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. 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