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