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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
120 | Feature request | feature | N/A | 06-11-03 16:25 | 06-11-03 16:25 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Unit renders for Intel and Factory screens | ||||
Description: | All the unit renders are
here... K:\art\project files\interface\unit_renders They follow the usual naming convention.... <unit name>_x.tga (x = 1 to 9) They are all 64 x 64. In the Intel screen they need to be placed at 10, 100. The Factory screen needs updating to accommodate these graphics so I'll let you know where they go when I've finalised this screen. Cheers. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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101 | Feature request | feature | N/A | 23-10-03 15:38 | 05-11-03 11:57 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Multiplayer "chat" facility | ||||
Description: | Give players in a bluetooth / GPRS game the ability to "text" messages to each other between turns. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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117 | Feature request | feature | N/A | 30-10-03 11:48 | 05-11-03 11:33 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Team coloured panels | ||||
Description: | To emphasise whose turn it is would it be
possible to tint all the panels on the map screen so that, instead of
white, the line within the edge of the panels was the colour of the
current player / King? I can make colour versions of each graphic to swap between but that would be a lot to be loading each turn - unless we assemble the panels from corner and edge pieces? Let me know what would be best. Cheers. | ||||
Steps To Reproduce: | |||||
Additional Information: | It would be easier to just have different
coloured versions. The loading wouldn't be too bad. | ||||
Attached Files: |
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116 | Feature request | feature | N/A | 29-10-03 18:02 | 04-11-03 14:43 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Newspaper headlines | ||||
Description: | I finally got round to saving out the newspaper
graphics to display after the death of one of the Kings or the player
(probably straight after the relevant cut scene). They are
here... K:\art\project files\NEWSPAPER There are 2 versions for each King when they defeat the player and only one of each Kind being defeated (once a player kills a King they'll more than likely move onto the next King anyway). They are named as follows... <King's name>_win_1.tga <King's name>_win_2.tga <King's name>_dead.tga All are 128 x 208. Depending on what spinning these graphics round looks like we might want to use a generic radial-blurred newspaper initially then swap to which ever graphic we need (it might be that we don't spin the un-blurred ones at all). This blurred graphic is called... spinning_paper_1.tga This graphic, unlike the others, is 216 x 256 (let me know if that's a tad big). I realise this needs to load pretty quickly. As is the way with these spinning newspaper shots the paper will need to scale up (to the size they are now - not bigger) as they spin "towards" the camera. Hope that's all OK. Cheers. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: | 0000116-mock up 2.swf (75 KB) 01-01-70 00:33 |
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119 | AI Engine | feature | sometimes | 03-11-03 15:47 | 03-11-03 15:47 |
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Reporter: | martinp | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | The AI does not attack units which cause the most damage | ||||
Description: | The AI does not attack units which would cause
the most damage to the enemy player. A sort needs to be added to improve
the AI. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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118 | Script system | major | always | 30-10-03 16:50 | 30-10-03 16:50 |
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Reporter: | martinp | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Factory build rules docs for Steve | ||||
Description: | Factory build rules docs for Steve. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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103 | Game engine | feature | always | 24-10-03 12:06 | 30-10-03 16:48 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | See units attack range while waiting... | ||||
Description: | be able to query units attack range in a bluetooth game while you are waiting.. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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113 | Game engine | feature | always | 28-10-03 17:10 | 29-10-03 16:57 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Targeting | ||||
Description: | When selecting the 'attack' option, the target should appear on the nearest possible target to the unit. | ||||
Steps To Reproduce: | |||||
Additional Information: | When there are several targets equidistant, target the most expensive unit. | ||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
114 | Game engine | feature | always | 29-10-03 16:13 | 29-10-03 16:13 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Battlescreen option | ||||
Description: | Have an option in-game to turn off the battle animations. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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102 | Feature request | feature | N/A | 23-10-03 17:58 | 29-10-03 12:31 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Change to Inactive Units | ||||
Description: | I've created generic inactive units to use with
any team - currently we have inactive unit graphics for every team colour
(a lot of graphics!). Seeing as we'll never see an inactive unit belonging
to more than one team at any time it makes sense to have a generic
graphic. They're all here (with shadows).... K:\art\project files\units\sprites\inactive As a result of this change we shouldn't be using any graphic whose name contains "_muted". | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
32 | User Interface | feature | always | 09-10-03 14:56 | 28-10-03 16:38 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | feedback | Product Version: | |||
Product Build: | Resolution: | reopened | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Camera / Cursor position on turn start | ||||
Description: | On the players turn start set the cursor to the position it was in when they last selected 'end turn'. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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112 | AI Engine | minor | always | 27-10-03 18:25 | 27-10-03 18:25 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Boats bug on Sea level | ||||
Description: | on level C09. If you you just keep ending turn, without moving any of your units, all the boats go straight to the bottom row of tiles and slide in a line across the bottom towards the player. Not very impressive :) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
111 | Game engine | feature | always | 27-10-03 16:59 | 27-10-03 16:59 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Table edge | ||||
Description: | Table edge needs to display on all sides of the map, the map should also be central where possible. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
110 | Game engine | feature | always | 27-10-03 16:33 | 27-10-03 16:59 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Camera / table edge | ||||
Description: | When its the players turn, the camera will not pan over the paper border and wooden table unless the map is smaller than the screen. During the AI turns, or other players bluetooth turns it will. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
109 | Game engine | feature | always | 27-10-03 16:26 | 27-10-03 16:26 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Unit menus | ||||
Description: | Unit action menu should always be prioritised in
this order, where applicable. 1. Attack 2. Unload 3. Supply 4. Capture 5. Power up 6. Join | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
107 | Feature request | feature | N/A | 27-10-03 12:37 | 27-10-03 12:38 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Bluetooth Icons | ||||
Description: | I've created icons for displaying when in a
Bluetooth game and for when data is being sent and received by Bluetooth
between moves. They are all here... K:\art\project files\interface\bluetooth_icon bluetooth.tga (to show in a blutooth game) bluetooth_send_x.tga (to show when sending data) bluetooth_receive_x.tga (to show when receiving data) (x = a, b, or c) - these are animation frames. If the icon is displayed too briefly to play the animation at least once (3 frames) we should use only one static frame. Those being... bluetooth_send_c.tga bluetooth_receive_a.tga These icons need to be drawn in the corner opposite the Player/Day/Cash panel at the top of the screen. Top left corner position 0, 0 Top right corner position 160, 0 Draw fully opaque. Cheers. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
105 | Feature request | feature | N/A | 24-10-03 12:40 | 24-10-03 12:40 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Kings' / Gangsters' Heads | ||||
Description: | The heads of the Kings are
here.... K:\art\project files\interface\king_heads They are called.... "<name>_normal.tga" "<name>_happy.tga" "<name>_sad.tga" They're all 64 x 64 apart from the 3 Lord Excelsior ones which are 64 x 96 because of his silly tall top hat - which will obviously need to be drawn 32 pixels higher than the others (at full size). Hope that's not a problem. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
104 | Feature request | feature | N/A | 24-10-03 12:34 | 24-10-03 12:35 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Unit "Action" Icons | ||||
Description: | I've created some 8 x 8 action icons for
displaying over the units in various states. They are
here... K:\art\project files\interface\action_icons Pretty much self explanatory, they are.... icon_low_fuel.tga icon_low_ammo.tga icon_capture_X.tga icon_loaded_X.tga icon_supplied_X.tga (X = 1 to 9) There are 9 versions of the capture, loaded and supplied icons so they can be colour linked to the team in question. So we don't completely obliterate the unit under icons, the bottom left quarter of the tile (0, -8 offset from the tile itself) should be used for displaying the icons for "low fuel", "low ammo" and "capturing". If more than one is true of the unit then just cycle between them. The top right quarter of the tile (offset of 8, 0) should be for displaying the "loaded" and "supplied" icons. The bottom right quarter (8, 8) should be for "health" as we currently show. I've created a red version of the 5x5 font (in K:\art\project files\interface\FONTS) so we can flash between this and the white version when the unit's health is low - whatever that may be...... 3 or fewer? | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
98 | User Interface | feature | always | 22-10-03 17:15 | 24-10-03 12:28 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Top HUD menu | ||||
Description: | The top HUD menu (money and day) should only be half the width of the screen, currently the top middle tiles are always obscured by it. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
24 | Art | feature | always | 07-10-03 16:47 | 23-10-03 15:21 |
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Reporter: | stuarts | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | more animating 2d tiles like water etc | ||||
Description: | how about smoking wrecks of vehicles if killed ? | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
99 | User Interface | feature | always | 22-10-03 17:37 | 22-10-03 17:39 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Factory screen unit graphics | ||||
Description: | Units should animate on the factory menu. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
100 | User Interface | feature | always | 22-10-03 17:38 | 22-10-03 17:38 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Factory screen text | ||||
Description: | The text associated with the units you can't afford should be grey. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
97 | User Interface | feature | always | 22-10-03 17:14 | 22-10-03 17:14 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Onscreen menus should disappear | ||||
Description: | when a unit is selected and the move range appears, or the attack range is queried all onscreen menus should switch off. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
96 | Game engine | crash | always | 22-10-03 16:26 | 22-10-03 16:26 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Game freezes on Win | ||||
Description: | Nuff said. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
90 | Feature request | feature | N/A | 21-10-03 12:41 | 22-10-03 16:07 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Move / Attack range changes | ||||
Description: | All files to be found
here... K:\art\project files\interface\cursor\textures The movement range highlight works exactly as it did before (except now it's white and not the unit colour)... movement_X.tga (X = 1 to 9) ... I've made a graphic for each team in case we want to revert to having the movement range team coloured. The attack range (which should be drawn at the same opacity) is linked to the unit's colour. So will look much like the movement range does at the moment... attack_X.tga (X = 1 to 9) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
95 | Game engine | feature | always | 22-10-03 14:42 | 22-10-03 14:42 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Banks | ||||
Description: | You can't capture the bank. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
94 | Feature request | feature | always | 22-10-03 12:45 | 22-10-03 12:45 |
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Reporter: | stuarts | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Put new unit death animations in game | ||||
Description: | in the battlescreens ....instead of the current
death animation for vehicles, swap the model to the deadskin.amf (most vehicles stay static on screen....smoldering on the road ) In the 2d map, load the dead icon and leave on the map for a day or so. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
92 | Game engine | feature | always | 21-10-03 14:47 | 21-10-03 17:35 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Attack range highlight | ||||
Description: | Should not appear on the sea for land units that cannot attack sea units and vice versa. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
91 | Feature request | feature | N/A | 21-10-03 12:47 | 21-10-03 12:47 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Highlight tile | ||||
Description: | To highlight a tile / unit for tutorials etc.
use... highlight.tga (K:\art\project files\interface\cursor\textures) Draw at the same opacity as movement and attack ranges. It may have to flash as well if it's not obvious enough - we'll have to see. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
89 | Feature request | feature | N/A | 21-10-03 12:27 | 21-10-03 12:28 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | New "Target" icon | ||||
Description: | There is an animated target cursor to replace
the flashing one we currently have. It consists of 4 frames (the duration
of each should be the same as the movement cursor's). There are 9 colour
versions so the cursor can be linked to the colour of the
team. K:\art\project files\interface\cursor\textures target_XY.tga (X = 1 to 9) - team (Y = a to d) - frames | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
85 | Script system | feature | always | 21-10-03 11:27 | 21-10-03 11:46 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Highlight should blink | ||||
Description: | The scriptable highlight should blink. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
88 | Script system | feature | always | 21-10-03 11:34 | 21-10-03 11:34 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Highlight order | ||||
Description: | Highlight should appear on top of units. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
87 | Script system | feature | always | 21-10-03 11:31 | 21-10-03 11:31 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Blocking the cancel function | ||||
Description: | A command which lets me stop the using using the '7' button. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
86 | Script system | feature | always | 21-10-03 11:28 | 21-10-03 11:28 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Dialog boxes - wait on screen | ||||
Description: | Need to have text boxes onscreen which do not go away until a certain command is performed, and are essentially in the background. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
84 | Script system | feature | always | 21-10-03 11:26 | 21-10-03 11:26 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Dialog boxes | ||||
Description: | Ability to open a dialog of a specific size, in a specific position, which stays onscreen while performing an action. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
35 | Game engine | feature | always | 10-10-03 15:46 | 20-10-03 14:33 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Button tweaks. | ||||
Description: | Change intel button to ‘8’ Holding the '7' button over any unit should display their attack range. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
79 | User Interface | feature | always | 16-10-03 14:52 | 20-10-03 13:48 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Menu navigation | ||||
Description: | Should be able to hold the d-pad to scroll through menus/selections. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
78 | Feature request | feature | N/A | 14-10-03 18:12 | 20-10-03 13:24 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | low | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Cursor position debug text | ||||
Description: | Will help me write scripts quicker :) | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
36 | Game engine | feature | always | 10-10-03 15:49 | 20-10-03 13:12 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Stop animating greyed out units. | ||||
Description: | Stop animating greyed out units. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
29 | Game engine | tweak | always | 08-10-03 17:45 | 20-10-03 13:11 |
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Reporter: | stuarts | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | the camera scrolling to always show target cursor ? | ||||
Description: | If you targeting units with a long range shooter
such as the heavy gun, the cursor often goes off screen. Any chance the screen can centre the firing unit and its cursor more ?? | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
12 | Game engine | feature | sometimes | 07-10-03 15:45 | 20-10-03 12:52 |
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Reporter: | martinp | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Some units suddenly can't be targetted | ||||
Description: | Some units suddenly can't be targetted. There
doesn't seem to be a pattern to this happening. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
82 | Game engine | feature | sometimes | 16-10-03 18:08 | 17-10-03 14:30 |
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Reporter: | martinp | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | fixed | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | The multiplayer BlueTooth game sometimes crashes | ||||
Description: | The multiplayer BlueTooth game sometimes crashes
with an "unknown message" error. | ||||
Steps To Reproduce: | |||||
Additional Information: | This is caused by the NlueTooth network layer
sometimes not delivering complete packets to the game engine. | ||||
Attached Files: |
Bug Notes | ||||
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Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
81 | Feature request | feature | N/A | 16-10-03 17:24 | 16-10-03 17:26 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Multiple Layer Map | ||||
Description: | Here's a break down of the layers we'll need for
everything I have in mind for the Map Screen... 1st (top) layer: All units (with shadows). Could the shadows be drawn on a separate layer underneath this one so units don't cast shadows on each other? 2nd layer: Unit shadows (if possible). 3rd layer: Map grid. 4th layer: Other map effects such as a compass graphic, scale, road names, folded corners of the map etc. 5th layer: Trees and mountains (with shadows)... again preferable to have shadows on a separate layer underneath... 6th layer: Tree and mountain shadows. and finally.... 7th (bottom) layer: Basic map elements that make up the level. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
80 | AI Engine | feature | always | 16-10-03 15:07 | 16-10-03 15:07 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Player names in colour | ||||
Description: | The 'day 1' 'player 1' message. Can we have the names of the players in their team colour? i.e. Comp in yellow, player 2 in blue, boris in green. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
38 | User Interface | feature | always | 10-10-03 15:50 | 16-10-03 15:06 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Day 1, player 1 message | ||||
Description: | Player shouldnt be able to skip this, but it
should only display the 'day 1' for the first player, i.e. once a
day. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
37 | User Interface | feature | always | 10-10-03 15:49 | 16-10-03 15:05 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | End turn menu | ||||
Description: | Make it solid rather than transparent. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
45 | Feature request | feature | N/A | 10-10-03 18:01 | 16-10-03 15:05 |
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Reporter: | Doug | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Dead Units | ||||
Description: | Display a dead version of a unit that's been killed on the map screen for the remainder of that player's go. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
77 | Script system | feature | always | 14-10-03 14:14 | 14-10-03 15:56 |
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Reporter: | martinp | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | closed | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Script does not work properly | ||||
Description: | Using the
code: UIHighlight_Reset() UIHighlight_Add(5,5) temp = GetUnitIDAt(5,5) DisplayText("C00_T08") InputWaitPressedA() UIForceSelectUnitID_Reset() UIForceSelectUnitID_Add(temp) Does not seem to work properly and the unit is not forced to be selected; But: UIHighlight_Reset() UIHighlight_Add(5,5) DisplayText("C00_T08") InputWaitPressedA() temp = GetUnitIDAt(5,5) UIForceSelectUnitID_Reset() UIForceSelectUnitID_Add(temp) Does work properly. The 'temp' variable seems to be getting corrupted. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
Bug Notes | ||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
75 | Feature request | feature | always | 13-10-03 14:12 | 13-10-03 14:18 |
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Reporter: | stuarts | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | put new office cutscenes into game | ||||
Description: | can you please put the new cut scenes of the henchman walking into office, more animated talking and walking over to the campaign map. | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |
Viewing Bug Advanced Details | |||||
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ID: | Category: | Severity: | Reproducibility: | Date Submitted: | Last Update: |
44 | Game engine | feature | always | 10-10-03 15:59 | 10-10-03 15:59 |
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Reporter: | Steve | Platform: | |||
Assigned To: | martinp | OS: | |||
Priority: | normal | OS Version: | |||
Status: | assigned | Product Version: | |||
Product Build: | Resolution: | open | |||
Projection: | none | Duplicate ID: | |||
ETA: | none | ||||
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Summary: | Health display in battle screen. | ||||
Description: | In battle screen Health blocks should correspond with onscreen integer rather than showing fractions of a block (obviously still keep this resolution in the health rating though). | ||||
Steps To Reproduce: | |||||
Additional Information: | |||||
Attached Files: |
There are no notes attached to this bug. |