Tag Archives: bugs
Today was a full day… I did a bit of bug fixing, related to turrets and traps and collision detection: Also added some polish in the end of the laser beam, and worked on testing recording gameplay video, so I can prepare to start doing some marketing stuff, contract press, and some SEO with the […]
This is the best definition for today… It started great, adding new content the artist built: Also fixed a lot of small stuff, like making the player fall to the ground when he’s killed in flight, or selecting an upgrade automatically when purchasing things in the shop… But then I started hitting bugs… a lot […]
As the title indicates, mostly that kind of work… The bugs were mostly small things, like the way one of the voxel faces UVs were not correctly mapped, moving the near plane of the camera when it was too close, etc… Also polished some things related to the camera controls… Now the character will turn […]
I spent a lot of time looking at a bug all wrong… I noticed that the voxels that had transparency were rendering wrong: Check out the front window of the ship… Anyway, my first thought was that I was adding to the vertex buffers the faces between two adjacent objects with the same material, but […]
The “escort” mission was full of them, some due to the multithreading, others due the actual logic of the system (for example, the player could leave without the person being escorted)… Other than that, it was just standard debugging… Still found some places where I’m using the old brains, instead of the script-based AIs, so […]
As the title indicates, some more work on bugs, mainly things related to the multithreaded area generation… Also improved the look on the vertical faces of the ice: Just got some more bugs on my list, and tests to be done on the random missions (some of them might have been broken by the multithreaded […]
Not much to talk about today (at least nothing interesting)… It was mainly a bug-tracking/killing day… Some issues with the management of missions (which would sometimes cause for duplicate missions to show up), plus the sneaky ninja that wouldn’t cross the area boundary (which sucks!) and some other small stuff… I expect tomorrow I’ll be […]
Found another bug with the game related to the new multithreading system: sometimes, at a certain point in the game, ninjas spawn to chase the player. Before, when the player changed area, the ninja would spawn again, but now they don’t, because they haven’t been destroyed (the previous area is still in RAM). I’ve adjusted […]
Think I finally squashed the last bugs caused by the multithreading system… After a lot of logging, it was fairly easy to fix, the difficulty was finding out exactly where things were going wrong… Also fixed a lot of small pending bugs (mostly waiting on things to go wrong with the multithreading), and added some […]
…I got some nasty bugs due to the multithreading… Not totally unexpected, but I thought I was in the clear… I added all the code to clear areas… To be well below the 1Gb RAM used, I store only a maximum of 5 areas in RAM, then I evict them… First I had some problems […]