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Hints.txt
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Hints.txt
---------
This file contains hints and ideas directly from the developpers mind, so
they might be unordered, obsolete, impossible or whatever. They might also
be in any language - just as quick note.
The file is also used as a list for known bugs. Just add any bugs you might find to the end.
Make a note if you fixed the bug or have an idea what could be the cause for it.
Todo:
A missing gmod file should give a visible alert, not only a silent one. Golg crashes
with unexspected messages if one of these files are missing. Silent Message:
"Alert: File missing: xxxx.gmod"
Check operation of software renderer under unix.
Fix transparency and alpha of softrenderer.
Fix window sizing bug of dd_softrenderer
Check that golg works on winnt4.
Remove self-modifying code.
Done.
Implement correct options to use gdi only mode.
Working.
Recheck linux build with new error window.
Fix error in list processing of objs__path_object.
Fix error that causes ai to fail on sgi (where else?).
These two errors were related and have been fixed. See Source Safe History of golg__saver.cpp for more details.
Fix display refresh on X.
------
Senseful profile flags
/EXCALL /INC objs__car.obj /INC transport__loader.obj /INC objs__map_piece.obj /INC golg__g1_object.obj /INC golg__human.obj /INC objs__path_object.obj
Transport-Sim, current state (no start-time change)
First day: Last car arrives at 12:22, 43824337 seconds travel time used.
Third day: Last arrival at 12:11, 41515295 seconds used
Fourth day: Last arrival at 11:53, 38795006 seconds used
5. : 11:45, 36844695 s
6. : 11:22, 33145556 s
7. : 10:58, 28395209 s
On day 10, the latest car arrived at 10:26.
The total amount of time used is 23117277.000000.
On day 11, the latest car arrived at 10:24.
The total amout of time used is 22995959.000000.
On day 12, the latest car arrived at 10:18.
The total amout of time used is 21712626.000000.
On day 13, the latest car arrived at 10:17.
The total amout of time used is 21550365.000000.
On day 14, the latest car arrived at 10:15.
The total amout of time used is 21193815.000000.
On day 15, the latest car arrived at 10:11.
The total amout of time used is 20312905.000000.
On day 16, the latest car arrived at 10:09.
The total amout of time used is 19689477.000000.
On day 17, the latest car arrived at 10:05.
The total amout of time used is 19728549.000000.
On day 18, the latest car arrived at 10:04.
The total amout of time used is 20225023.000000.
On day 19, the latest car arrived at 10:02.
The total amout of time used is 19652944.000000.
On day 20, the latest car arrived at 10:02.
The total amout of time used is 19663887.000000.
On day 21, the latest car arrived at 10:03.
The total amout of time used is 19820457.000000.
Tomorrow, simulation starts at 7:26.
On day 25, the latest car arrived at 10:08
The total amount of time used is 20351440.
(continue at axhausen10.level)
With start time replaning:
On day 1, the latest car arrived at 12:47.
The total amout of time used is 49200062.000000.
Tomorrow, simulation starts at 5:35.
On day 2, the latest car arrived at 12:28.
The total amout of time used is 41354014.000000.
Tomorrow, simulation starts at 3:48.
On day 3, the latest car arrived at 12:06.
The total amout of time used is 34618714.000000.
Tomorrow, simulation starts at 3:47.
APPLY_WAVE_FUNCTION, zusammen mit g1_tile_class::friction_fraction. Wann wird diese gesetzt?
g1_object_class::get_min_health() für Objekte (etwa Moneyplane) die explodieren, obwohl health noch
grösser als 0 ist.
implementiert.
SELECTABLE flag bei allen Einheiten richtig setzen.
Sollte stimmen.
cobra_tank "beleben"
music__stream.cpp und loaders__mp3... so umschreiben, dass eine mp3-datei
auch als stream abgespielt werden kann. Siehe auch mp3_2_wav in lisp__setup.cpp
Alternative: Code komplett entfernen (Rechtliche Situation?)
Gebäude wählen können.
Zur Zeit geringe Priorität.
Befehle zuordnen.
Grundsätzliches API vorhanden, noch wenig sinnvolle Befehle, keine Symbole.
Flugzeuge mit Pfadwahl versehen.
Teilweise OK.
Die Verkehrssimulation implementieren durch skalieren der Objekte. Das einfachste wird sein,
die Objekte beim Laden entsprechend zu skalieren, um auch die Kollisionserkennung anzupassen.
Grundsätzlich OK, Tests nötig. Kameraposition im Stank, Geschwindigkeit, etc müssen auch angepasst werden.
Wie funktioniert die Graphen-solver-Klasse?
Beim nächsten BUILD (Anpassung von G1_LIMITS):
Evtl. Richtung des STACK-Growth eintragen in arch.h
G1_MAX_OBJECTS anpassen
map.h make_obj_list() mit zusätzlichem Parameter (Filter) versehen.
g1_saver_class: global_ids must always support 32 bit.
Possible problem: Must not update display while saving (done by progress bar)
This probably solved the "array index out of bound" error on large maps.
Ich sollte mich nochmals um golg__solvemap_astar kümmern. Vermutlich lassen sich die Probleme
lösen.
Global_ids können nun 0 sein, wenn das objekt keine ID braucht. Es sollte dann aber extern verwaltet werden,
d.h. nicht allein auf der Karte erscheinen. Make_obj_list()/3 sollte normalerweise keine Objekte liefern
die ungültige ID's haben. Mit make-obj_list()/4 kann man sie aber trotzdem abholen.
Funktioniert noch nicht richtig.
Der Wert von used_path_len für normale Objekte muss vermutlich erhöht werden.
Texturen sollen über mehrere Kartenzellen verteilbar sein (künstliche Vergrösserung)
Vielleicht gibt es da auch eine einfache Lösung? Eventueller Nachteil währe ein Qualitätsverlust.
Prüfen dass, falls kein Geld vorhanden, auch keine Bestellungen in die Liste kommen.
Old FAQ says this is a feature, not a bug. But we might decide to change the behaviour
anyway.
Wo sind die Build-Window-Tooltips?!?
Gefixt, Problem mit unerwartetem Verhalten von Windows (sendet WM_MOUSEMOVE
auch wenn nicht nötig)
"Press spacebar to return to base" - Meldung, wenn der stank zerstört wird: Meldung ändern und
irgendwas sonst machen, da die Leertaste genau garnichts bewirkt. - Gefixt.
If an object does not have a lod texture, it is not displayed at all if it passes beyond some
distance. This distance is usually too close (at least on fast computers and large displays)
objs__model_draw.cpp(Line 124) handles this with constants from constants.res.
Changed, there's a new configuration setting that defines what is done when no lod object
is available. Up to some configurable distance, the original model is now drawn.
Maybe the constants need to be fine-adjusted.
->Need to improve the texture minification filter (has visible problems with chroma-textures)
Must not use chroma-color pixels in minification, since that causes the edges of the minificated
textures to become ugly-chroma-colored.
Peon-tank doesn't fire upwards if he targets a plane.
Fixed, but does optically not look very good. Need to split the peon tank's
turret from the top.
Should finally implement adding of textures in the editor.
It's everything prepared.
Done. Followup: Under some rare circumstances, golg crashes when the tile editor is opened
when textures are just being loaded.
Maxtool: If "Show vertex numbers" is active and an object with an octree is open, nothing is
visible.
Fixed.
Followup: When in octree-mode, no faces can be selected. (Reason: Ray-to-octree intersection
doesn't work for long rays)
Fixed. Completelly new octree collision code.
Octree: Collision detection does not use the benefits of the octree, but checks against all polys
of the objects (asfaik).
Changed. Reimplemented octree coldet, using a very sophisticated neighbourhood-algorithm.
Octree: I've seen cases where the octree rendering code spits out 2500 polys to be rendered for
an object that has only 9(!) faces at all. So each face is classified 250 times. Maybe it's just
because I forced the engine to crate an octree from such a small object, but investigation on this
issue might be needed.
Trike: Behaves strangely when near target. The problem might be that the speed is not directly
limited if the unit moves along the path.
Fixed. Now looks much better.
bomb_truck: May crash if recursion on damage()/g1_apply_damage() gets to deep. Need to move
the code that applies damage to other units from damage() to think(), and partially reimplement the
code from g1_object_class::damage() base in bomb truck (including different sound)
Done.
Points open from my HD crash:
Fix editing of terrain height
Fix look of terrain when scaling is large - Test (found an even better fix than last time)
Fix coldet using the code from the coldet_11 sample code. - Test
Add g1_model_collide_polygonal_ex - Test, maybe modify to allow several collisions at once.
missile_turret self-declares it's type falsely - Test
Linux bombs when loading castle.
Fixed. Was acutally a bug in the assignment operator of i4_array<T>. I have no idea why this didn't
bomb on windows...
Polygon marker lines in maxtool not visible when using opengl renderer.
Maybe no lines visible at all? Further investigation on this issue is required.
Textures are stretched in opengl renderer.
The distant terrain looks awfull under linux (both opengl and software renderer). Once again...
Maxtool bombs after trying to add a 3-sided face.
Fixed.
The second attempt to open an object in linux-maxtool has wrong (possibly nonexistent) directory
as start.
Fixed. Hope the fix works for windows, too. Followup: Check how it behaves after creating a new object.
Fixed that, too.
Jet and engineer accept "stop" commands even on path defined maps (but otherwise, they're not
user controllable). Jet might perhaps become user-controllable, but engineer depends on map.
Changed. Jet is now fully user-controllable.
Need to improve efficiency of guided_missile. Maybe add some randomness in the target finding
algorithm.
Some objects (i.e rocket_launcher) require special "Viewpos" mount-point.
Done for some of the most obvious cases where it looked strange. Don't know wheter I've got
all of them.
The light-bulb object should have an edit-dialog.
Implemented. Can now choose the color of the light. The c1-c3 settings are a bit strange though...
3D-Vectors should have a lisp editor associated.
Implemented. Just enter the new value as (x, y, z)
I should check the behaviour of lights. They could be more intense, and they have to little
effect if very near to the floor. This behaviour is exspected. The lightbulb object currently is
implemented kinda like a spotlight looking vertically down, so the intensity will reduce
significantly when moving away from the center. It also checks the angle of a (landscape) squad
against the direction. The intensity calculation also looks right, since it is ok that a light
has little effect if the ambient light is already high. Also it makes little sense that a
surface becomes white under light if it was red.
There's again massive flickering in dx9, when running golg in fullscreen, especially in the main
menu and with the mouse cursor. Thîs should be fixed asap.