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==Overview==
 
==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.  
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V3.0 is very 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.==
# Dead-reckoning / lag-compensation testing / message loop / lag.
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# MsgPause fix
# MsgPause fix.
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# MsgJoinServer fix
# Team flag disappears while the tank that was carrying it is dead.
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# Some letters are not rendered in certain font sizes.
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==RC Critical Tasks==
 
==RC Critical Tasks==
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# Windows installer review (install VC9 runtimes etc..)
 
# 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)
 
# Readme Updates
 
# Readme Updates
 
# Docs for V3 changes (-a missing, caps on server, lag comp, etc..)
 
# Docs for V3 changes (-a missing, caps on server, lag comp, etc..)
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# Replay System tested.
 
# API review (spelling, consistency)
 
# API review (spelling, consistency)
  
 
==RC 'really nice' features ==
 
==RC 'really nice' features ==
# Implement map features to define proper "flag pass" behavior in maps that want it
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# Ask user to accept non bzflag.org images
# Ask user to accept non bzflag.org images  
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# Ask user to join non bzflag.org servers (MsgJoinServer)
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# Parity mesh checks to replace inside/outside points
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==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]]
 

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