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

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.

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 genetics
    • simple 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 work
    • infrastructure'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.

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 autokill
    • simple 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 bug
    • horrible bug, could be anything. initialisation of ATTR is interrupted by collision script.
    • Shiny New Physics Engine(tm) <s>seems fails 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)

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