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) --------- Thanks for your long email, Michael ;) Bye, Haypo