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jetblade's Issues

Map accessibility problems

Report from a user in
[http://www.bay12games.com/forum/index.php?topic=32327.msg624222#msg624222
this thread]

http://img7.imageshack.us/img7/1259/1246221332issues.png

"Red is impassable from at least one direction, in once case passable from
both but requires crawling, yellow is passable but difficult because of
player size, and blue is where you can see the physics glitch."

Glitch: "I found that you can teleport up through the ground at a point
like this."

We need to fix the areas that are outright inaccessible or one-way. And of
course, teleporting through terrain is bad. 

Original issue reported on code.google.com by [email protected] on 28 Jun 2009 at 8:14

__import__ issues with Python 2.6 Windows binaries

Python 2.6.4 apparently released a change to the Import code, as it 
apparently wasn't supposed to import by filename (even though it did in 
2.5) and has since been configured to explicitly prevent importing by 
filename now.

This issue came up while I was running jetblade.py as per the instructions 
after installing the Python 2.6.4 precompiled binaries for Windows that 
were offered on Python.org's site, as well as the latest Pygame and Cython 
versions for Python 2.6... And in fact Microsoft Visual C++ Express 
Edition because some of the code (I'm assuming Cython-related) required 
components from it that the Redistributable package alone didn't have.

Anywho, I doubt this is that major of an issue. One can just get Python 
2.5, but it does leave me confused since this was listed as being 
compatible with 2.6.

Original issue reported on code.google.com by [email protected] on 15 Nov 2009 at 10:34

Player can hang from the bottom of square blocks

What steps will reproduce the problem?
1. Jump up next to a single-block ledge
2. Wait until head has passed the top of the ledge
3. Press in the direction of the ledge

Expected result: player cannot grab ledge as they are too low.
Actual result: player grabs the bottom of the ledge, sticking their hands
through the block. 

Original issue reported on code.google.com by [email protected] on 24 Jun 2009 at 6:49

Crawling into walls causes player to zip upwards

What steps will reproduce the problem?
1. Crawl into a vertical wall.
2. Player will zip upwards (may be briefly seen in running animation before
this happens)

What is the expected output? What do you see instead?
Expected: player should stop moving when wall is reached.
Instead: player zips upwards through wall.

Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 24 Jun 2009 at 9:31

Featuremanager missing

What steps will reproduce the problem?
1. Checkout the code with the default command, as instructed in the
"Source" tab
2. Run jetblade.py
3. ????
4. PROFIT

What is the expected output? What do you see instead?
The game doesn't start. I get an import error

ImportError: No module named featuremanager
Lo and behold, featuremanager.py really doesn't exist.

Please, upload the missing file, try to download the source in a new
directory and make sure it works.

Original issue reported on code.google.com by [email protected] on 28 Jun 2009 at 1:06

Cowbell: needs more

> What steps will reproduce the problem?

Run game.

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

Expected more cowbell, didn't get it.

> What version of the product are you using? On what operating system?

The current dev version, as of the time of reporting.

> Please provide any additional information below.

This is a test issue.

Original issue reported on code.google.com by [email protected] on 27 Jun 2009 at 6:00

Crawling down slopes causes graphical glitch

What steps will reproduce the problem?
1. Crawl down a 45° slope.
2. Near the bottom of the slope block, the player will momentarily start
falling instead of crawling.

What is the expected output? What do you see instead?
Player should be able to crawl all the way down the slope. 

I expect this has to do with the width of the crawl animation's bounding
polygon, which leads the ground-seeking logic in
TerrestrialObject.postCollisionUpdate() to think there is no empty ground
when, in fact, there is. 

Original issue reported on code.google.com by [email protected] on 24 Jun 2009 at 9:35

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