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