roman-murashov / hedgewars

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*spoiler alert* space campaign, list of issues #723

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Most of them are notes from latelatelatenight, so don't be surprised about odd 
stuff :P

Feel free to edit this list to better reflect latest dev state

General:

* destroying important crates should fail missions

* collecting target crates with rc plane (where available) should either count 
as win or fail - atm it's just ignored.

* when a mission saves it status as "completed" all other completed missions 
get reset. couldn't find the reason in lua (although there is a lot of variable 
"i" usage, which should be planetNum or index instead respectively)

* where can I see which device parts I already collected? (handy if not having 
played for a bit)

* (especially Sidemissions): missions can fail quickly and often - at least 
those that don't need any land modification could be resettable without forcing 
user to go through loading and skipping cutscenes + adjusting zoom again

* lots of typos

Moon - Main Mission:

* "oops I have been spotted and I have no weapons. I'm doomed" - always, even 
when I did have weapons

*avoid overlapping speechbubbles
http://i.imgur.com/p1peGAE.png?1
(screenshot by sparkles)

"Chasing the blue hog" (moon02.lua)

* cannot be won, because turntimeleft is set to 0 before winanimation

* even if not, winning could be "skipped" by skipping the animation

* don't place runner close to edge/reduce detection radius, otherwise it can 
happen that you fall to death when you're close enough. that or fixed 
StoppedGear()

* reset speed when reaching runner, or you might slide into your death (since 
you unvoluntarily release rope)

* add quick reset after fail, so that people don't have to go through loading 
screen, skipping intro and zooming out all over again (enable invul land so 
that there won't be death craters)

* lua error spam when drowning together with the enemy

* suggestion: teleport animations?

Ice Planet - Main Mission:

* I can move and drown Mc Hoggy

* so I flew over the map, over the mindfield, killed a hog and a turn later got 
the device by surrendering hog...
- That's not how it's supposed to be done, is it? :P

Melon Planet - Main mission: 

* you can make Captian Lime walk in the beginning

* can cheat in accept-stage by pushing myself to the left using rope, which 
catapults me ahead

Melon Planet - Main mission #2: 

* don't know how to pass barrels with mind other than removing it by 
faceplanting one of the soldier hogs into it

* when reaching second checkpoint with Lady Mango (after reloading checkpoint) 
while medic hedgehog (Mister Pear) was dead -> lua error spam and (this and 
next) checkpoint won't be saved

* after blowing up the barrel hole -> can't switch hedgehogs anymore (with that 
one still dead)

* blowing up the barrels might not create downwards passage to crates if wind 
is strong

* killing Caption Lime before collecting last crates seems to ruin stall the 
mission script? (no events after,  checkpoint not saved, can't finish mission)

* "You'll have to eliminate Caption Lime at the end" -- spoilers much? or is it 
only shown after crates collected? :P

* destruction of desired crate should lead to mission failing

Sand Planet: Main mission

* "A Smuggler! prepare for battle!" - interrupted and stopped my hog while in 
midair. over a mine.

* or after I fired a shot when at save distance from hole: after my turn has 
ended, my standing hog suddenly starts sliding forward until he falls down the 
hole onto the mine... is the smuggler a jedi using the force or what's 
happening there?

* top left mine explosion only creating half a crater because of indestructable 
terrain (where it is not needed IMO)

* invisible which terrain is destructable and which isn't, leading to wasting 
stuff

* wind broken? parachuting with strong wind to the left, but had to hold left 
in order to not fall straight down onto a mine

* turn/team switch infinite loop - when killing (top left hedgehog and) "Spike" 
from save distance before reaching their combat area.
can happen before or after checkpoint save
nemo thinks that's related to pausing?

Death Planet - Main Mission:

* make your enemy drown you together with the boss -> you win

* got weird stats after:
1. Professor (1 kill)
2. Hog Solo (0 kills)
2. Hog Solo (1 kill)
3. Professor (0 kills)
(numbered like this)

Death Planet - Side Mission:

* seems fine :)

Final:

* is the portal gun good for anything or just there for confusion

* can't see which surfaces allow portals and which don't - without wasting 
portal shots

* indestructable terrain should be easier to recognize, other then by fail 
digging and having to restart

Original issue reported on code.google.com by sheepyluva on 30 Nov 2013 at 9:11

GoogleCodeExporter commented 8 years ago

Original comment by pntana...@gmail.com on 1 Dec 2013 at 12:41

GoogleCodeExporter commented 8 years ago
Oh my! This issue is a MONSTER. IMO it should be splitted up into smaller 
issues and then closed; work is then continued in the smaller issues. Maybe 
create a tracking issue only for the A Space Adventure? But first some 
cleanup/editing needs to be done, to weed out all the non-bugs or fixed issues. 
I noticed a lot of the bugs in this list are already fixed, are unclear to me 
or I can't reproduce them. It would be the best to report 1 issue per bug, but 
if that's too much work for you, then at least 1 issue per mission.

I have tested most of the reported issues and I will give my comments below. 
Please mark or remove the issues I commented with "FIXED" from the list.

Note: If not noted otherwise, all my tests are made in r8c665914da2a.

-----------------------------------------------------

General:
> * destroying important crates should fail missions
> * collecting target crates with rc plane (where available) should either 
count as win or fail - atm it's just ignored.
---> Shoud be reported for each mission seperately.

> * when a mission saves it status as "completed" all other completed missions 
get reset.
---> I don't understand quite right.

> * (especially Sidemissions): missions can fail quickly and often - at least 
those that don't need any land modification could be resettable without forcing 
user to go through loading and skipping cutscenes + adjusting zoom again
---> Not a bug, this is a feature request. IMO this would be desireable to have 
as core functionality in the engine, because it would make sense many other 
missions (i.e. Climb Home). I don't know how, however. May you please file a 
new issue for this?

> * lots of typos
---> I don't know, I should proofread the entire campaign. No promise, however.

> * where can I see which device parts I already collected? (handy if not 
having played for a bit)
FIXED! There is a flower above the planets you've managed to finish.

Main mission: The first stop (on the moon):
> * "oops I have been spotted and I have no weapons. I'm doomed" - always, even 
when I did have weapons
---> FIXED!

> *avoid overlapping speechbubbles
---> CONFIRMED! This is an issue with some other missions as well. I suggested 
to nemo to allow for speech bubbles to go into the other direction to make life 
for Lua scripters easier. ;-)

"Chasing the blue hog":
> * cannot be won, because turntimeleft is set to 0 before winanimation
> * even if not, winning could be "skipped" by skipping the animation
---> I can't reproduce both of them in 0.9.21

> * lua error spam when drowning together with the enemy
---> CONFIRMED in 0.9.21

Ice planet - Main mission:
> * so I flew over the map, over the mindfield, killed a hog and a turn later 
got the device by surrendering hog...
---> FIXED, the flying saucer gets disabled if you fly too close to the enemy 
territory.

> * I can move and drown Mc Hoggy
---> You mean control the hog? I can't. But I can drown him with a bazooka. 
Should it be a mission requirement for it to survive? That would be unfair, 
because the blue hogs will probably kill it with their bazookas. I'd say it 
would be best to leave everything as is.

Fruit planet, 1st main mission:
> * you can make Captian Lime walk in the beginning
---> I can't reproduce this.

> * can cheat in accept-stage by pushing myself to the left using rope, which 
catapults me ahead
---> I don't have a rope in accept stage.

Fruit planet, 2nd main mission (Getting to the device):
> * don't know how to pass barrels with mind other than removing it by 
faceplanting one of the soldier hogs into it
---> I don't know either. This strategy works somehow, but not reliably because 
you can get unlucky and the mines fly towards bad position. At least I managed 
to get all hogs to checkpoint one, so I could use the other hedgehog to clean 
up the remaining mines, and if that is not enough, I can hope Hog Solo has 
enough health left to survive a mine blast. If not, well, then you probably 
need to try again? xD Or maybe I am just too stupid to see a better solution. xD

> * when reaching second checkpoint with Lady Mango (after reloading 
checkpoint) while medic hedgehog (Mister Pear) was dead -> lua error spam and 
(this and next) checkpoint won't be saved
---> Demo, please.

> * after blowing up the barrel hole -> can't switch hedgehogs anymore (with 
that one still dead)
---> Can't reproduce this.

> * killing Caption Lime before collecting last crates seems to ruin stall the 
mission script? (no events after,  checkpoint not saved, can't finish mission)
---> FIXED, you lose the mission instead. But this does not make much sense 
story-wise. Why not allowing your hedgehog to backstab your false friends? ;-)

> * blowing up the barrels might not create downwards passage to crates if wind 
is strong
---> CONFIRMED. Good point, could (hopefully) be fixed by disabling wind; it is 
not needed anyways

> * "You'll have to eliminate Caption Lime at the end" -- spoilers much? or is 
it only shown after crates collected? :P
---> CONFIRMED. It is shown when you lose before 1st checkpoint, so definitely 
a spoiler.

> * destruction of desired crate should lead to mission failing
---> FIXED.

In my tests I found this mission has some other issues, I should open a 
seperate issue later.

Sand planet - Searching in the dust:
> * "A Smuggler! prepare for battle!" - interrupted and stopped my hog while in 
midair. over a mine.
----> I can't reproduce this. A demo would help.

> * or after I fired a shot when at save distance from hole: after my turn has 
ended, my standing hog suddenly starts sliding forward until he falls down the 
hole onto the mine... is the smuggler a jedi using the force or what's 
happening there?
----> Again, a demo would help.

> * invisible which terrain is destructable and which isn't, leading to wasting 
stuff
----> FIXED, there are now blue lines.

> * wind broken? parachuting with strong wind to the left, but had to hold left 
in order to not fall straight down onto a mine
----> The context is not clear. Where did you parachute (demo would help). But 
if you could still manage the stunt somehow, I don't see why this is an issue.

> * turn/team switch infinite loop - when killing (top left hedgehog and) 
"Spike" from save distance before reaching their combat area.
----> I can't reproduce this, demo, please. Did you mean Sandy and Spike? I did 
what you said but the game went on happily.

Death planet, the final encounter:
> * make your enemy drown you together with the boss -> you win
----> I guess this is intentional, the mission objective clearly says "Defeat 
Prof Hogevil".

> * got weird stats after:
----> Not for me.

Final:
> * is the portal gun good for anything or just there for confusion
----> The portal gun is good for something, it should be clear when you see the 
"portable" surfaces.

> * can't see which surfaces allow portals and which don't - without wasting 
portal shots
> * indestructable terrain should be easier to recognize, other then by fail 
digging and having to restart
----> FIXED.

Original comment by almikes@aol.com on 3 Aug 2015 at 5:44

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Fixes for Chasing the Blue Hog:

https://code.google.com/p/hedgewars/issues/detail?id=957

Original comment by almikes@aol.com on 3 Aug 2015 at 9:56

GoogleCodeExporter commented 8 years ago
Typo fixes:

https://code.google.com/p/hedgewars/issues/detail?id=959

Original comment by almikes@aol.com on 4 Aug 2015 at 1:35