Hello,

Sandra et Yannig a écrit :
> Hi,
>
> I'm trying to sort a little all open bugs/tasks to get a better vision of 
> what needs to be done for future release.
>
> As usual, if you did not agreed => feedback please :)
>
> Bug we can close:
>    #8073  Characters are not animated anymore after 20 of playing.  None  
> None  Wed 12/20/2006, 19:14
>   
Well, I've never seen this bug, it is related to AI movement, I think it 
can be postponed or may closed yes.

>    #10285  fullscreen -> window on client when server change resolution  None 
>  None  Thu 11/08/2007, 15:08
>   
I don't think we can close it. This bug appears when yeKcim and me play 
together in network game. It's very strange since I can not see any path 
of code that can lead to such a bug. Moreover, I have tried to reproduce 
it locally and can't, but it should be tested again in real network game.


>    #10234  sniper beam does not fade out when perfectly horizontal  Fixed  
> kurosu  Wed 10/31/2007, 00:34
>    #9972  after a network game, the first local default team changes  Fixed  
> gentildemon  Tue 09/11/2007, 08:00
>    #9861  bonus boxes different: Random generator unsynchronized  Confirmed  
> lodesi  Sat 08/25/2007, 05:27
>   

I suppose we can close all these bugs. Anyway, now if random generator 
is unsynchronized, the game stops immediately. The future will say if it 
can still be unsynchronized sometimes or not...

> Check that we can close:
>    #9699  Skin problems when using the parachute  Ready For Test  eddyp  Tue 
> 08/07/2007, 21:20
>    #9700  Projectile overlapping bug  Works For Me  None  Tue 08/07/2007, 
> 21:21
>
> Bug or feature ?
>    #9841  The anvil can get hit by explosions  None  None  Wed 08/22/2007, 
> 20:53
>   

Bug! It appears only for the 'not turn master'(s) in network game.

>    #10116  graves+expolosions don't respect gravity (again)  None  None  Thu 
> 10/04/2007, 20:48
>    #10286  bonus boxes fall directly in water  None  None  Thu 11/08/2007, 
> 15:35
>   

Feature ;-)

> Need to be fixed:
>    #9698  Anvil has sometimes no effect on characters  None  None  Tue 
> 08/07/2007, 21:19
> We need to extend the anvil size I guess. I'll take a look.
>    #9831  [Net] Jumping character frozen on distant computer  None  None  Tue 
> 08/21/2007, 19:04
> I guess, this bug cannot be fixed easily as it require a huge amount of work.
>   
Yes, probably

>    #10358  Awful performance on some maps because of wind particles  None  
> yekcim  Sun 11/18/2007, 21:04
>
> Need more detail:
>    #10360  segfault if using flamethrower, walk then use again  None  None  
> Mon 11/19/2007, 01:22
>   

Well, I have already seen a segfault with flamethrower, but as Eddy, I 
did not manage to reproduce. (bug #10293)

>    #10232  Game got stuck/no one's turn in a local game  None  None  Wed 
> 10/31/2007, 00:07
>    #9850  Assert violated in Action_Network_ChangeState  None  None  Thu 
> 08/23/2007, 21:56
>    #9866  The game thinks its done when there is no winner  None  None  Sat 
> 08/25/2007, 15:07
>    #9757  Network game freezes after first turn  Need Info  None  Mon 
> 08/13/2007, 14:34
>
> Bug that can be delayed:
>    #10250  Strange behavior on closed map  Confirmed  None  Sat 11/03/2007, 
> 11:28
>    #10236  problem with flamethrower collision detection  Confirmed  drayan  
> Wed 10/31/2007, 12:46
>    #10227  Air hammer hole desync.  None  None  Tue 10/30/2007, 18:36
>    #10146  Grapple is really ugly  None  None  Sun 10/14/2007, 18:41
>    #10115  AI stupidity workaround should be removed once AI becomes smater 
> (space)  Confirmed  None  Thu 10/04/2007, 20:44
>    #10002  fly movement and black clothe   None  lodesi  Sun 09/16/2007, 21:56
>    #9514  End game (winner screen) incorrect display of points  Postponed  
> None  Sun 07/15/2007, 21:08
>    #9513  End game (winner screen) overlappings  Postponed  None  Sun 
> 07/15/2007, 21:01
>    #9512  [i18n] Not enough space for translation in end game (winner) screen 
>  Postponed  None  Sun 07/15/2007, 20:49
>    #9958  Warn about disconnections  Confirmed  None  Sun 09/09/2007, 16:18
>
> Not a bug but task:
>    #10347  problems in translation of right to left languages  None  None  
> Sat 11/17/2007, 18:40
> We can fairly said that this can be fixed for the 0.8.1 if someone can work 
> on it (behdad ?).
> This task introduce a new (optional) dependency : fribidi.
>    #9974  Language selection doesn't affect weapons' label in weapons' menu  
> None  None  Tue 09/11/2007, 08:31
>    #9957  Use more user-friendly error messages  Confirmed  None  Sun 
> 09/09/2007, 16:13
>   

Bug #9958 is nearly the same as #9957 in my mind.

> And now, talking about task:
>
> Task that can be closed ?
>    #4121  supertux, gnu and polecat use  None  None  Sun 11/12/2006, 00:00
> I think, with the end of the overlapping bug this weapon are now quite 
> usable. I propose to close this task.
>   

Well, I agree.

>    #4035  Tab button - switch player  None  absinthesyringe  Wed 10/25/2006, 
> 22:00
> Still relevant ?
>   

Only if we manage many game modes (the code is ready but the menu is 
not) and some set <allow_character_selection> to "never" or 
"change_on_end_turn". It will disable the tab button to switch player at 
the beginning of the turn thus a weapon to change character would be 
really useful.

>    #3631  better class Question  None  None  Mon 09/04/2006, 00:00
> Someone can light my candle ?
>   

The idea was to provide a Question class that can handle button which 
can be clicked. Currently, when a Question is displayed, only keyboard 
can be used to answer.

> High priority (0.8.1):
>    #5373  Remove libxml++ dependency   In Progress  None  Thu 08/14/2008, 
> 00:00
>
> Easy task (0.8.1):
>    #5561  Comics font  None  None  Fri 11/02/2007, 00:00
>   
Not so easy to find a UTF8 comics font that can be freely redistributed

>    #5579  Improve keys and keyboard help  None  None  Fri 11/09/2007, 00:00
>   
Not so easy to for some suggestions, see comments.

>    #5075  Triggered shoot  None  None  Thu 04/26/2007, 00:00
>    #5415  pause in network game  None  None  Sun 08/26/2007, 00:00
>   
Hum, any player can pause the game ? only the turn master ? Is there a 
timeout for too long pause ?...
>    #5478  option to disable Joystick support and change action  In Progress  
> drayan  Wed 10/24/2007, 00:00
>    #5105  Option to disable mouse  None  None  Tue 05/08/2007, 00:00
> both need an option in the config menu.
>   

Disable mouse is something, but currently, if you do not play with a 
joystick, mouse is needed for teleportation, air attack, automatic 
bazooka, ...

> Average difficult task (0.8.1 and beyond):
>    #5574  bonus box can't fall quickly in network game  None  None  Thu 
> 11/08/2007, 00:00
>   
Hum, it seems you have done it yesterday :-)
>    #5410  Use $XDG_CONFIG_HOME as directory to store wormux config file  None 
>  None  Thu 08/23/2007, 00:00
>    #3713  Teleportation animation  None  lodesi  Tue 09/19/2006, 00:00
>    #694  Water should be replacable by fire, slime...  None  None  Sun 
> 08/22/2004, 00:00
>    #2793  Assign a color or a symbol to each team  None  None  Thu 
> 01/19/2006, 00:00
>    #5462  Better wind particles engine  None  None  Wed 09/12/2007, 00:00
>    #5051  Allow random messages  None  None  Fri 04/20/2007, 00:00
>    #4017  Miniature view of complete map  None  None  Sat 10/21/2006, 22:00
>    #5576  server list is not human readable  None  None  Thu 11/08/2007, 00:00
>    #5575  Talk backup (tchat)  None  None  Thu 11/08/2007, 00:00
>
> Long task (0.9 ?):
>    #5585  Ground Generator NextGen  None  None  Sat 11/15/2008, 00:00
>    #3463  Team editor  None  None  Mon 07/31/2006, 00:00
>
> Hard task (0.9 ?):
>    #4159  Use a Physical Engine like ODE  In Progress  drayan  Wed 
> 11/22/2006, 00:00
> To talk about the physical engine, I think we cannot switch directly. So 
> basicaly, I'll try to follow this step :
> - add distant constraint. I have already done some code in an external 
> project (whysics). This step is fairly easy and will introduce a new way to 
> handle rope and ruber band.
> - add overlapping solver. Actually in wormux, if two object overlapse, they 
> are stuck. This step is needed by the constraint solver. Code already exist 
> outside in whysics.
> - wrote a new grapple. With the introduction of the distant constraint, this 
> will be _normaly_ a lot easier than current one.
> - dump dead code. We can also imagine to dump Physics and merge it with 
> PhysicalObj as both class shares a lot of things. I think overal code is over 
> designed. KISS !!
>    #5319  Remove Weapon::m_is_active  None  drayan  Sat 07/21/2007, 00:00
> To remove this boolean, we need to rewrote the grapple. To rewrote the 
> grapple, we need to rewrite (almost a part) the physical engine.
>    #3541  [Fwd Debian #382822] Needs a tutorial  None  deki  Fri 08/18/2006, 
> 00:00
>    #3010  Allow to use some weapon when using a weapon "tool"  None  None  
> Sat 04/08/2006, 00:00
> And to enable this kind of things, we need to wrote a new grapple. So goto 
> task #4159
>   
I was more thinking about the possibility to launch dynamite using the 
jetpack, but this is true for the grapple too.
> Work in progress:
>    #4038  Better sounds and music  None  None  Fri 10/27/2006, 00:00
>    #4950  Make menu usable using only the keyboard  In Progress  drayan  Thu 
> 03/22/2007, 00:00
>    #3477  Write DTD to check the xml files  In Progress  None  Wed 
> 08/02/2006, 00:00
>    #5396  Check information at the end of network game init  In Progress  
> None  Tue 08/21/2007, 00:00
>   
Well, some tasks are in progress for such a long time that I think they 
are dead...
> Valid task ?
>    #5485  Switch from SDL_ttf to SDL_Pango  None  None  Fri 09/28/2007, 00:00
> I think it's an amazing library but it rise a question : dependency cost. As 
> I have proposed to add this dependency, I'm a supporter of this solution.
> Please, if people from MacOSX world and Windows can tell me the priece to 
> compile this demo : https://gna.org/task/?5485
>    #3011  Use one XML file for one weapon instead of using weapons.xml  None  
> drayan  Wed 03/08/2006, 00:00
>   
If I remember correctly, the original idea was to have one directory per 
weapon, and to be able, in the future, to add one weapon in the game by 
adding the directory and recompile. I think it's not realistic... this 
task is probably invalid
> Postponed:
>    #5394  Sound volumes  None  lodesi  Mon 08/20/2007, 00:00
>    #5370  menu in low resolution  None  None  Mon 08/13/2007, 00:00
>    #5196  don't be happy when somebody hit you  None  None  Fri 06/15/2007, 
> 00:00
>    #5195  3 parachutes  Need Info  None  Fri 06/15/2007, 00:00
>   
If I understand correctly the last task, it's easy, only modification in 
xml file is needed.

Matt (gentildemon)

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