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[glob2-devel] more bugs on new glob2 version
From: |
Joe Wells |
Subject: |
[glob2-devel] more bugs on new glob2 version |
Date: |
Tue, 31 Jul 2007 17:41:12 +0100 |
User-agent: |
Gnus/5.11 (Gnus v5.11) Emacs/22.1 (gnu/linux) |
Okay, I've briefly tried the latest glob2 a bit more. In just a short
bit of testing here is what I have found:
• Bug: Any attempt to draw any areas (forbidden, clearing, guard)
with any brush other than the smallest gets one of these 3 crashes
(the line number depends on the type of area):
glob2: src/Game.cpp:496: void Game::executeOrder(boost::shared_ptr<Order>,
int): Assertion `false' failed.
glob2: src/Game.cpp:591: void Game::executeOrder(boost::shared_ptr<Order>,
int): Assertion `false' failed.
glob2: src/Game.cpp:544: void Game::executeOrder(boost::shared_ptr<Order>,
int): Assertion `false' failed.
• Bug: I got this crash when pressing the key to reduce the number of
requested workers for a wall when the number had already been
reduced to zero:
glob2: src/Game.cpp:267: void Game::executeOrder(boost::shared_ptr<Order>,
int): Assertion `omb->numberRequested <= 20' failed.
• Not a bug: The new key binding facility is great! Thanks!
• Documentation/help Bug: There is no explanation of the notation
used on the key binding setting screen. How is the user supposed to
know what “<->” means? And how does that differ from “<[-]>”? It
would be better if there were some comments on the screen (or
tooltips) that explained things.
• User confusion bug: Why when you choose “Add Shortcut” does it add
a duplicate of the key binding of “escape” to “Show Main Menu”? It
seems the default key for any new key binding is “escape”. It would
be better if the default were “no key chosen yet”. Similarly, it
would be better if the default action were “no action chosen yet”
instead of “show main menu”.
• Old Bug: The fog of war is very dim. It would be better if it were
not so dim. (I supplied a patch earlier that would fix this, but it
was not applied correctly and appears to have been reverted.)
• Bug: It is very difficult to see areas on the fog of war because of
its dimness. It would be better if areas were not affected by the
dimness. (The point of the fog of war is to dim things that you
don't know, but you _know_ exactly where you have placed areas, so
it doesn't make sense to dim the area markings.) This could be done
by drawing the areas _after_ drawing the dimness for fog of war, so
the area markings would be at full brightness.
I hope these comments are helpful.
--
Joe