Le lun 20/09/2004 à 17:58, Michael Prager a écrit :
> - crash after loading and playing several different maps: 
> physical_obj.cpp:601: Assertion manquée "m_type != objINSENSIBLE".

Strange bug ... But we need more informations ...

> - error in text messages like "The team 'Poulpe' won %5 automatic 
> bazookas !!!" (note the % in there)

Fixed (in Wormux CVS).

> - about screen can't be closed by clicking with the mouse anymore

Done (fixed in Wormux CVS).

> - the second jump methode let you jump way too high

It can be "tuned" in data/game_mode/classic.xml : copy it into
"michael.xml" and edit your ~/.wormux/config.xml ;-) ... But I agree
with you, the current values are too big.

> - players looking to the left are not displayed at all

I'm working on this. It's really not easy :
- I patched ClanLib
- then I patched SDL-gfx

My patchs are not yet commited in libraries. I have to improve them. And
then, we have to wait for new libraries release. So, I propose to
release Wormux with a static binary which includes all patches ;-)

> - status bar of players are never 100% (only 99%)

Should be a bug in ClanLib SDL.

> - when key pressed, it's never released until another key is pressed

Fixed (in ClanLib CVS).

> - explosions don't dig a hole in the ground

Not an easy bug. But we have to use blending functions instead our
"hack" ... Does SDL support blending functions ? It seems to support at
least RGBA -> RGBA surface blitting.

> using "make":
> - game speed way to high (275 fps here) which makes things like aiming 
> impossible.

That's not a problem :) Or is the noise of the CPU fans your problem ?
If yes, we should use a fps limiter.

But that's a bug in our game, because it should be based on time, not on
fps !

... What is too fast ? All ? Left/right movements ? Jumps ?

> - charging bazooka/grenate sound never stops

No idea ...

> - bazooka/grenates and mines don't show explosion animation

We should add this in our TODO list ! (can you add it in GNA ?)

Can you do this Lawrence ?

> - weapons located on the wrong place (always in the upper left corner of 
> the player)

It totally rewritten in the last CVS version ... Now the position of a
weapon is based of hand position or is placed over the head.

Fixed (in Wormux CVS).

> - weapon graphics ontop of player have random graphic errors (which are 
> changing when turning the weapon)

Which weapon ?

> - explosions sometimes generate random graphics errors too which also 
> dig holes into the ground

We should rewrite "dig hole" function.

> - when player looks to the left and a player animation is played, then 
> the wrong animation is played (the one where player looks to the right)

I think that it's fixed ...

> - air strike explosions make the whole game freeze for about 1-2 seconds

"Dig hole" function is really slow ... Air strike dig 3 holes (or more
?) in less than 1 second. It could be accelerated.

Air Strike need some improvement, in particulary a test to now if the
weapon is available or not ! (should not in closed maps)


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Thanks for your long email, Michael ;)

Bye, Haypo


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