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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
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
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
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:
See capture
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 4:00
Attachments:
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
See capture.
When talking to the pkunk, their font is great in most cases but the symbols
like the interrogation point or the exclamation point are in low res.
Original issue reported on code.google.com by [email protected]
on 8 Dec 2012 at 10:25
Attachments:
Right now when I play the game, I have to use the + and - keyboard button to
zoom the starmap. It's the only function that does not seem to work from my
gamepad (logitech) controller.
Any idea?
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 3:14
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
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:
What steps will reproduce the problem?
1. Load from attached save game
2. Land on Gamma Centauri planet I
See capture of crash, capture of console, and saved game
Original issue reported on code.google.com by [email protected]
on 7 Dec 2012 at 4:07
Attachments:
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
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
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
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:
See capture
Go to main screen
Wait for a while until credits are displayed
Original issue reported on code.google.com by [email protected]
on 8 Dec 2012 at 4:20
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
See capture. Detected in Revision 610.
Didn't notice it before, was it introduced recently?
Original issue reported on code.google.com by [email protected]
on 8 Dec 2012 at 9:21
Attachments:
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:
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
When stars (portal back to hyper space) are shining in the quasi space, the
shining effect seems to be in low res (we can see squares and pixels) - see
capture
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 3:39
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
Revision 610. See capture.
Original issue reported on code.google.com by [email protected]
on 8 Dec 2012 at 9:23
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
See capture.
It looks as if the font selected for the Arilou is very narrow vertically. It's
probably on purpose but it's a bit hard to read.
Probably not a bug, just thought I'd mention it.
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 1:24
See capture
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 3:59
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
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:
No voice for Yehat
Original issue reported on code.google.com by [email protected]
on 10 Dec 2012 at 7:18
PRetty much what the summary says. See attached image.
Original issue reported on code.google.com by [email protected]
on 9 Dec 2012 at 5:57
Attachments:
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
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
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
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
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:
See capture.
Melnorme background is supposed to turn to purple when ready to trade and to
turn blue when ready to fight.
Original issue reported on code.google.com by [email protected]
on 7 Dec 2012 at 5:55
Attachments:
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
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
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
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:
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
The font used when the zot fot pik are talking (well, when 2 of the 3 are
talking!) are in low res.
Original issue reported on code.google.com by [email protected]
on 8 Dec 2012 at 10:27
Attachments:
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
See capture
Original issue reported on code.google.com by [email protected]
on 9 Dec 2012 at 8:45
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
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
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:
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
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
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
Attachments:
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