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Ship selection for combat: low res main ship

What steps will reproduce the problem?
1. Pick a fight
2. The screen for ship selection appears (see capture)
3. The individual ships are in high resolution but the main ship at the center 
is in low res.


Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 7:26

Offset graphics and low res graphics on combat screen

See capture

A: the number of crew / life remaining isn't properly refreshed, causing some 
garbled pixels to mess the display

B: The name of the ship is overlapping the graphic displaying the pilot, this 
one should be shifted down by approx 10-15 pixels

C: Low resolution display of the main ship 




Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 4:18

Load screen - Moonbase device is in low res

What steps will reproduce the problem?
1. Get into the load screen
2. Look the device icons listed under "Devices"
3. Right at the start of the game, after you have done the moon, the device 
list shows this device which is clearly still in low res. In addition, I can't 
find it in the roster, so I have no idea what it is or why it's there.
See attached image.


Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 10:29

Station does not rotate

What steps will reproduce the problem?
1. Enter in the earth starbase
2. the 4 options grey boxes are empty
3. sometimes you can briefly see the text flickering in yellow for a split 
second when moving cursor (up and down arrows) but it's too fast and it 
disappear immediately. There is no indication of where the cursor is either.
See attached capture.




Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 7:20

Attachments:

Auto-pilot sometimes missing the target star

Sometimes I noticed that you will use the auto-pilot in hyperspace and it will 
get you ALMOST there, but then it stays in hyperspace nearly right over the 
target star, and you need to turn your nose manually to actually get there.
Can be an issue of you are at the extreme end of your fuel, or if you are being 
chased by someone and need to escape...
See capture below (same capture I used for shooting stars problem)

Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 4:36

Infinite aliens at home world looks finite

What steps will reproduce the problem?
1. Go on a home world, like Gamma Krueger I
2. The screen should display an infinite number of ships (i.e., they are 
showing all the way off the screen) to give a clue to the player that you can't 
fight them all.
3. With the new resolution, they look like a finite number of ships.
Perhaps they could be spread out some more so that the original idea is kept?
See capture.

Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 11:23

Arilou animation is buggy (and low res)

What steps will reproduce the problem?
1. Speak to an Arilou

What is the expected output? What do you see instead?
The drawing is not animated, but there is some sort of weird low res animation 
on the left corner, perhaps it is the old original animation? There are also 
weird animated spheres that randomly delete a part of this graphic. Very 
strange.


Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 1:28

Attachments:

Missing quake and lavaspot gfx

Quake-016 and -017.pngs are missing, as well as some lavaspot .pngs. Damon, can 
you copy them from project6014?

I get the following errors upon loading a game:
Gfx Driver reports: Couldn't open 'addons/hires4x/lander/hazard/quake-016.png': 
No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 'addons/hires4x/lander/hazard/quake-017.png': 
No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 'addons/hires4x/lander/hazard/quake-017.png': 
No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 'addons/hires4x/lander/hazard/quake-017.png': 
No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 'addons/hires4x/lander/hazard/quake-017.png': 
No such file or directory
    'addons/hires4x/lander/hazard/lightning.ani' -- 487 bytes
    'addons/hires4x/lander/hazard/lavaspot.ani' -- 695 bytes
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-013.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-014.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-015.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-016.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-017.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-018.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-019.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-020.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-021.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-022.png': No such file or directory
_GetCelData: Unable to load image!
Gfx Driver reports: Couldn't open 
'addons/hires4x/lander/hazard/lavaspot-023.png': No such file or directory


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 10:12

Display build / revision number on welcome screen

It seems when I am testing over the real exec, I am sometimes not yet seeing 
the new changes because the windows version was not yet re-compiled. It would 
be nice to be able to see the build number inside the welcome screen or 
somewhere, so I can report on which built I saw what bug.
Right now I am using tortoise revision number, but it seems i can't always rely 
on it...


Original issue reported on code.google.com by [email protected] on 9 Dec 2012 at 3:25

Size of mineral ore should decrease (feature)

I notice that in this mod, minerals aren't lost anymore like in the original 
game when the ore size is bigger than the cargo size.
Instead, the lander picks what it can and leave the rest on the ground for the 
next trip.
However, shouldn't the size of the ore be changed?
If I have a huge 25 ore bubble and I pick 24 of them, it feels weird to go back 
for the tiny one ore left and still see this huge blob on the screen.

Not really a bug though, more of an incomplete feature :)


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 11:21

Crash after entering in orbit

What steps will reproduce the problem?
1. Load save game
2. Leave planet, go to next planet II on same solar system (Beta Giclas)
3. It's a water world. Select Scan
4. Either wait a few seconds or select autoscan and then wait

Attached: capture, log, save game.


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 4:56

Attachments:

Ship outfit screen problems and offset graphics

See capture:

A: The last position (rear gun) entry for the ship is mismatched and ends up 
outside the range of allowed space. It's offset to the left in both images. 
A2: Consequently, the first space for the forward main gun is also offset on 
the left and appears on the 2nd position.

B: Same problem adding a turning jet. The area blinking for the selection does 
not match the area where it is installed. The matching image in the bottom menu 
selection square is black (because none was installed) but because it is offset 
it's hiding the actual selection square, causing refresh issues.

C: Some areas of the ship central axis have blue squares and in these, the axis 
is centered; in the other it is below. Yet these do no match the reserved gun 
space (1st, 2nd, center and rear).  It's unclear why they are different here.

Original issue reported on code.google.com by [email protected] on 7 Dec 2012 at 5:53

flagshipstatus-000.png too wide in hires4x

flagshipstatus-000.png in hires4x is currently 196 pixels. It should be only 
192 px wide. This is noticeable since currently the right side gray border of 
the status window is not printed on screen, kleaving the status screen look 
unsymmetric.

It also makes the status screen on save/load screen summary badly centered.


Original issue reported on code.google.com by [email protected] on 9 Dec 2012 at 6:14

Attachments:

Flagship rotation / centering problem / edge of screen calculation

What steps will reproduce the problem?
1. Stand still and rotate your flagship
2. It does not rotate around a fixed point, instead it "jumps" slightly off as 
it rotates to different angles.

This can become a problem when trying to leave a planet:
1. Get close to a planet: the screen zooms to that planet
2. Leave the area by piloting to the edge of the screen
3. It zooms off to the larger context or solar system
4. press forward to drive away
5. OUPS! It's bringing you back into the zoomed screen because your nose is not 
exactly pointed outside.

I have also seen situations where each time you zoom in to get closer to a 
subset of planets closer to the sun, the ship is teleported a little off course 
rather than stay at the same exact angle you where before the zoom.

I am wondering if this could not explain or be part of the problem with the 
auto-pilot problem on issue 18.


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 8:52

  • Merged into: #18

Outfit screen minimap - Shiva and Point Defense modules and centering issues

See capture

The mini map showing the whole ship on the right panel should reflect the 
changes made to the ship modules in the outfit screen.

There seem to be a mixup with the shiva furnace.
In the mini map, the drawing of the shive furnace is the drawing of the point 
defense laser.
The drawing of the point defense laser itself seems different, like a lighter 
version of itself, on the minimap.

Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 1:58

Lander Bio-Cargo capacity display is off

What steps will reproduce the problem?
1. Find a planet with a LOT of biological creatures
2. Land and shoot them, pick them up

What is the expected output? What do you see instead?
1) First bio data collected immediately displays with a very large blue bar on 
the bio data display (looks like nearly 10%) - see attached capture
2) When bio data cargo is full, the display still shows plenty of space left

This didn't seem to react like this before, bug might have been introduced by 
recent revision. Not sure.
Tested on revision 619, using the debug exec.

Original issue reported on code.google.com by [email protected] on 9 Dec 2012 at 4:17

Arilou homeworld in quasi-space does not work and leads nowhere

What steps will reproduce the problem?
1. Enter Arilou's portal on the 17th of the month
2. From quasi space, go to Arilou's home world on the top right dot on the map

What is the expected output? What do you see instead?
The ship seems to be teleported back to hyperspace at coordinate
4294967289 : 4294965986 
While this is actually interesting (*grins*!) it won't allow the player to 
proceed ;)

I am putting on high priority because we can't release a version where the 
homeworld of one species is not working. 

Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 1:17

Shipyard door centering issues when opening and closing ship bay

What is the expected output? What do you see instead?
See capture

1) When a new ship is added to the shipyard, one of the ship bays opens. The 
yellow and grey bay borders are supposed to stay visible to show that the ship 
is inside the bay. However the ship graphics are a little too big (or not 
centered, not sure) and they overlap the left bay border, deleting it in the 
process.

2) Some issues with the icon on the right where you pick which ship to purchase.
A - Ship name centering issue
B - Is it normal the ship (such as the earthling cruiser) overlaps over the 
title? Shouldn't the ship title be fully over the ship graphic, in the grew 
area, perhaps?
C - Is it normal the text is over a while background rather than a black one? 
For Spathi ships the background is black.

Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 1:40

Attachments:

improved lander cargo buggy

After you have purchased the melnorme technology that doubles the lander's 
cargo, there is a strange problem with the display of the cargo remaining space 
in the lander and there is a strange calculation delay.


What steps will reproduce the problem?
1. Make sure you have the double cargo tech
2. Land on any planet and gather minerals
3. When the lander touches a resource, there is now a perceptible delay of 
about half a second to a second, as if the software was going through a long 
loop

What is the expected output? What do you see instead?

4. The red side bar on the left side of the lander icon is shown as already 
full even though the lander has just landed on the planet and the cargo is 
empty or nearly empty.



Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 9:28

Report from surface font too large to fit in window

What steps will reproduce the problem?
1. Land on Mars to clear up robots
2. Touch a comm device
3. the "report from surface" is typed, but we can see the first line on top is 
cut in half and the last line in the end is also missing. See capture.



Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 7:23

Keep world as in UQM

Every modification to the code should preserve the original world. That means 
random numbers need to be tested against the same values, or shifted if tested 
against a RESOLUTION_FACTOR dependent value.

A critic example of this as of revision r180 happens in system generation : 
planets and moons are not the same in uqmhd and in vanilla UQM. First I thought 
it was due to SCALE_RADIUS and its companions (and they did have an influence), 
but there seems to be something else I can't put my finger on.

Original issue reported on code.google.com by [email protected] on 18 Jan 2011 at 12:52

Garbled & Flickering on Commander screen after Illwrath 1st combat

What steps will reproduce the problem?
1. In the start of the game, you meet the commander a few times with no problems
2. After you meet the uncloaked illwrath and defeat it you go back to base
3. See screen capture
The screen is flickering; each time the graphic is updated around the 
commander's mouth or behind in the starship behind the commander's window, 
these portions of the graphics are fine but the rest remains garbled. 

Is the garbling code (for when the commander has no power) mixed up with the 
normal operation of this screen?

Tested Dec 4th


Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 7:17

Stationned ship doesn't follow starbase rotation around the planet

What steps will reproduce the problem?
1. Land on the starbase to talk to the commander
2. Wait for a while
3. Leave base

What is the expected output? What do you see instead?
The ship should still be located at the starbase.
Now that the starbase is orbiting the ship has remained in place where it was 
before when it first landed. 

It may not actually count as a bug, but here it is :-)
See attached capture.

Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 7:25

Attachments:

Swirling stars in hyperspace only in the upper left quadrant

What steps will reproduce the problem?
1. Travel in hyperspace

What is the expected output? What do you see instead?
The flying and swirling stars in hyperspace only display in the upper left 
quadrant, when they do. (In the capture below there are none because they swirl 
only a sec or two every other moment, so I didn't manage to capture them).
It seems they are still being displayed as if the screen was 4 times smaller.


Original issue reported on code.google.com by [email protected] on 5 Dec 2012 at 5:29

Laser point-defense system does not display laser strikes correctly

What steps will reproduce the problem?
1. Fight a silyndro with the laser point-defense equipped into the flagship
2. When you use the secondary fire mode (laser point-defense), you do not see 
the lasers from your ship to the enemy fire or enemy ship. You do not see an 
indication on the right side icon either showing that you are using the 
feature. 
3. However, you can see the strike effect on the ennemy ship and you can hear 
the sound it makes, and the ennemy's life is decreased, so technically it 
works, but it doesn't show.


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 7:59

Shipyard screen problems and offset graphics

See attached capture:


A:  the dynamic image (showing the crew or the fuel) in the upper image seems 
to require some re-centering. It seems to be too high, causing the crew dots to 
show above the top of the crew pod and the fuel to be top aligned into the tank 
instead of centered. Should probably be lowered by 20-35 pixels.

B: The ship inside the shipyard slot also require more centering; it is 
currently aligned left and top, and there is a white bar artifact that gets 
created below it as we add/remove crew

C: The crew number indicator messes up and becomes unreadable as soon as you 
change it (seems the new number write over the old one without properly erasing)

D: The blinking selection shadow over a shipyard slot is off, should be a few 
pixels more to the right and one or two pixel down. 

All these are probably all related to some issues with properly mapping the 
drawing and the background.

Original issue reported on code.google.com by [email protected] on 7 Dec 2012 at 5:42

Red selection border remains around ships after crew roster change

What steps will reproduce the problem?
1. Stop navigating and go to menu
2. Select Roster
3. Transfer some crew member from ship back to flagship
4. Leave menu

What is the expected output? What do you see instead?
The ships that were selected during crew transfer still display a thin red 
selection border around them, see capture.


Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 7:20

Attachments:

Ennemy in hyperspace circle helplessly around player but cannot connect

Probably related to Issue 18.

What steps will reproduce the problem?
1. Get in hyperspace near a bunch of ennemy
2. Stay still
3. Sometimes (not always, depends on angle), ennemy will circle around you but 
can't seem to find the right angle to get you into the portal for battle

See capture.


Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 7:17

Load screen centering within the frames is off

What steps will reproduce the problem?
1. Get into the load screen
2. The text for "Device" and "Credits" is off, it is cut by the right frame
3. The image seems offset to the right by 15-20 pixels (lots of black space on 
the left of "Cargo" and "Lander")
See attached image


Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 10:27

Crew added in shipyard shows as small dots and won't remove

What steps will reproduce the problem?
1. Go to shipyard with a total of crew not equal to full capacity
2. Add new crewmen
3. New crew shows with the old dot style before this revision
4. Exit menu and go back to main menu
5. Select shipyard again to come back: new crew now displays as large dots
6. Select crew and remove (sell) some crew
7. Crew dots remains on screen and do not get removed until this menu is left 
and then player comes back

Tested on revision 619


Original issue reported on code.google.com by [email protected] on 9 Dec 2012 at 4:23

Save/load screen borders (gfx)

The save/load screen gfx should use the 1-pixel wide borders all around in 
hires4x (instead of the thicker ones, see the attached screenshot).


Original issue reported on code.google.com by [email protected] on 8 Dec 2012 at 9:06

Some voices sometimes stuttering - buffer underrun error

Can't reproduce. At some random moments, sometimes, the voices are stuttering a 
little bit. If I repeat the moment (left click to force the alien to repeat), 
it will re-stutter at the same exact place.
If I wait for while before doing it again, it no longer stutter.
The console says "Buffer underrun playing .... .ogg"
See console capture.



Original issue reported on code.google.com by [email protected] on 10 Dec 2012 at 2:04

Attachments:

Traddash voice desynchronized with text

What steps will reproduce the problem?
1. Speak to a Traddash
2. The speech you hear in the very first encounter is out of synch with voice. 
Seems better in some other conversations but out of synch at times again.




Original issue reported on code.google.com by [email protected] on 11 Dec 2012 at 1:34

Low res ship when entering or exiting hyperspace

What steps will reproduce the problem?
1. when entering or exiting a star from/to the hyperspace, the ship is swirling 
in a spiral as it gets in our out of the star hole. At that moment it shifts 
back to low res.

Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 10:41

Crash when leaving from a planet after mining its resource

What steps will reproduce the problem?
1. I went to Alpha Lyrae I and mined one full load of mineral
2. I wanted to go back to mine more but I mixed the control and clicked on the 
controller "escape" button instead of the usual confirmation button
3. It crashed - see attached capture & console capture

I don't know if the crash is reproducible, will have to test more.



Original issue reported on code.google.com by [email protected] on 4 Dec 2012 at 10:47

  • Merged into: #19

Attachments:

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