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<channel>
<docs>http://homesource.nekomimicon.net/tenodera/</docs>
<description>Mantis - ISSUES</description>
<link>http://homesource.nekomimicon.net/tenodera/</link>
<title>Mantis - ISSUES</title>
<image>
<title>Mantis - ISSUES</title>
<url>http://homesource.nekomimicon.net/tenodera/images/mantis_logo_button.gif</url>
<link>http://homesource.nekomimicon.net/tenodera/</link>
<description>Mantis - ISSUES</description>
</image>
<category>All Projects</category>
<ttl>10</ttl>
<sy:updatePeriod>hourly</sy:updatePeriod>
<sy:updateFrequency>1</sy:updateFrequency>
<sy:updateBase>2010-09-10T04:00:45-05:00</sy:updateBase>
<item>
<title>0000054: Build Manager ship view rotates too fast</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=54</link>
<description>The ship view in the Build Manager is tied to game cycles, not elapsed time, so faster machines spin the model faster than slower machines. Rotation speed needs to be made consistent.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=54</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=54#bugnotes</comments>
</item>
<item>
<title>0000055: Cut-scene crop bars do not scale well at high resolutions</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=55</link>
<description>When a cut-scene kicks in, black bars crop the screen at the top/bottom to produce a widescreen effect and indicate that the player is watching a &quot;movie&quot;. These bars do not appear to scale with resolution (hard coded absolute value most likely) and so are too short at high resolutions (e.g. 2560x1440).</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=55</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=55#bugnotes</comments>
</item>
<item>
<title>0000048: Middle mouse button no longer focusses on selected ships</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=48</link>
<description>You can focus on a group of selected ships by using the [F]ocus key or the middle mouse button. The middle mouse button bbeing more covenient. However this is no longer working on Mac OS X. Possibly due to upgrade of SDL from 1.2.12 -&gt; 1.2.13.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=48</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=48#bugnotes</comments>
</item>
<item>
<title>0000056: Level background momentarily visible when changing level</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=56</link>
<description>After a mission is over and the fleet has hyperspaced away, the screen fades to black. Rather than changing to the level loading screen it instead briefly shows the background for the level just played (at least it does on Mac OS X).</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=56</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=56#bugnotes</comments>
</item>
<item>
<title>0000047: Level 10 - Supernova Research Station - objective may not register completion</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=47</link>
<description>It's not uncommon for the Level 10 Supernova Research Station to be impossible to complete because the objective &quot;Destroy all defense forces&quot; does not register the fact that all forces have been destroyed. Very annoying.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=47</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=47#bugnotes</comments>
</item>
<item>
<title>0000005: Sound does not work on Mac OS X</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=5</link>
<description>No sound playback support.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=5</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=5#bugnotes</comments>
</item>
<item>
<title>0000057: UI does not scale well to high resolutions</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=57</link>
<description>At high resolutions, text/UI elements not handled by the game environment OpenGL code becoming increasingly difficult to read. Rather than a complete rewrite we may be able to get away with drawing into an OpenGL frame; rescaling and using it as an overlay (it may not be very smooth though).</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=57</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=57#bugnotes</comments>
</item>
<item>
<title>0000053: Level loading map image may not display very long</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=53</link>
<description>Between levels is a loading screen showing the player's journey across the galaxy. On fast machines, level loading times are sufficiently fast that they cannot be seen. There should possibly be a minimum display time. A &quot;click to continue&quot; could be implemented to skip ahead when data has loaded before the timeout.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=53</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=53#bugnotes</comments>
</item>
<item>
<title>0000052: Check StrToNum usage</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=52</link>
<description>ObjTypes.c : StrToNum()&lt;br /&gt;
&lt;br /&gt;
returns -1 upon error. However many calling methods (usually via wrapper functions in same file) assign to an unsigned int so the error value is ignored or at worst used. This should be checked/reimplemented.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=52</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=52#bugnotes</comments>
</item>
<item>
<title>0000051: Hyperspaceing &amp; Ion cannon graphics bug(s)</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=51</link>
<description>When hyperspaceing the effects that &quot;flicker&quot; at the sides of the hyperspace window stretch across the screen.&lt;br /&gt;
Ion cannon beams don't render most of the time and when they do they are in the wrong location&lt;br /&gt;
The field that gets emitted by harvesters and healing ships doesn't render most or the time and if it does in the wrong location.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=51</guid>
<author>basicmark &lt;basicmark@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=51#bugnotes</comments>
</item>
<item>
<title>0000038: Research ships can get very confused when linking up</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=38</link>
<description>Sometimes research ships get very, very confused about how to link up and form strange, twisted groups. Fortunately it's rare.&lt;br /&gt;
&lt;br /&gt;
In the attached image, the research ships have finished linking up believe it or not and are rotating about the centre of mass. This is an extreme example; usually you end up with a much tighter knit group with only one or two obvious anomalies.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=38</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=38#bugnotes</comments>
</item>
<item>
<title>0000034: Orientation of frigates docking with Kushan Mothership is not physically possible</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=34</link>
<description>Frigates enter/exit the Kushan Mothership perpendicular to the orientation of the hanger bay entrance itself. This allows there to be two parallel in/out streams of ships from the hanger bay. However it is not physically possible for a frigate to fit into the hanger bay in the orientation and actually pokes through the central divider between the Mothership's two hanger bays. &lt;br /&gt;
&lt;br /&gt;
Frigates should enter sideways (parallel to the hanger bay entrance) and then once inside, move vertically up/down within the superstructure. Homeworld 2 does something similar.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=34</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=34#bugnotes</comments>
</item>
<item>
<title>0000050: biggie corrupts .big archive's index when adding a file to existing .big archive</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=50</link>
<description>Add a file to an existing .big archive with biggie on Mac OS X and it corrupts the index making the .big archive unusable.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=50</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=50#bugnotes</comments>
</item>
<item>
<title>0000046: Make Sensor Manager rendering of object meshes configurable</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=46</link>
<description>Rendering of objects in the Sensors Manager as a mesh rather than a dot is done via a hard coded list in Sensors.c (SM_Mesh flag setting in smShipTypeRenderFlags[], smDerelictTypeMesh[] arrays). This needs to be re-factored so that it is configured by a setting in the appropriate .shp file.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=46</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=46#bugnotes</comments>
</item>
<item>
<title>0000002: Deprecate src/rgl</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=2</link>
<description>SDL does the same job as RGL. We should remove RGL to reduce complexity, compile time and binary size.&lt;br /&gt;
&lt;br /&gt;
See also: &lt;a href=&quot;http://homesource.nekomimicon.net/sourceforum/viewtopic.php?t=8&quot;&gt;http://homesource.nekomimicon.net/sourceforum/viewtopic.php?t=8&lt;/a&gt; [&lt;a href=&quot;http://homesource.nekomimicon.net/sourceforum/viewtopic.php?t=8&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=2</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=2#bugnotes</comments>
</item>
<item>
<title>0000045: Frigates retire to r1 carrier strikecraft bays instead of main bay.</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=45</link>
<description>Apparently frigates retiring to an r1 carrier now disregard the foreward main bay and only retire to the midships strikecraft bays... where I'm certain they don't quite fit... :P</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=45</guid>
<author>zapkitty &lt;zapkitty@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=45#bugnotes</comments>
</item>
<item>
<title>0000043: Caps lock does not work correctly.</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=43</link>
<description>The tactical overlay is displayed only when caps lock is being pressed. It should be a toggle.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=43</guid>
<author>shevek &lt;shevek@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=43#bugnotes</comments>
</item>
<item>
<title>0000044: New Task manager changes crash multiplayer</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=44</link>
<description>If you choose the multiplayer option from Homeworld's main menu then the game crashes due an assertion failure:&lt;br /&gt;
&lt;br /&gt;
Task.c: L409 - called from mgStartMultiPlayerGameScreens()&lt;br /&gt;
&lt;br /&gt;
void taskResume(taskhandle handle)&lt;br /&gt;
{&lt;br /&gt;
    taskInitCheck();&lt;br /&gt;
    dbgAssertOrIgnore(handle &gt;= 0);&lt;br /&gt;
    dbgAssertOrIgnore(handle &lt; taskMaxTask);&lt;br /&gt;
    dbgAssertOrIgnore(taskData[handle] != NULL);   // &lt;&lt; fails assertion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
&lt;br /&gt;
handle = 9;&lt;br /&gt;
taskMaxTask = 12;&lt;br /&gt;
taskData[0 .. 11] are all non-NULL except for [9].</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=44</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=44#bugnotes</comments>
</item>
<item>
<title>0000037: Harvested asteroids shrink to a minimum size</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=37</link>
<description>Asteroids being harvested shrink in size*. However, the minimum size they reach is actually quite large so there is a noticable pause in its reduction whilst the resource collector continues harvesting the last resources. Finally, the asteroid simply disappears. This looks decidedly odd.&lt;br /&gt;
&lt;br /&gt;
* secondary question: check if the scaling is linear or cube root</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=37</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=37#bugnotes</comments>
</item>
<item>
<title>0000023: Some ships are unable to complete launch from a carrier in transit</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=23</link>
<description>Sometimes, ships launching from a carrier which is in transit are unable to complete the launching sequence*. This is due to an insufficient relative velocity between the exiting vessel and the carrier (max velocity 300).&lt;br /&gt;
&lt;br /&gt;
If the exiting ship is faster (e.g. Kushan Resource Collector, 325) then it can slowly make it's way out. If the ship is equal in speed (e.g. Kushan Ion Cannon Frigate, 300) or slower, then the ship is unable to complete the launching sequence - even though it may have &quot;driven&quot; through the carrier's hull and end up being rendered some distance away from the carrier itself. Because the launch sequence is not terminated, the hanger is still &quot;in use&quot; and other ships are prevented from exiting the carrier as well.&lt;br /&gt;
&lt;br /&gt;
Possible solutions:&lt;br /&gt;
&lt;br /&gt;
1) When launching a ship, the carrier should slow down to allow the ship to clear the hanger cleanly. (Slow to 75% of the exiting ship's max velocity, say.)&lt;br /&gt;
&lt;br /&gt;
2) The launching sequence should be terminated if the exiting vessel has managed to distance itself from the carrier by a certain distance.&lt;br /&gt;
&lt;br /&gt;
3) The exiting ship could have its maximum velocity temporarily increased during the launching sequence&lt;br /&gt;
&lt;br /&gt;
((1) seems like the more natural solution)&lt;br /&gt;
----&lt;br /&gt;
 &lt;br /&gt;
* the launch sequence is over when you are able to give the ship an order</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=23</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=23#bugnotes</comments>
</item>
<item>
<title>0000039: Kushan Mothership's front collision face is misaligned</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=39</link>
<description>The Kushan Mothership's front collision face is offset too far forward. When under fire from the front, projectiles and ion beams terminate well clear of the Mothership's hull. The sides appear to be OK. (Perhaps the Mothership was fatter when originally designed?)</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=39</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=39#bugnotes</comments>
</item>
<item>
<title>0000041: Fix the file lookup mechanism</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=41</link>
<description>Homeworld has multiple lookup paths to find files on the local filesystem and with .big files. However, which gets used is determined by the code asking for the file, so overriding files easily is actually fairly complicated and not guaranteed to work everywhere.&lt;br /&gt;
&lt;br /&gt;
There should be one central lookup order implemented in File.c to find/deal with requested files. FF_ flags used to specify file paths should be deprecated.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=41</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=41#bugnotes</comments>
</item>
<item>
<title>0000040: Integrate support for joysticks/controllers to manipulate camera view</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=40</link>
<description>It would be nice to have native support for other controllers to control the camera view in addition to the mouse. This would allow people with such controllers to be able to issue commands with the mouse whilst simultaneously manipulating the camera view, or have increased fidelity/flexibility of camera movement. SDL_Joystick would be the easiest way to provide such integration in a cross-platform manner.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=40</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=40#bugnotes</comments>
</item>
<item>
<title>0000006: Merge Raider Retreat bonus mission with standard Homeworld mission sequence</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=6</link>
<description>Integrate the bonus Raider Retreat mission with the standard Homeworld game. The data files for the mission should be looked for and if present, the mission sequence should be 4, RR, 5. If not present the standard 4, 5 missions should be played.&lt;br /&gt;
&lt;br /&gt;
This change will require a restructuring of how missions are saved in save games which will be non-backwards compatible, so the format version number will need incrementing.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=6</guid>
<author>lmop &lt;lmop@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=6#bugnotes</comments>
</item>
<item>
<title>0000029: Derelict explosions are missing.</title>
<link>http://homesource.nekomimicon.net/tenodera/view.php?id=29</link>
<description>A nother bug that's hung around a while. Like standard ships, derelicts have an explosion assigned to them to be used when they are destroyed. I will look up as to when they actually went missing.</description>
<guid>http://homesource.nekomimicon.net/tenodera/view.php?id=29</guid>
<author>zapkitty &lt;zapkitty@example.com&gt;</author>
<comments>http://homesource.nekomimicon.net/tenodera/view.php?id=29#bugnotes</comments>
</item>
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