[TuxKart-devel] GOTM release?
Status: Alpha
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sjbaker
From: James G. <j....@vi...> - 2004-08-25 21:25:28
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Well, it's a little less than a week until the originally proposed release date for GOTM. I assume we're extending the target date? Even so, it might be nice if we had a definite list of what we will and won't be doing and who will be doing it, and sticking to our list as much as possible so we don't end up with new half-finished features/multiple people working on fixing the same small problems, otherwise this is going to go on for ever. Also, if Steve is still refusing to use the Tuxkart Sourceforge account to host a download (Steve?) has anyone got any ideas about where else it might be hosted? A list of what I can see really needs fixing before a release (much of this is already in the wiki): - AI!!! Still noone has touched this... - Grand Prix mode and saving best race times, grumbel seems to be on the case with this - FPS issues. Grumbel said he hacked a patch for VBO support into TuxKart, are you going to commit it grumbel or is it too buggy? Also, maybe we could reduce the default number of karts in a race to perhaps 6? Even with double the FPS the game will still struggle on slower computers as it now stands. - sometimes the kart models flick right round, grumbel said this was just a rounding error and he could fix this in a few minutes though? - The tire tracks are sometimes blue? Plus on some tracks they just look messy (I'm thinking Star Track/Gown's Bow in particular here), maybe it could be a track-defined option as to whether they get used? - Tire tracks appear even if a kart is currently airborne - Though you can't see that you are leaving them, if you reverse you can see that tire tracks are left even when you are on a straight - Input configuration should be finished. I started but people were telling me I was doing it wrong so I left it. Should I finish off the job or is someone else going to do it the way they want it done? - Why do karts start off in the air before a race begins? Is it some hack to avoid having to work out exactly what height karts have to be placed at? Even if it is, it looked silly to begin with, and with the new start sequence it looks even sillier - The smoke coming out of karts is, apart from anything else, too big, it makes the karts look really messy and polluting, when they're supposed to look cute and cartoony - The text in some of the menu screens is too small but fixing this is a 5 minute job - maybe all the Race GUI stuff could be converted to use the widget set and SDL_ttf, or is this not worth it? - The new tracks don't have track data - the old TuxKart had a bug whereby it often couldn't keep track of laps correctly, I guess it's probably still there - depite what "pole" has written in the wiki, keyboard input still isn't inter-polated - I can see through the head of the new Penny model - Game probably still memory leaks a shed load when you quit a race Blimey that's a lot of stuff. James |