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turtle-arena-archive's Issues

Bot don't stay at surface to refill whole air meter

Bots think just popping up will refill their lungs. Need to stay to for a few 
seconds as air meter does not fill up instantly like in quake3.

Original issue reported on code.google.com by ZTurtleMan on 13 Apr 2012 at 8:45

Add player waiting animations

When player does not move for (some amount of time) change to "waiting" 
animation. Support BOTH, LEGS, and TORSO. Fall back to normal idle/stand 
animations.

Original issue reported on code.google.com by ZTurtleMan on 27 May 2011 at 8:42

Finish 2D Mode

Need to finish path system for players and single camera mode. Single camera 
mode should draw HUDs for all local players and focus on all local players (or 
all players in level depending on map settings).

Original issue reported on code.google.com by ZTurtleMan on 31 Oct 2011 at 4:59

Have parts of each player model use the client's effect color(s)

Have playable characters use client's effect color(s) to colorize parts of the 
model.

I think currently only color1 can be used in shaders, but not color2. This may 
be good enough?

Example: The Rabbit's clothes could use the effects color(s). It makes it 
easier to tell players apart (when they are using different colors).

The quake3 way would be multiple skins for each player (although it was 
normally limited to 4 skins max).

Original issue reported on code.google.com by ZTurtleMan on 20 Dec 2011 at 4:32

Non-solid players can walk though solid entities

When players have PW_FLASHING they can walk though Obelisks and misc_objects.

As a workaround, when PW_FLASHING wears off while player is in a solid, they 
are killed. Otherwise they would be stuck.

Original issue reported on code.google.com by ZTurtleMan on 7 Sep 2010 at 2:56

Lauch errors

What steps will reproduce the problem?
1.Execute of "turtlearena.x86.exe" (a.)
2.Execute of "turtlearena.x86.exe" Safe Mode (b.)
3.

What is the expected output? What do you see instead?
Expected TA splash screen, saw resolution change to black screen lower 
resolution: got error (a.)


What version of the product are you using? On what operating system?
turtlearena-0.4.1-0.x86.exe running on XP Pro SP3


Please provide any additional information below.
Intel Pentium M 2.00GHz, 2GB RAM, ATI MOBILITY RADEON X300


(a. Normal execute error):
AppName: turtlearena.x86.exe     AppVer: 0.0.0.0     ModName: msvcrt.dll
ModVer: 7.0.2600.5512    Offset: 00037b26


(b. Safe mode execute error):
Turtle Arena 0.4.1 win_mingw-x86 Jan  4 2011
----- FS_Startup -----
Current search path:
C:\Documents and Settings\Administrator\Application Data\TurtleArena/base
C:\Program Files\Turtle Arena\base\assets0.pk3 (1182 files)
C:\Program Files\Turtle Arena/base

----------------------
1182 files in pk3 files
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
Couldn't read history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
SDL using driver "directx"
Initializing OpenGL display
Estimated display aspect: 1.250
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '1280x1024 320x240 400x300 512x384 640x480 800x600 1024x768 
1152x864 320x200 640x400 1280x768'
GL_RENDERER: MOBILITY RADEON X300 x86/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: MOBILITY RADEON X300 x86/SSE2
GL_VERSION: 2.0.5077 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add 
GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture 
GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 
GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters 
GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 
GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp 
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add 
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 
GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend 
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array 
GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer 
GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float 
GL_ATI_texture_mirror_once GL_ATI_vertex_array_object 
GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams 
GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route 
GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra 
GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax 
GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements 
GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels 
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color 
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap 
GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc 
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine 
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object 
GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader 
GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query 
GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap 
GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp 
GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint 
WGL_EXT_extensions_string WGL_EXT_swap_control 
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
------ Initializing Sound ------
Loading "OpenAL32.dll"...
Failed to open OpenAL device.
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "dsound".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
15430D20 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
--- Common Initialization Complete ---
Winsock Initialized
Hostname: jackmflaptop
IP: 192.168.0.11
Opening IP6 socket: [::]:27960
WARNING: NET_IP6Socket: socket: WSAEAFNOSUPPORT
WARNING: Couldn't bind to a v6 ip address.
Opening IP socket: 0.0.0.0:27960
----- Client Shutdown (Received signal 11) -----
Closing SDL audio device...
SDL audio device shut down.
----- Client Shutdown (Client fatal crashed: VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown
----- Client Shutdown (VM_Free(ui) on running vm) -----
WARNING: Recursive shutdown

Original issue reported on code.google.com by [email protected] on 5 Feb 2011 at 7:56

Translation Support

It would be nice to support multiple languages. Have each language have an 
image of flag. First time the menu opens have user select language. Display 
language flag in corner of main menu at all times, allowing the language to be 
easily changed even if one cannot read anything.

GNU gettext should be used for translation support. Engine/game/cgame/ui should 
each have their own translation files? Add a trap call for game, cgame, and ui 
to call translate text.

Use translations.launchpad.net to allow anyone to translate the game.

Original issue reported on code.google.com by ZTurtleMan on 18 Apr 2011 at 1:23

Support Windows 64 bit

Currently missing some static libs for mingw 64 bit. If they are added, then 
binaries for Windows 64 bit could be proved.

amd64-mingw32msvc-gcc: code/libs/win64/libvorbisfile.a: No such file or 
directory
amd64-mingw32msvc-gcc: code/libs/win64/libvorbis.a: No such file or directory
amd64-mingw32msvc-gcc: code/libs/win64/libogg.a: No such file or directory
amd64-mingw32msvc-gcc: code/libs/win64/libtheora.a: No such file or directory

Original issue reported on code.google.com by ZTurtleMan on 31 Jul 2011 at 2:13

Nintendo Wii Port

A port of Turtle Arena to the Nintendo Wii console would be neat. It would also 
make four player splitscreen more usable.

Original issue reported on code.google.com by ZTurtleMan on 18 Apr 2011 at 1:26

Redesign SP player select menu

Redesign single player player select menu. Support selecting players for 
splitscreen too.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 7:11

Linux Installer and Zip are Missing Shared Objects

Linux installer / zip does not include shared objects, making it not very 
portable.
Shared objects for SDL, cURL, OpenAL, ogg, vorbis, and theora should be 
included.

Original issue reported on code.google.com by ZTurtleMan on 16 Apr 2011 at 5:13

Remove missionpack team powerups

The missionpack (Q3 Team Arena) team powerups were used so player could have 
different 'classes', so players were different from each other. Turtle Arena 
allows each player to have different skills, so the 'persistant' powerups 
should be unneeded. Should probably add/improve player model options. Should 
still have normal (limited-time) powerups in team play.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 6:06

Support using single IQM for players

Add support for using a single IQM for players, as well as three part MD3 
player models.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 6:02

Some textures do not render correctly in test map in pk3

maps/test.bsp does not render some textures correctly when in pk3 file. Not in 
a pk3 file it works perfectly. The other maps work correctly whether in pk3 or 
not.

Original issue reported on code.google.com by ZTurtleMan on 5 Jun 2011 at 12:27

PNG screenshot support

PNG screenshots would be more useful than TGA.

Should be able to use libpng to save screenshots. However, ioq3 does not use 
libpng. Instead png loading is implanted using one source file. Might be better 
to implant saving ourself instead of adding libpng dependence?

Original issue reported on code.google.com by ZTurtleMan on 20 May 2011 at 5:41

Player is jittery when standing underwater and looking up

Player does not stand on ground correctly underwater when camera is looking up. 
It appears the player is switching between standing and swimming.

Original issue reported on code.google.com by ZTurtleMan on 18 Jun 2011 at 7:52

Cel-shading doesn't work with force alpha

Cel-shading doesn't work with RF_FORCE_ENT_ALPHA. Doesn't change alpha. Some 
things turn white.

Original issue reported on code.google.com by ZTurtleMan on 18 Jun 2011 at 7:54

Bot don't always swim up for air

Sometimes bot look up at the water surface and spin around. They need to press 
jump to swim! They drowned a lot.

Original issue reported on code.google.com by ZTurtleMan on 13 Apr 2012 at 8:43

Add camera controls to q3_ui controls menu

Currently camera controls are set in default.cfg but are not in the q3_ui 
controls menu. This means users cannot easily change the camera binds and 
cannot easily bind controls for splitscreen players.

Should also change zooming in/out to be done in the game instead of script 
(default.cfg).

Original issue reported on code.google.com by ZTurtleMan on 30 Mar 2011 at 9:52

Sound support for splitscreen

Support multiple listeners in the base and OpenAL sound systems. Play sounds 
relative to all players.

Added framework for multiple listeners. OpenAL just ignores splitscreen sounds. 
Base sound, while it does play splitscreen sounds, could be better.

Original issue reported on code.google.com by ZTurtleMan on 4 Apr 2011 at 10:56

Change speed powerup effect

Change Speed powerup effect (not sure what the effect should be). Currently 
players leave smoke puffs when running (just like quake3).

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 6:10

Freeze when shuting down OpenAL sound

What steps will reproduce the problem?
1. Exit game normally, via the console, or click the 'X' to close the window 
with s_useOpenAL 
set to 1 (its default).

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

Freezes at
----- CL_Shutdown -----
Closing SDL audio device...


Only tested on Ubuntu 9.10 AMD64

Original issue reported on code.google.com by ZTurtleMan on 9 Nov 2009 at 4:55

Redesign UI

UI should be redesigned. The current design has is based on a turtle shell and 
too dark.

It should...

  * have a lighter background
  * be gamepad/keyboard friendly
  * *not* look like the Quake3 UI

Not sure if I want to move to Team Arena menu scripting. Start by just 
redesigning the UI, not specific to either current UI system.

Original issue reported on code.google.com by ZTurtleMan on 20 Dec 2011 at 4:46

Missing teamplay sounds

I changed what team play sounds were played in CTF/1FCTF/Overload so they'll 
work better in splitscreen (r2022). I need to actually create the sound files 
now.

Need to remove the old sounds as well (which aren't used now).

Original issue reported on code.google.com by ZTurtleMan on 14 Dec 2012 at 10:02

Switch to git dvcs

There are various advantages to using git instead of subversion.

  * Using git allows having proper author names in merged commits from ioquake3.
  * Hopefully easier to merge ioquake3 changes (with each changeset separate!)
  * Git allows committing locally offline and publish changes later.
  * It's easier to fork a project using git as well.

Unfortunately I don't think I'm going to try to make the history proper 
(replace multiple revision merges with really 1:1 changesets). However, it 
should makes things better from here on out.

Original issue reported on code.google.com by ZTurtleMan on 20 Dec 2011 at 4:22

Switch from TODO wiki page to using issue tracker

TODO wiki page should be replaced by using the issue tracker. It allow 
milestones which could be helpful, among other things.

Original issue reported on code.google.com by ZTurtleMan on 7 Sep 2010 at 2:41

Pushable objects

Allow misc_object entities and brush entities (like func_breakable) to be 
pushable. There is code (though a bit jumpy) for pushable non-brush entities in 
wolf-et, but cannot be used for licensing reasons.

Original issue reported on code.google.com by ZTurtleMan on 2 Mar 2011 at 9:44

Redesign load savegame menu

Redesign load savegame menu. Get info from save and show it in a nice way. 
Display filename, levelshot, player, etc.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 7:08

Add text over image menu item type to q3_ui

Add menu item type for text on image for menu buttons.

Replace many UI button images with blank button and draw text over it (Allow 
easily adding informative buttons, instead of trying to reuse them (when they 
don't necessarily fit quiet right).

This should be simply better; less RAM use, not embed font in images, better 
for future translation support, etc.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 6:20

Sky doesn't always render in mirror

Sky doesn't always render in mirror in test map. Seems to consistently not draw 
when no 3D models are drawn on the HUD. Disable cg_draw2D in test map and look 
at mirror.

Original issue reported on code.google.com by ZTurtleMan on 26 Mar 2011 at 4:23

Rewrite Item / Weapon file parsing

Currently item / weapon file parsing includes a lot of inline redundant code, 
make it use struct-system like botlib file parsing (and maybe use parse trap 
functions?).

This should be cleaner and reduce memory usage somewhat.

Original issue reported on code.google.com by ZTurtleMan on 2 Jul 2012 at 7:10

Allow custom maps to be added to map rotations

Allow custom maps to be added to map rotations. While this is possible, 
currently the server administrator would have to manually add all of the custom 
maps to map_rotations.cfg. There should be a easy way for map to be added to be 
rotations by map creators.

I see two options;
  * Allow `scripts/*.rot` files to add maps to existing map rotations in `map_rotations.cfg` (An advantage is control over rotation order and allows admins to control full rotation sets.)
  * Rewrite the map rotation loading to use `scripts/arenas.txt` and `scripts/*.arena` files like ui (An advantage is q3/turtlarena maps should already come with this, so no extra work is needs to be done by mappers. Map rotation should be in the same order as UI.)

Maybe rewrite to use `*.arena` files but allow overriding by adding 
map_rotation.cfg?

Original issue reported on code.google.com by ZTurtleMan on 2 Mar 2011 at 9:26

Place pickup weapons on player when not held

Place the pickup weapons somewhere on the player when they logically should. 
Primary/Secondary pickup weapon when on a ladder. Secondary pickup weapon when 
single handed, such as when holding CTF flag. Obvious fix would be to add two 
more tags like tag_wp_away_primary and tag_wp_away_secondary for pickup 
weapons. However, tag_wp_away_* are placed specifically for the player's 
default weapons, pickup weapons will not have that luxury.

Have a tag in the weapons which is attached to the pickup weapon away tags in 
the player. Allows weapons to be offset and rotated, so hopefully they could 
all look 'okay' using the same player tags.

Should probably have default weapon use the attach tag too for consistency? 
Might be useful for supporting multiple default weapon groups in the future 
(like for Foot Elite which would have four weapon groups to choose from).

Original issue reported on code.google.com by ZTurtleMan on 22 Mar 2011 at 9:42

Enemies for Single Player / Coop

Added enemy NPC system for single player and coop. NPC info should be in text 
files (like weapon info), so add-ons can add new NPCs for custom maps.

Original issue reported on code.google.com by ZTurtleMan on 14 Aug 2011 at 9:07

Create map themes

Create map themes; sets of textures, skies, models/objects, sounds, and music. 
Map theme types haven't been finalized as of writing.

Original issue reported on code.google.com by ZTurtleMan on 14 Sep 2011 at 6:27

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