diff --git a/docs/OPEN_ISSUES_FOR_TESTERS.txt b/docs/OPEN_ISSUES_FOR_TESTERS.txt index 03f5a25..99cb9b8 100644 --- a/docs/OPEN_ISSUES_FOR_TESTERS.txt +++ b/docs/OPEN_ISSUES_FOR_TESTERS.txt @@ -1,7 +1,7 @@ ============================================================================= - BT411 -- ALL OPEN TRACKER ISSUES (93), SORTED FOR PLAYTESTERS - Updated 2026-08-10 -- regenerated from the tracker before each playtest; - grab the newest copy from Discord (or docs/ in the repo) + BT411 -- ALL OPEN TRACKER ISSUES (59), SORTED FOR PLAYTESTERS + Updated 2026-08-10 (evening) -- after Oracle's full annotated sweep, which + closed 35 issues. Thank you Oracle: that is what this list is for. ============================================================================= HOW TO REPORT: drop a line in Discord with the issue number and PASS / FAIL / what you saw. Screenshots and rough times help; logs get collected @@ -9,206 +9,111 @@ ============================================================================= ----------------------------------------------------------------------------- -A. FIXED -- PLEASE VERIFY +A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build) ----------------------------------------------------------------------------- -#18 Engineering aux buttons crashed the game (glass windows) - TEST: click every Engineering panel button, incl. the aux row. No crash. -#20 Auto cooling BALANCE did nothing - TEST: ADV control mode, press BALANCE -- coolant redistributes. -#22 Ammo + destroyed weapons did not reset on respawn - TEST: die with empty bins / dead weapons -> respawn full and repaired. +#149 Glass cockpit stutter / hitching ** HEADLINER ** + First fielded build with the fix. Glass users -- especially Oracle: + mission load and play should feel smooth again (repaints now skip + windows whose gauges did not change). +#150 Double kill credit (one kill counted twice) ** HEADLINER ** + First fielded build with the fix (868's double-kills were pre-fix). + TEST: kill someone with a missile volley -- scoreboard +1, not +2. +#69 "Sunder V1" renamed to DENKOU + TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling. +#71 Closing the Plasma window lost it until restart + TEST: X the plasma window -- it minimizes to the taskbar; click restores. #25 Gamepad turn profile (stick X could not turn the mech) - TEST: bind an axis to "Turn" in content\bindings.txt -- mech turns. + TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt. #27 Autocannon/Gauss dealt the wrong damage type - TEST: ballistics should feel/score like solid shot now (no blast splash). -#32 Audio cutting in/out late in the match - TEST: long drop -- audio should stay clean to the end. -#35 Owens crashed when firing lasers (Conn Man x2, long ago) - TEST: Conn Man -- Owens, spam lasers. Believed fixed for a while. -#36 Turning continued after releasing the pad/rudder axis - TEST: RajelAran -- release/center the turn axis, turning stops. + Oracle asked for a RETEST before closing: ballistics should feel/score + like solid shot (no blast splash). #38 Mech colors reverted on respawn TEST: custom paint, die, respawn -- colors stay. #39 Controls were live before the game screen appeared TEST: mash fire during load -- nothing happens until the scene shows. -#40 Waiting/join screen burned 45-50% GPU - TEST: GPU near idle while waiting in the join screen. #41 (David/Auric) launcher killed before it could run -- forensics armed - TEST: if join.bat ever fails again, send content\lastrun_join.txt -- - it now records the exit code that names the killer. -#43 Comm display: pilot list with KILLS/DEATHS - TEST: all pilots listed, kills/deaths update through the round. -#47 Jam / ammo-bay-fire annunciation - TEST: bay fire alarm looks OK now. Still watching: does the ENG page - button FLASH on a weapon JAM? (run ballistics hot to force jams) -#48 Secondary/Comm MFD artifacting (stray blocks) - TEST: if you see artifacts, say so -- the log now self-reports the - culprit automatically. -#50 All MFDs unclickable for a round (SAURON) } same fix -- -#56 MFD buttons drift away from where they are drawn } verify together - TEST: alt-tab / focus changes mid-round, then click MFD buttons -- - they must stay aligned with the graphics. -#51 Coolant flush sound looped forever - TEST: flush coolant -- the sound ends when the flush ends. -#53 Generators could not be switched OFF - TEST: ENG page -- toggle each generator off and back on. -#54 (David) all three energy weapons died for a whole round - TEST: after your first death, weapons must still recharge normally - for the rest of the round. -#58 Reticle callsign plate drew as a solid rectangle - TEST: target names under the reticle render as text on every map. -#59 First death permanently froze parts of that player's simulation - TEST: nothing specific -- covered by normal play after dying. -#61 Searchlight toggle was dead - TEST: searchlight button toggles + lamp tracks. (The visible beam and - night-fog change are separate, still to come -- #123.) -#62 Weapon knocked off the power bus stayed dark forever - TEST: fiddle bus/generator selection on the ENG page -- weapons - reconnect on their own (AUTO) instead of staying dead. -#69 "Sunder V1" renamed to DENKOU - TEST: vehicle picker shows Denkou -- era witnesses, confirm the spelling. -#70 (Draco) torso twist lost after a death/respawn - TEST: die, respawn, twist. Fixed a while ago but never field-confirmed. -#71 Closing the Plasma window lost it until restart - TEST: X the plasma window -- it minimizes to the taskbar; click restores. -#93 Crash at end of round - TEST: play rounds to their natural end -- report ANY teardown crash. -#114 Missile impact smoke was a wall - TEST: LRM exchanges -- smoke is present but no longer a smoke screen. -#131 Reticle showed LOCK off-target / no-reg on target - TEST: stationary targets -- lock ring matches where the reticle is. -#137 Respawned with myomers heat MAXED (mech frozen at spawn) - TEST: respawn repeatedly -- heat always starts normal. Oracle already - confirmed one clean session; more eyes welcome, this one eluded us. -#138 Glass buttons flashed at the wrong rate unless a window was dragged - TEST: leave the MFD windows unfocused -- lamps flash at the real rate. -#149 Glass cockpit stutter / hitching - TEST: glass mode -- mission load and play feel smooth again. - (Repaints now skip windows whose gauges did not change.) -#150 Double kill credit (one kill counted twice) - TEST: kill someone with a missile volley -- scoreboard +1, not +2. -#146 Respawned already running (virtual throttle survived death) - TEST: respawn -- throttle idle until YOU move it; a physical throttle - re-syncs on first movement. Oracle confirmed the mechanic; keep watching. + TEST: if join.bat ever fails again, send content\lastrun_join.txt. +#56 MFD buttons drift away from where they are drawn + TEST: alt-tab / focus changes mid-round -- buttons stay aligned. #147 Range caret vanished for the session (ticks stayed) - TEST: nobody has re-created it. If it happens the log now catches the - culprit red-handed ("NaN TRAPPED") -- just report that you saw it. -#152 Torso auto-recentre / CENTER button - TEST: CENTER (pod button / F7) recentres the torso in every control - mode, on glass and RIO rigs too. (Era question below still open.) + Monitoring: if it happens, the log traps the culprit -- just report it. #158 (Sauron) could not move after respawn until throttle cycled TEST when it happens: does cycling the throttle free you? - YES -> it is the #146 throttle-release mechanic (expected). - NO -> report map + where you spawned (suspect: spawn-in geometry). + YES -> the #146 release mechanic (expected). NO -> map + spawn spot. ----------------------------------------------------------------------------- B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens) ----------------------------------------------------------------------------- -#24 Controller hat/look view sticks (recovers after wiggling now) - NOTE: which controller, which direction, does wiggling clear it. +#24 Controller hat/look view sticks (recovers after wiggling) #37 Mech torso appears BACKWARDS to other players (transient) - NOTE: whose mech, and does it snap back -- watch peers, any chassis. -#74 8BitDo gamepad works solo, dead in Steam MP - NOTE: VexUbiquity -- does it still happen, and in LAN vs Steam? -#100 Main coolant reservoir drains with NO leak shown anywhere - NOTE: what you were doing; screenshot the ENG page when you catch it. -#101 Round ended with 18 s still on the clock - NOTE: exact clock value + which drop; has not repeated since. +#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity) #102 Owens: full-throttle run -> hold reverse = animation/audio hang - REPRO known (exterior cam, savannah). Does it still happen? It - self-clears on a torso twist. -#122 Throttle: normal-vs-seek-4 speeds crammed into last sliver of travel - NOTE: which mech; era witnesses -- how did the pod lever feel? + REPRO known (exterior cam, savannah); self-clears on a torso twist. #125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it) - NOTE: victim + observer both report; paper doll vs external view. #126 Peer weapon fire invisible AND silent from some positions - NOTE: positions of shooter/observer; moving fixes it. -#128 Ramming terrain = INSTANT coolant leak (4 for 4 that night) - NOTE: still 100%? speed at impact; which terrain. -#130 Vulture "skating" (gliding without walk animation) in a 6-player session - NOTE: a gait-replication fix landed since -- watch for any recurrence. +#128 Ramming terrain = INSTANT coolant leak -- Oracle re-confirms STILL LIVE +#130 Vulture "skating" (gliding without walk animation) #132 (Conn Man) persistent yellow line on the HUD in every mech - NOTE: still there? screenshot + monitor resolution/aspect. -#135 Coolant leak with NO flashing annunciators (+ gen buttons not - flashing on leak, seen in glass too) - NOTE: glass or normal mode, which annunciators stayed dark. +#135 Coolant leak with NO flashing annunciators -- Oracle re-confirms LIVE #136 A SHUT leaking loop starts/stops leaking with COMPONENT toggles - NOTE: exact toggle order if you can reproduce. -#139 (Oracle, once) silent exit between "lobby up" and the room screen - NOTE: if hosting dies silently again, say so and we pull the log. + (Oracle marked "Clarify" -- one more description pass requested.) #143 One panel hit -> smoke erupts from MULTIPLE places at once - NOTE: which panel was hit (sensor special seen); screenshot. -#153 Basic-mode elevation limit only applies after cycling modes - Confirmed from the report; fix pending. No action needed. -#154 Overheated generator never came back online + no gen-out alarm on - thermal trip - NOTE: Oracle saw one stuck-forever gen, later trips recovered -- - anyone else? How long did you wait? -#155 PANIC lamp lit: ENG + WEAPON MFD buttons stop responding - (The rapid flicker itself is AUTHENTIC -- see section D.) - NOTE: while panic is lit, which MFDs answer clicks and which do not. +#153 Basic-mode elevation limit only applies after cycling modes (fix pending) +#154 Generator Out warning fires on the WRONG EDGE (at recovery, not trip) + Refined by Oracle: the stuck-forever gen did NOT reproduce; era rule = + gens return at HALF-cooled (red bar portion gone). Threshold audit due. +#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live + (Oracle mapped the exact bank split; #50 closed into this ticket. + Flicker half = authentic. Next: is the bank capture authentic too?) #159 (Conn Man) lag during drops -- missiles / fire exploding in empty space - NOTE: shooter + target + rough time; the match receipts on both - machines can then measure the divergence directly. + NOTE: shooter + target + rough time; match receipts measure the rest. +#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation) + Cab-side only. Bounded-write hardening is in this build; the cage + hardware work continues with Nick. ----------------------------------------------------------------------------- -C. QUESTIONS FOR THE ERA WITNESSES (Oracle / VGL Lynx / Ronin / Draco) +C. STILL-OPEN ERA QUESTIONS ----------------------------------------------------------------------------- -#103 Should a mech-to-mech RAM damage ARMOR, or internals only? - (Binary does internals-only rattle -- want a player ruling.) -#104 Mad Dog showing NARC 15 where an LRM is expected -- Ronin suspects - NARC was never implemented in 1995. Anyone remember it firing? -#105 Sensor DAMAGE effects: what exactly happened on-screen? (HUD flicker, - radar degradation, searchlight?) Video/timestamps welcome. -#120 Coolant FLUSH: to the line, or all the way to EMPTY? (Two era - witnesses say empty; our port stops at the line.) -#127 Weapon MFD EJECT graphic -- need a reference image/description. -#133 Did generators X-out on the MFD when SHUT DOWN / OVERHEATED, or - only when DESTROYED? -ALSO (#152 rider): in the pod, did the torso auto-recentre in Mid/Adv - modes, or only Basic? Sauron's "fought my control" suggests only Basic. +#103 Mech-to-mech RAM: armor damage or internals only? (Oracle: don't know; + Lynx / Ronin / Draco -- your call. Binary does internals-only.) +#133 Generator X-out on the MFD: Oracle recalls an X "under certain + circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed) +ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only + Basic? (Oracle: don't know. Binary says: no auto-recentre.) ----------------------------------------------------------------------------- -D. SETTLED AS AUTHENTIC / DESIGN CALLS -- group opinions wanted +D. DESIGN CALLS -- group opinions wanted ----------------------------------------------------------------------------- -#151 Panic eject costs -499 (not 0). This is the REAL 1995 scoring, verified - to the exact point value: ejecting scores your own death as a suicide - (you lose your kill-value) PLUS the death penalty. DESIGN CALL: - keep authentic, or house-rule a flat eject cost? -#119 Coolant-warning voice "clipping" at empty reservoir = authentic - (every leak-status edge restarts the phrase; the pod did this too). -#155 (flicker half) PANIC lamp rapid flicker at the failure edge = - authentic; the pod's incandescent bulbs visually smoothed it. -#23 MFDs overlapping the world view = pod-faithful design (real monitors - clipped the eyeport). Revisit sizing/tunability? -#77 Make the Secondary/Radar window resizable (SAURON's iPad-as-4th- - monitor experiment). Enhancement -- want it? -#157 "Crash at drop end" (Conn Man) = NOT a crash. Full forensics on the - ticket: every machine that night shows clean drops, and the round-end - exit-to-menu is the arcade's normal between-rounds flow. The separate - lag / "missiles hit empty space" report is now #159. - IMPROVED: the between-rounds menu should now land IN FRONT at round - end (say so if it still hides), and the console sign-off no longer - cries wolf on normal exits. +#151 Panic eject costs -499: verified REAL 1995 scoring (your death scored + as suicide + death penalty). Keep authentic, or house-rule a flat cost? +#23 Non-glass screen layout: Oracle proposes widescreen-aware sizing -- + world view wider + taller, moved up, allowed to overlap the radar. + Opinions welcome before anyone prototypes it. +#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it? ----------------------------------------------------------------------------- E. KNOWN GAPS -- confirmed and on the list, no need to re-report ----------------------------------------------------------------------------- #49 Radar/map does not draw the arena WALL geometry -#76 Glass layout save/restore being reworked (some windows not saved) +#76 Glass layout save/restore rework (some windows not saved) #83 INCOMING MISSILE alarm not implemented yet #90 Flames/smoke from serious damage: less than the original (tuning) +#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary (Oracle: added + in a late 4.x release; zero NARC in our decomp) -- content rename due. +#105 Sensor damage effects: Oracle's era spec captured (HUD flicker/loss, + radar loss) -- implementation pending. #111 Peers see a dying mech's blue warp bubble (should see explosion only) #112 AFC rounds shotgun across zones (should land as one projectile) #113 LRM burn/hit state lasts too long -#115 Hot box / target select not connected +#115 Hot box / target select not connected (Oracle era note: hotbox was a + STANDARD-mode feature; absent in Expert -- gating to reconcile) #121 Sensor HEAT has no consequences yet #123 Searchlight: the visible LIGHT + night-fog swap still to come #145 IR "predator vision": decode done, display not implemented #156 Fade-to-black at mission end not happening ----------------------------------------------------------------------------- -F. INTERNAL ENGINEERING BACKLOG (listed for completeness -- nothing to test) +F. INTERNAL ENGINEERING BACKLOG (nothing to test) ----------------------------------------------------------------------------- #14 Glass panel unreconstructed button handler backlog (census) #17 Cavern upper-butte halves lack a collision stream (authenticity TBD) @@ -218,13 +123,13 @@ F. INTERNAL ENGINEERING BACKLOG (listed for completeness -- nothing to test) #63 PlayerStatus reads raw 1995 offsets (databinding trap, dormant) #64 damageZone shadow field (half-fixed; consequences disarmed) #65 HandleMessage non-virtual across 10 classes (latent dispatch trap) -#66 joyconfig.bat wizard re-run claim -- people use it fine; likely closing #72 BTLoadPump swallows WM_QUIT during load (latent) #107 Destroyed HeatSink annunciates nothing (no lamp for condition 0) #117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI ============================================================================= - End of list. 93 open issues total: - 38 verify, 20 reproduce, 6 era questions, 6 settled/design (one is #155's - other half), 12 known gaps, 12 internal. + End of list. 59 open issues total: + 12 verify (2 headliners), 17 reproduce, 3 era questions, 3 design calls, + 14 known gaps, 11 internal. + 35 issues closed 2026-08-10 on Oracle's annotated sweep. =============================================================================