Author Topic: Known bugs / long-standing issues  (Read 8123 times)

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Known bugs / long-standing issues
« on: 9 June 2011, 08:08:10 »
There are various known bugs in MegaGlest which most of us regulars do not even think of because we have just gotten used to them, but they can make the game a bad experience for new players.

I'd like your help in assembling a list of these so that it can later be discussed whether and, if so, how these should be fixed. Please do not mix known bugs up with long standing feature requests, such as savegames. However, it's okay to list user interfaces issues.

This thread is something especially people new to the game are invited to contribute to, since they will have a fresh experience of what is really weird and should be improved.

Here's a couple I can currently think of:
  • Custom game menu: UI to select 'Control' type (human, network, CPU) is problematic (switching around the 'human' player is counter-intuitive)
  • Headless game server custom game menu: When a controlling client changes options to a value which points to a resource (map, tileset etc.) not available on the server it will switch back to the previous value automatically. This is not intuitive and makes configuration somewhat difficult. This issue could be overcome by one of these ways:
    * In-advance synchronization: Lists of resources available on both controlling client and server are created and stored on both client and server the time a controlling client is connecting to a server. This way both ends can ensure that only available values are present in the list boxes.
    * Greyed out values which point to resources which are unavailable on the server (but available on the controlling client) are greyed out. They can be set but if set the game cannot be started.
  • GUI improvement: message boxes should take focus and not allow clicking through them to interact with GUI elements below them (should be modal), more / better looking GUI elements such as scroll bars etc. would be much nicer, text should be automatically wrapped within a box model
  • Enemy units can be activated (clicked on) and examined (current production / upgrade, health, energy points) and assigned to groups (bug); the red circle around enemy units remains visible when they move out of sight. allowing to track enemy movements
  • Enemy buildings can be activated (clicked on) and examined (current production / upgrade, health)
  • Possibly an issue: (Mostly but not only) Valkyrie do often not actually fire when they try to hit moving targets - no harm is done to enemy, but the Valkyrie do not realize and continue to try to attack the same target; other units can then attack these 'stuck' Valkyrie without expecting any counter attacks; note that Titi thinks this is fine as it is, though, since if they hit, they hit badly.
  • With fog of war = on, when you have previously discovered an area which is now out of your units' sight range, you can still see where the enemy is expanding by watching whether the amount of these resources decreases
  • [fixed] With fog of war = on, when you have previously discovered an area which is now out of your units' sight range, you can still see particle effects when one enemy team is attacking another or an enemy is attacking a building you never finished to build.
« Last Edit: 20 September 2013, 14:26:26 by tomreyn »
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

 

anything