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Progress Tracker |
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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.
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).
- 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).
- Mod support for TFE.
- Finalize release - which includes a GitHub tag and version update.
- Initial work on cutscenes.
- 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.
- Restore high resolution and widescreen support.
- Mod support for TFE.
- General Mohc (Phase 3).
- 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).
- LAIMLAME cheat does not protect from health damage.
- Boba Fett (WIP)
- 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.
- Phase 2
- 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 Public Builds (320x200, 4:3 only).
- 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.
- 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.
- Escape Menu with Abort/Next Level.
- Level transitions.
- Player Death, respawning, and failure.
- Level cheats.
- Finish proper inventory handling in Jabba's Ship.
- 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.
- 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).
- 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)
- 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.
- 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().