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#1: Egde of map is sometimes buggy
Every so often, building units at the edge of the map or issuing commands there screws up. Instead, the action/buildframe flickers when you're hovering over the edge of the map area and does nothing when you actually issue the command. If nobody else has this problem, I'll try and get a small video or something to demonstrate.
#2: Slow reconnection
In the past, I used to be able to catch up to games really quickly. I could barely move the camera or anything while it happened but it caught up a lot lot faster. Now when reconnecting to a game, it goes at a much slower pace and gives me a lot higher fps rate. My PC is perfectly capable of rejoining a game at high speeds, yet, it took me 25 minutes to join a 40 minute game. It almost felt like it was going at the exact same speed when rejoining. Instead, I'd much rather have very little fps and catch up with the current frame much faster. Hell, I'd prefer a black screen if it made it even faster.
#3: Alt Tab bug
This has been around ever since the day I started playing. That's well over 4 years ago now. When you alt tab out of Spring and alt tab back in, stuff doesn't work properly until you press the alt key once more ingame. I know it isn't just me that has this issue.
#4: Pathing
Nothing much to say here. It's just terrible in many ways. If you'd like me to go into more detail on this, I'll make a separate thread because this is probably the biggest issue in this list. It's also probably responsible for many other bugs that people assume are different issues to pathing.
#5: TASClient minimaps
Sometimes TASClient minimaps are black. Nothing can really be done about this unless Satirik fixes it I suppose.
#6: Switching factions with initial queue
I think it'd be nice if initial queue switched faction according to the faction picked ingame. Initial queue made sense in this aspect before ingame faction switching became a thing.
#7: Crash every now and then when Spring is launched
This is just a bug on my end, not quite sure what causes it. This is kind of useless to anybody tbh. I'll try and remember to fetch an infolog and edit this thread and shove it right here -> Here I am! <- next time it happens.
#8: Optional email field for server accounts
You guys should know I want this by now. I've been banging on about it for years. I just saw people were discussing this lately in a minutes meeting I believe. Just thought I'd say this is seriously needed and I see absolutely no reason at all why not to include this. I keep seeing people in the lobby who've lost their accounts and had to start new ones. Mainly players who've been gone a long time.
#9: Ingame unready button
Simple as really. People shouldn't have to reconnect to a game just because they misplaced their spawn position.
#10: Unloading units is a bit dodgy
Sometimes, issuing an order for a transport to unload a unit in a certain position, it doesn't work and nothing happens at all. The transport does even attempt to unload. This might be a pathing related issue, not sure.
#11: SpringFiles searching sucks
It always has done. I'm not sure what the exact problem is, I just know it doesn't always behave as it should. Also, autohosts don't always fetch a decent link for certain maps. Vbs thinks this could just be an issue with maps that have spaces in the names. Here's an example:
* Spads2 * Map link: http://spring.jobjol.nl/search_result.p ... select_all (Link that autohost gave)
No map there apparently. However, when searching "Aquarius Crossing" with spacing on SpringFiles it pops up straight away: http://springfiles.com/finder/1/Aquarius
#12: Rotating camera on maps so you can play them at different rotations
This was just a suggestion that somebody made in a game just now. I've always thought this'd be a neat thing but I can't remember ever seeing anything that did the job. Forgive me if I'm mistaken and there is actually a widget out there that does this, I've just never seen it.
In my own opinion though, this should be behaviour built into the engine.
#13: Widget to show nano ranges
Or perhaps include it in one of the current UnitRanges/DefenseRanges widget? I'd just like to see the range of my nanos at any time, not just when I'm placing them.
#14: F2 heightmaps now don't really serve much help
They seem to show red, even in areas which certain units can cross. Only in the very darkest shades of red are unpassable areas but it's very hard to distinguish between them. It makes playing on new maps a very difficult when the surface isn't so obvious.
#15: Lag
Seem to be getting some delay in some games. At first I thought it was me but turns out everybody is getting it. Game just freezes completely for 2-4 seconds and then continues as usual afterwards. Might just be a specific autohost (an [x] one I think), but don't hold me to that.
#16: Multiple map/game directories
So now we have a Games folder generated by the installed as well as a mods folder? It was bad enough having all the folders replicated in Documents/My Games/Spring, now it's even more confusing.
Just one folder for each in one place should be all that's needed. Atm I have certain games and maps split across two different places, and it's not my fault either. Perhaps implement some sort script into ArchiveMover.exe to shift everything into the right folders and delete the useless empty ones?
#17: Bouncy units
This might be related to pathing too, but I'm unsure. Currently if a unit gets stuck or wedged between some other units it either gets jammed or it spazes out and bounces all over the place. Units seem to be getting jammed a lot easier too, I think I can safely put that bit down to pathing.
#18: F3 has some weird behaviour?
I have no idea what F3 currently does. If I were to guess, I'd say it could be just centring the camera on the last position any player has had their cursor, issued a command or drawn something. But I really have no idea.
#19: Initial Queue should show the metal map when placing mexes
That says it really. Would be nice to have F4 view shown when placing mexes with initial queue, just like what happens once the game starts.
#20: Nixers don't always fire
This is just a BA one, obviously. They've been this way for some time.
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That's all I can think of for now. If I come up with more, I'll append them to my list. Also feel free to share some bugs/suggestions of your own or just be helpful and state whether you also experience anything in my list so devs and people can be sure it's just just an issue with my setup.
Also, this isn't a thread ranting at people to fix things. I just want to make sure the right people are aware these issues exist. Thanks.