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build 126
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@@ -14,7 +14,7 @@ Known bugs (+ means bug is fixed)
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(and uses one parachute more than necessary)
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005. tank stands still on a one pixel spike - it should fall
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(possibly all that is necessary is adjust of WhereToSlideTable)
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006. After some attacks (like MIRV and leapfrog the OffensiveText
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+006. After some attacks (like MIRV and leapfrog the OffensiveText
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stays on the screen (and becomes a static decoration)
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It possibly happens when a tank kills itself with mirv or leapfrog.
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007. Decreasing of number of bullets after a shoot does not work correctly
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@@ -29,9 +29,9 @@ Known bugs (+ means bug is fixed)
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+012. (newly introduced) Death explosions are offset right and possibly up.
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+013. sometimes demo mode does not work (it stops on results display)
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+014: FunkyBomb shoots with too high angle
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015: Only first shoot of FunkyBomb is correct (with smoke and fast),
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+015: Only first shoot of FunkyBomb is correct (with smoke and fast),
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the next are like missiles
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016: Additional explosions after Frogger are not fallen down
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+016: Additional explosions after Frogger do not have falling soil (?)
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017: Observed MIRV loops - it shoots and shoots MIRV all over the screen. Very rare.
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-018: MINOR: ydraw, yhit, ybyte variable is sometimes treated as WORD, sometimes as BYTE.
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Making it consistent would save both time and space (not much)
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@@ -50,7 +50,7 @@ To do
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Another - stickman tankmen
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005. Add number of rounds to the options menu
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006. Add sound effects (maybe sampled? or mp0 (sound based on fft))
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007. There is no deffensive weapon handling (only parachute works,
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007. There is no defensive weapon handling (only parachute works,
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but also provisionally
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+008. No computer operated opponents - make a frame for AI!!!
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009. Make AI in the existing frame
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