Posted: Sat Jul 31, 2010 9:09 am
Okay, the Insurrection-killing bug is keeping me from effectively testing stuff, but what I have been able to break is as follows:
Spam beams are still white, aside from teams 4/5.
Darwinian transparency conflicts with centipedes when up close. Darwinians also often have draw order issues near officers.
Everything draws over trees.
Manually terminating squads crashes Darwinia.
The textbox for input of level names can overflow, and it still moves the camera when typing in that field.
Changing mods mid-game still does not reload resources, creating issues with many of the mods' resources.
When loading a map, for 1 frame is the text 'Client lag XXXX ms behind server.' visible.
When using default lights, lighting changes based on viewing angle. Most visible on sheer walls.
Running the Prologue crashes the game.
ChangeAvatar still does not work.
The set avatar in game.txt does not work; it will for some mods use an avatar other than the one specified.
Darwinia crashes when opening the first map of Insurrection. I am unable to determine the cause, but it is likely an issue that can strike elsewhere too.
Map editor issues:
The map editor crashes when opening a map containing a SpawnPointMaster linked to a SpawnPoint / Random.
Spamcube glows have their coordinates doubled.
Research glows are at 0,0. They also blink the color of their team in time with the blinking lights on buildings.
For land tiles, the 'method' value's arrows scroll it far too fast. Low land smooth scrolls far too slow. Many other fields have speed issues.
Most value fields can be set to absurd values. A cap should probably be put on the values to keep them from overflowing their boxes.
The movement of land tiles is done on the base of the map, but position changes according to the land under the cursor, not the bottom of the map itself.
Everything from my previous list that was not said to be 'fixed' is still broken, too.
Final requests:
Could the labels on light values be made clearer? 'Y0, R0, G0 and B0 aren't the most user-friendly.
And I'd ask that rockets be reverted to not misfire when striking ground, as that removes most of their usability. Their best use was to aim at the ground near something you want to kill; otherwise the rockets often go straight past their target.
Shwart!!
Spam beams are still white, aside from teams 4/5.
Darwinian transparency conflicts with centipedes when up close. Darwinians also often have draw order issues near officers.
Everything draws over trees.
Manually terminating squads crashes Darwinia.
The textbox for input of level names can overflow, and it still moves the camera when typing in that field.
Changing mods mid-game still does not reload resources, creating issues with many of the mods' resources.
When loading a map, for 1 frame is the text 'Client lag XXXX ms behind server.' visible.
When using default lights, lighting changes based on viewing angle. Most visible on sheer walls.
Running the Prologue crashes the game.
ChangeAvatar still does not work.
The set avatar in game.txt does not work; it will for some mods use an avatar other than the one specified.
Darwinia crashes when opening the first map of Insurrection. I am unable to determine the cause, but it is likely an issue that can strike elsewhere too.
Map editor issues:
The map editor crashes when opening a map containing a SpawnPointMaster linked to a SpawnPoint / Random.
Spamcube glows have their coordinates doubled.
Research glows are at 0,0. They also blink the color of their team in time with the blinking lights on buildings.
For land tiles, the 'method' value's arrows scroll it far too fast. Low land smooth scrolls far too slow. Many other fields have speed issues.
Most value fields can be set to absurd values. A cap should probably be put on the values to keep them from overflowing their boxes.
The movement of land tiles is done on the base of the map, but position changes according to the land under the cursor, not the bottom of the map itself.
Everything from my previous list that was not said to be 'fixed' is still broken, too.
Final requests:
Could the labels on light values be made clearer? 'Y0, R0, G0 and B0 aren't the most user-friendly.
And I'd ask that rockets be reverted to not misfire when striking ground, as that removes most of their usability. Their best use was to aim at the ground near something you want to kill; otherwise the rockets often go straight past their target.
Shwart!!