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V3RCChecklist: Difference between revisions
 replay system tested. let's fix it now  | 
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==Overview==  | ==Overview==  | ||
V3.0   | V3.0 has some major problems that prevent it from being close to a release candidate. This page will list the remaining items that need to be addressed before an RC can be made.    | ||
==RC Critical fixes.==  | ==RC Critical fixes.==  | ||
# MsgPause fix   | # Dead-reckoning / lag-compensation testing / message loop / lag.  | ||
#   | # MsgPause fix.  | ||
# Team flag disappears while the tank that was carrying it is dead.  | |||
#   | # Some letters are not rendered in certain font sizes.  | ||
==RC Critical Tasks==  | ==RC Critical Tasks==  | ||
# Linux Package review (new files in the right places )  | # Linux Package review (new files in the right places )  | ||
# Mac installer review (check it in)  | # Mac installer review (check it in)  | ||
| Line 15: | Line 14: | ||
# Docs for V3 changes (-a missing, caps on server, lag comp, etc..)  | # Docs for V3 changes (-a missing, caps on server, lag comp, etc..)  | ||
# API review (spelling, consistency)  | # API review (spelling, consistency)  | ||
==RC 'really nice' features ==  | ==RC 'really nice' features ==  | ||
# Ask user to accept non bzflag.org images   | # Implement map features to define proper "flag pass" behavior in maps that want it  | ||
# Ask user to join non bzflag.org servers (MsgJoinServer)   | # Ask user to accept non bzflag.org images    | ||
# Parity mesh checks to replace inside/outside points   | # Ask user to join non bzflag.org servers (MsgJoinServer)  | ||
# Parity mesh checks to replace inside/outside points  | |||
==RC 'really nice' Fixes/Tasks==  | ==RC 'really nice' Fixes/Tasks==  | ||
# Webadmin template review ( for style )  | # Webadmin template review ( for style )  | ||
==Notes==  | |||
===Flag "pass" issues===  | |||
The current method of using the flag respawn on drop to pass a team flag was never a defined 'feature' of the game. Many maps have been designed to turn this into a gameplay feature. In order to be able to maintain this type of gameplay a real feature has to be implemented to support it. Current development code has already "broken" teleporter passing by improving the definitions of the teleporter geometry and making no longer a "bad" place to put a flag. Similar enhancements are expected to be made in other parts of the world that would break other types of passing.  | |||
To properly support the desired behavior a set of map defined zones or faces needs to be implemented that can detect when specific flags are dropped on them and define a respawn target zone or area. This will allow maps to fully define pass zones in an arbitrary way for any flag. Defining the a real feature will prevent new code from changing the defined behavior in adverse ways.  | |||
[[Category:BZFlag 2.99]]  | |||
Latest revision as of 03:14, 5 December 2016
Overview
V3.0 has some major problems that prevent it from being close to a release candidate. This page will list the remaining items that need to be addressed before an RC can be made.
RC Critical fixes.
- Dead-reckoning / lag-compensation testing / message loop / lag.
 - MsgPause fix.
 - Team flag disappears while the tank that was carrying it is dead.
 - Some letters are not rendered in certain font sizes.
 
RC Critical Tasks
- Linux Package review (new files in the right places )
 - Mac installer review (check it in)
 - Readme Updates
 - Docs for V3 changes (-a missing, caps on server, lag comp, etc..)
 - API review (spelling, consistency)
 
RC 'really nice' features
- Implement map features to define proper "flag pass" behavior in maps that want it
 - Ask user to accept non bzflag.org images
 - Ask user to join non bzflag.org servers (MsgJoinServer)
 - Parity mesh checks to replace inside/outside points
 
RC 'really nice' Fixes/Tasks
- Webadmin template review ( for style )
 
Notes
Flag "pass" issues
The current method of using the flag respawn on drop to pass a team flag was never a defined 'feature' of the game. Many maps have been designed to turn this into a gameplay feature. In order to be able to maintain this type of gameplay a real feature has to be implemented to support it. Current development code has already "broken" teleporter passing by improving the definitions of the teleporter geometry and making no longer a "bad" place to put a flag. Similar enhancements are expected to be made in other parts of the world that would break other types of passing.
To properly support the desired behavior a set of map defined zones or faces needs to be implemented that can detect when specific flags are dropped on them and define a respawn target zone or area. This will allow maps to fully define pass zones in an arbitrary way for any flag. Defining the a real feature will prevent new code from changing the defined behavior in adverse ways.