dim 03/10/2004 à 00:28, Michael Prager a écrit :
> - weapon placement is still a little bit off when walking to the left. 
> it's fine when walking to the right though

It's not easy to fix it, because I don't know if my ClanLib hack to
support sprite flipping with SDL broke position or not ...

Still TODO ...

> - when using the baseball bat the attacked player doesn't move when hit

You're right. Um ... Oups, the member BaseballConfig::force wasn't
initialised nor loaded from XML. Fixed.

> - when selecting the airstrike as weapon, you can see the plane in the 
> upper left corner already :-)

Fixed.

I also fixed skin animation : the animation was playing in loop mode
(default mode). The mode is now forced to "no loop".

> - when player gets killed I still get random graphic errors besides the 
> usual holes in the ground caused by the player sprites (see 
> http://www.boardmod.org/stuff/wormux_bug1.png)

Changed : instead of using skin image, it used a "standard hole" (44x44
pixels).

> - player die when getting into the lower part of the map (I guess it's 
> invisible??? water). I tried this on my pirates map.

Should be tested in another map which use water. Looks alright on map
pirates on my computer ...

> - in the options menu I still see the blue arrows all at once and 
> graphic errors below that (see 
> http://www.boardmod.org/stuff/wormux_bug2.png)

XML resource was uncorrect (wrong size and array). Fixed.

> - this is a funny one: after a fight on a map, the holes in the map 
> don't go away. you can even see them in the options menu :-)

Um ... "TODO"

> - I got this odd crash problem again. It occures when starting a new map 
> serval times:
> 
> physical_obj.cpp:601: Assertion manquée "m_type != objINSENSIBLE".
> 
>     This time I ran a bt: (...)

I think that the problem came from team energy. The class TeamEnergy
inherited from PhysicalObj ... why ? I don't know. The progress bar
aren't physical objects for me. So I removed this dependency. I also fix
a dumb bug which always create new team energy bar instead remove old
ones.

Another object which use objINSENSIBLE state :
- Air plane from Air attack weapon
- Worms who sink ... it could be this because you spoke about some
invisible water, and I know that when you create a new game, Wormux will
try to place characters anywhere (I think that characters could be
placed into water :-/).

> Besides that the opengl mode runns nicely. The SDL mode however is still 
> very "problematic". A lot of problems I already reported earlier still 
> exist. For example
> - when pressing a key, the key never gets released until another key is 
> pressed

Fixed in ClanLib CVS (SubVersion).

> - digging holes seems to work internally (the player can walk into the 
> hole) but there is no "optical" hole.

I have the same bug. I don't know why it happens. Wrong surface format ?

> - scaling the player sprite when using the teleporter doesn't work 
> properly (graphic errors)
> - all the things that don't work because of the missing patch :-P

Will be fixed with my SDL-gfx and ClanLib "future" patchs.

I sent a first patch to the author of SDL-gfx. If my patch will be
accepted, I will release another patch for ClanLib.

> And here are some minor things:
> - the version still sais 0.4.9

Fixed.

> - docs like install.txt need update

Which part exactly ?

> - "use sdl" in options menu is hardcoded so I can't translate it
> - "Load weapon" in the console output is also hardcoded

You're wrong. Run "make i18n_pot" again, and then update your .po file
with wormux/locale/new.pot.

> - I wouldn't mind beeing added to the constribution section of 
> authors.txt and webpage (german translation and pirates map) ;-)

I'm not sure that I right understood : you want to be removed from
authors list ? Why ?

> Oh and here is my updated german translation:
> http://www.boardmod.org/stuff/wormux_de.po

Updated.

----

I fixed all bugs in "v05" CVS branch. Then I will have to merge these
fix into HEAD branch :-/

Bye, Haypo


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