Openc2e Brokenness
From ccdevnet
This is a list of missing stuff and bugs in openc2e.
Don't report bugs which are already covered by "missing stuff", and don't report agents/metarooms just plain not working unless you're sure it's not a physics bug or something in the missing list. Also consult the agent tracker.
Also take a look at the recent changes, to try and see if your bug has been fixed in a newer build than the one you're using.
bold items are being currently worked on. struck-out items have been recently fixed.
Contents |
[edit]
major missing stuff
- Anything to do with physics. That means MVSF problems stopping metarooms from installing, stuff falling slightly out of the world, PERM not working, stuff not walking properly, etc.
- PERM code is .. complete nonsense, mostly. Needs more research, possibly.
- Sliding code just isn't present.
- We don't bounce at the correct angle right now.
- Stuff can fall slightly out of the world - less than a pixel.
- MVSF needs a rewrite.
World wrapping.- World wrapping of agents.
- Vehicles.
- MNG (music) playback.
- Not important for beta.
- There's a parser in the codebase, but we need to do decent mixing to do the actual playback (no, SDL_mixer is not decent mixing).
- Norn brain/walking/vocab code.
- Any speech stuff.
- Tinting doesn't take any notice of rotation/swap.
- This just needs someone to poke at the algorithm. vadim's nornimator source does it, but not quite accurately (it makes it a little darker?)
- There's a description of the algorithm on the CDN, but how correct it is is anybody's guess.
- Ports.
- Not important for beta.
Cameras.They just need to be rendered - the difficult bit is doing scaling at a decent speed.
CAs don't work, which means a lot of critters/plants don't work properly (eg, bramboo fruit doesn't grow).Relatively easy to fix.
- Serialization.
- Not important for beta.
- bd_'s working on this, somewhat. Not too difficult, just could do with everything else being pinned down design-wise first.
- Networking.
- Just stubbed right now. We're never going to be compatible with the official CL warp.
- Not important for beta, possibly not even important for release.
- Graphs.
- Pretty easy to fix.
[edit]
other missing stuff
- you can't slap norns and the angel/devil icons don't appear
- we're not sending the correct event to the monitoring agent
- norns don't get tinted
- simple enough to fix
norns don't grow older due to geneticssimple to fix
- audio playback doesn't restrict itself by area, you can hear stuff from other metarooms sometimes, and you can hear things that happen anywhere inside the same metaroom.
- world seasons don't pass properly
- someone just needs to work out how the relevant GAME variables work
debug keys don't workinfrastructure's present, just needs individual keys unstubbing
- line drawing doesn't work
- fairly evil to fix, possibly
GENE LOAD doesn't accept wildcards, meaning the egglayer doesn't lay any of the default C3 breeds- SCOL isn't implemented.
- WOLF isn't implemented, so no wolfing controls.
- MVFT is stubbed, so agents generally can't move norns/etc around. eg, norns don't go through doors.
- No support for editing multi-line text boxes, or stopping single-line textboxes from wrapping onto another page.
We don't try to call script 255 on bad agent reference.MIRA doesn't work!- we don't send a window resize event when the metaroom size changes to/from being smaller than the window
- slurp up the rest of the pointer information catalogue tag
- ZOOM is stubbed, making cameras often look sort of silly
- we don't store tint values in the agent
- cameras don't track agents entirely correctly
- cameras don't have transitions
- Decoupling of hand movement/scrolling from world rendering. C1 makes sloooow without this.
[edit]
annoying bugs
- openc2e reports "No agent under cursor" every time I scroll with the middle button
- hand picks things up in the wrong place
- fuzzie can't work this one out..
- genes all turn on at birth, and
ignore gender flags - PRAY injection errors aren't reported nicely
- simple to fix
- this might already be fixed
there's no way to turn on autokillsimple to fix
- some of the text is rendered wrongly - eg, the C3/DS about boxes aren't the same as in c2e (engine.exe)
- openc2e startup is slooooow on Windows and x86 Linux, and uses lots of memory
- due to no caching code on little-endian platforms
- the hand messes up when the agent it's holding is destroyed (eg, if you're holding a stinger and it's eaten by a trapper)
some carrots can't be picked up, which is a nasty CAOS/physics/etc bughorrible bug, could be anything. initialisation of ATTR is interrupted by collision script.Shiny New Physics Engine(tm) <s>seemsfails to fix this (possibly aero? someone should check current svn) - fuzzie</s>
- can't close the hoverdoc drawer
- incorrect compound part ordering ;)
- other misc compound part ordering issues exist, eg being able to click on things behind other things
openc2e incorrectly needs bootstrap dirs to begin with numbers- options drawer breaks in docked DS (ie, w/C3)
[edit]
minor bugs
chamber does weird DELG things- you can click repeatedly on the creature drawer/tray thing and make it go off the screen
- the caos command line is partially off the screen
- can't seem to edit creature limit/breeding stuff in the options drawer
- close button on the grendel upgrade dialog doesn't work
you can click past the end of the DS agent injector
