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Progress Tracker
ProgressTracker.html

Progress Tracker

This page shows the current list of tasks being worked on, with the most recent week on top. The list shows one week at a time since day-to-day tasks often change depending on what was accomplished previously, shifting priorities, and new discoveries. For more long-term planning, I will still use stand GitHub tasks and milestones. For longer-term plans, please see the roadmap.

Bugs

I have changed this list to include all of the major bugs for version 1.0. Note that some minor bugs have been excluded but remain in the Bugs forum.

  • Health damage flashes too fast when taking major damage, like falling.
  • Mines will trigger through closed doors when the player is in their proximity.
  • Player slides on rotating sectors which may end up pushing them off. Best observed with Fuel Stations rotating sector area.
  • LAREDLITE does not work. Putting in the cheat does not show the message and the enemy ai remains active.
  • (INF) "Shelves" on Jabba's ship lower too soon. see https://the-force-engine.freeforums.net/thread/38/current-bugs
  • Gammorean Guard corpses will slide slightly forward after dying.
  • Physical damaging enemies will continue to attack you after you are dead, and keep turning the screen red.
  • Some mid-level VUEs are not triggering, see level 9 Cargo 3do does not move around central area and Tie Fighters on Executor.
  • Enemies don't die when falling off a ledge (the "terminal velocity" check).
  • Some decorations do not have proper collision (see Level 10 Jan Ors).
  • (INF) You should not be able to reactivate an elevator in motion (causes the sliding puzzle in level 11 to break if clicking on the switch multiple times).
  • Sound effect objects are missing (https://the-force-engine.freeforums.net/thread/51/lack-wind-environment-sound-shaddaa).
  • Mines still drop too fast (https://the-force-engine.freeforums.net/thread/52/dropping-mines-tfe-faster-dos).

11-15-2021

Bugs

  • The AT-AT model used in some mods is still incorrect (see Dark Tide 2).
  • Enemies don't die when falling off a ledge (the "terminal velocity" check).
  • (INF) You should not be able to reactivate an elevator in motion (causes the sliding puzzle in level 11 to break if clicking on the switch multiple times).

CGL Release

  • Mod support for TFE.
  • Finalize release - which includes a GitHub tag and version update.

Cutscenes & UI Release

  • Initial work on cutscenes.

11-08-2021

Bugs

  • Hitting with the fist attack is more difficult in TFE than DOS.
  • Compressed loading screens not showing up correctly.
  • 3DO loading with zero-vertex parts.
  • Timing issues when forcing vsync off externally and switching refresh mid-session.

CGL Release

  • Restore high resolution and widescreen support.
  • Mod support for TFE.

Finish AI

  • General Mohc (Phase 3).

11-01-2021

Bugs

  • Hall of mirror errors in TFE that don't exist in vanilla, see Robotics Facility and Gromas Mines.
  • Specific type of walls not being added to the automap when seen.
  • Executor level does not end correctly - you can reach the end but complete level is never called.
  • The Mouldy Crow return animation is never played in level 4 (but the level is completable anyway).

Other

  • LAIMLAME cheat does not protect from health damage.

Finish AI

  • Boba Fett (WIP)

10-25-2021

Bugs

  • Add missing remote functionality.
  • Cleanup the Classic Renderer and prepare for the reintroduction of high resolution and widescreen support.
  • Phase 1 Dark Trooper issues when the player is out of sight.
  • AI Actors can erronenously fit through spaces that the player has to crouch to get through.
  • Flying AI Actors can clip into the ceiling, making it harder to hit them.
  • The player can get stuck on walls instead of smoothly sliding.
  • Player collision jitters more then DOS.
  • The sound when falling into vaccuum or dying in a gas sector is terrible and doesn't match DOS.
  • Sometimes projectiles miss when they should hit due to crossing multiple sectors.
  • The weapon vertical pitch offset is slightly incorrect when looking down.

Finish AI

  • Phase 2

10-18-2021

Bugs

  • Missiles and missile packs cannot be picked up.
  • The concussion rifle looks green while shooting in dark sectors on Nar Shaddaa instead of blue.
  • Fix moving/rotating sector collision INF bug (blocks completion in Ramsees Hed).
  • Elevators do not "crush" corpses (sometimes blocks completion in Ramsees Hed).
  • Crushers should only affect the player if the player height is less than the original limit, not the limit adjusted for water sectors.
  • Fix 3DO Second Height Movement/INF Bug (blocks proper completion in Detention Center).
  • Fusion Cutter secondary fire speed (it is too fast).
  • Re-check vertical projectile push force on enemies.
  • Music should pause when opening the Escape menu.
  • Shield pickups seem to have collision with player Thermal Detonators though Mortars don't seem to be effected.
  • When creating a new agent, SecBase is automatically selected.
  • Fix AI Movement Bug for basic enemies when reacting to walls, impassable ledges, and drops (noticeable with Ree-Yees in Ramsees Hed).
  • Fix the similar AI movement bug for boss enemies.
  • Phase 1 teleporting (see https://the-force-engine.freeforums.net/post/138)
  • Sometimes "hit effects" trigger too high when shooting enemies.
  • LAIMLAME cheat does not prevent health damage.

Pre-Release

  • Pre-Release Public Builds (320x200, 4:3 only).

10-11-2021

Talay Update

  • Finish Vue Logic.
  • Generator Logic.
  • Level complete function.
  • Fix master-off INF triggering bug (noticeable in Talay).
  • Fix bug where level-end message and ship return are not triggered.
  • Fix texturing bug with transparent mid-textures and vertical scaling (noticeable in Talay).
  • Update video running through Talay to demonstrate above work and general progress.

Bugs

  • Auto aim kicks in even when enemies aren't in the player's view.
  • Fix texture animation INF bug.
  • Weapon should switch when picking up a better weapon.
  • The player falls when an elevator is lowering instead of smoothly lowering with it.
  • Fix land sound effect playing too often.

Level Transitions

  • Escape Menu with Abort/Next Level.
  • Level transitions.
  • Player Death, respawning, and failure.

Other (may slip, Pre-Release build will not be delayed for these).

  • Level cheats.
  • Finish proper inventory handling in Jabba's Ship.

10-04-2021

  • AI Integration
    • Sewer Creatures.
    • Kell Dragons.
    • Welder.
    • Remote.
    • Phase 1 Dark Trooper.
    • Phase 2 Dark Trooper.
    • Phase 3 Dark Trooper.
    • Boba Fett.
  • Probe Droids going "under water" in Anoat City (was a sign issue with desired vertical movement).
  • Generators.
  • Escape menu, to support level abort/next level.
  • Finish cheats - level changing cheats are all that is left.

9-20-2021

  • AI Integration
    • Fix-up different types of Actors (some structs should be shared that are not).
    • Actor boilerplate.
    • Mousebot
    • Exploding Barrel
    • Scenery
    • Troopers (officer, commando, storm trooper).
    • Flying Enemies (Int Droid, Probe Droid).
    • Turrets.
    • Gamorrean Guards
    • Transhodans
    • Melee Enemies (Sewer bugs, Dragons).
    • Other basic enemies.
    • Dark Troopers.
    • Bosses (Boba Fett, Phase 3).

9-13-2021

  • fix memory errors.
  • memory region support, to allow for clean level changes, de-fragmenting memory, etc.
  • fixed sound errors - the code could stop the incorrect sounds, causing them to "cut off".
  • finish weapon task integration.
    • WTID_HOLSTER.
    • Integrate weapon fire functions:
      • Fist
      • Pistol
      • Rifle
      • Thermal Detonator
      • Repeater
      • Fusion
      • Mortar
      • Mine
      • Concussion
      • Cannon
  • Player damage and explosion messages.
  • AI Integration
    • Land Mine (Pre-placed)

9-06-2021

  • finish player task integration.
    • integrate handlePlayerMoveControls().
    • integrate handlePlayerPhysics().
    • integrate handlePlayerActions().
    • integrate handlePlayerScreenFx().
  • test, verify, debug and fix issues with the integration up to this point.
    • collision errors - some adjoins are still impassable.
    • inf errors - there are still some minor bugs to find.
    • task errors - there are still some issues with task calling order not matching DOS.
    • rendering errors - some switches are misaligned, some objects are not properly rendered (even though the sectors are).
  • finish weapon task integration.
    • WTID_SWITCH_WEAPON (tested).
    • WTID_START_FIRING (untested, covered later).
    • WTID_STOP_FIRING.
    • WTID_HOLSTER.
    • Integrate weapon fire functions for: pistol, rifle.
  • hook up sound system.
    • get the music playing and stopping again.
    • hook up the Jedi Sound API stubs to the TFE sound system. Note: propogation and 3D panning may not match Dark Forces exactly, but this will be handled in a future release.

8-30-2021

  • finish main task integration.
    • integrate automap.
    • figure out sin/cos differences, look at table results versus TFE results (causing odd looking circles compared to DOS in the automap).
    • integrate handlePaletteFx().
    • integrate hud_drawAndUpdate().
    • integrate hud_drawHudText().
    • integrate updateScreensize().
    • integrate setupCamera().
    • integrate drawWorld().
    • integrate weapon and mask drawing.
    • integrate handleGeneralInput().