2015-12-03 00:37:37 +00:00
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Bug: style001.gry bridge texture artifacts
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2015-12-03 00:38:22 +00:00
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Image: http://picasaweb.google.com/under.northern.sky/OpenGTAScreenshots/photo#5015284379944604402
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2015-12-03 00:37:37 +00:00
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black pixel inside a side texture (nyc.cmp)... thus begins the
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'how many errors can there be about black vs. transparent contest'.
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%%
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Bug: wrong block texture coords
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2015-12-03 00:38:22 +00:00
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Image: http://picasaweb.google.com/under.northern.sky/OpenGTAScreenshots/photo#5015284384239571746
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Status: maybe-closed
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2015-12-03 00:37:37 +00:00
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Most likely the side that is a triangle and not a quad.
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Needs research if 'flipping' the texture is related.
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2015-12-03 00:38:22 +00:00
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Update: fixed for the case shown in the screenshot; may lurk on north/south sides of
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blocks, flipping/rotation influence remains unknown.
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2015-12-03 00:37:37 +00:00
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%%
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Bug: transparent pixel in g24 tiles
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2015-12-03 00:38:22 +00:00
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Image: http://picasaweb.google.com/under.northern.sky/OpenGTAScreenshots/photo#5052612481245901378
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2015-12-03 00:37:37 +00:00
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Those should probably just be black. It is not a very obvious
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error, but it should be fixed.
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%%
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Bug: black border around sprites
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2015-12-03 00:38:22 +00:00
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Image: http://picasaweb.google.com/under.northern.sky/OpenGTAScreenshots/photo#5052612481245901394
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2015-12-03 00:37:37 +00:00
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Simply doesn't look good, especially with g24 graphics.
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%%
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2015-12-03 00:38:22 +00:00
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Bug: wrong-player position in viewer.exe when switching from free mode (F4)
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A position somewhat ~north~ is actually used; if you are at the north-border of the
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city this can cause the player to be spawned outside 0->255 ^2 range, which exits
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the program.
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%%
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Bug: wrong walk/run animations when armed
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Switching between forward/backward/run often changes the weapon as well; walking
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forward with the gun doesn't work at all.
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%%
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Bug: scale2x disabled in all previous releases
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The script prepare_build.sh defines -DDO_SCALEX while the code actually is
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activated by -DDO_SCALE2X; errare humanum est.
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This bug will be closed when the next release includes this feature; otherwise
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see cvs.
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%%
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Bug: switching to/from fullscreen (at runtime) is broken on Windows (again?)
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Most polygons are plain white, some strange rendering errors appear as well;
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aka. oh gl-context, where did all my textures go?
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Does this affect switching the screen resolution as well? Probably :-(
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%%
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Bug: vertical sync - SDL_GL_SWAP_CONTROL
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Does not work in the Win32 binaries, the SDL version I used is too old.
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Stopped doing anything on at least my Linux system (after an update) as well.
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%%
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Bug: Data _or_ interpretation - block type
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Image: http://picasaweb.google.com/under.northern.sky/OpenGTAScreenshots/photo#5060057403938727394
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Several problems may stem from the 'flags stored in block above the one with the graphic' gta-
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legacy. The symptom is: you can fall through some floor blocks!
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Probably several cases exist; either a bug in my code or some quirk of the map format.
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%%
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Bug: Collision with 'flat' blocks
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Partially transparent blocks (sign posts, fence, etc.) need special rules to handle
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blocking of peds/projectiles/car; implemented only for peds.
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Furthermore only works on nyc.cmp, need to research the tile-ids for the other style
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files.
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FIXME: which blocks should _not_ block projectiles?
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%%
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Bug: Pedestrian movement physics
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1) Moving up/down on a slope should influence speed
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2) You can walk up a single vertical wall (can be seen when walking on roofs;
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probably also teleports to the upper road when under the bridges in nyc.cmp.
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%%
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