(i.e. if you agree, i'm suggesting to agree with silence...if not, well, speak up...it's kinda a free country)

Bluespace wrote:This is a bullsh*t, no response, community, i'am leaving
Bye
List of bugs and problems, or things to be adjusted, in random order :
1- The markers are still shown on the foreground. There is no depth sorting of the markers, which is very confusing if there's an object on the foreground (planet, moon, spacecraft, etc...)
2- "Dust" ring CMODs (points models) don't receive any shadow from their parent planet.
3- Sprites aren't working on the Mac (crashing bug which may freeze the whole computer !).
4- Cloud shadows aren't working on the Mac (removed feature ?).
5- The demo "D" keyboard shortcut and its menu item should be removed. The demo script file should be placed in the scripts folder. I suggest to assign "N" to the nebulae rendering (instead of "^", which doesn't work on my keyboard), and use "D" for the spacecraft instead.
6- The asteroids and comets labels need some alpha effect, varying with distance and object size, as for the stars and galaxies.
7- The atmosphere code isn't working with multiple sources of light (vivid red atmosphere).
8- Black "holes" and "stripes" on the sky, while the observer is very close to a planet surface (with an atmosphere).
9- Stars rendering is extremelly dull and unrealistic without an atmosphere to smooth out the edge. And there's a single texture for all classes, which makes all stars too similar and boring.
10- I'm still experiencing many moving "holes" on background orbital paths, on a Mac, if there's a model on the foreground (asteroid or spacecraft).
11- While not a bug, resolution of the comet tail should be dependant on curvature, as it is now for the elliptical orbits.
12- The "spacecraft" labels aren't depth sorted if the object is close to a planet/moon. They should be hidden behind their parent planet or moon.
13- The star radius given in the case of cool stars (red dwarfs and red giants) is inaccurate and unreliable. In many cases, Celestia gives very wrong values (example : according to Celestia, Proxima Cen is much smaller than Jupiter).
14- There's a bug which crashes Celestia when many close stars are each having a planetary object. Having 17 stars (or more) orbiting the same barycenter, each one with a planetary object, crashes Celestia. (limitation in the code)
15- Adding an URL to a star doesn't work (hard coded SIMBAD link), like it is for the planets and other objects. Adding an URL to a star STC definition should overide the default URL.
16- Too much stars in Celestia's database have an "?" as spectral class assignement. This may not be considered as a "bug" however, since it's related to the Hipparcos table and its limitations.
17- Apparently, CELX scripts are only reading the first letter of the star spectral class, which makes the scripted selection limited (needs to be confirmed).
18- We urgently need an "Clickable false" option at the SSC level, to make objects unclickable, while still visible.
19- There may be some memory leaks about textures and models loading, which may crash Celestia after a long use (many textures and models loaded into memory, without some cleaning after a while).
20- There's a "time interaction" bug with the favorite URL links and the current time state of Celestia. Using some saved link with time paused may give a scene with time stopped, while time is supposed to be paused only (as indicated in red, in the upper-right corner, before saving the URL), and using some saved link with time unpaused may give a scene with time still running, even if time was paused before using the URL.
21- The star glare is now a bit too large and is changing abruptly at exactly 1 LY from the star. This bug is systematic. Apparently, Chris wasn't able to reproduce the issue on his computers.
22- The startup sequence needs some adjustments. I can clearly see a large portion of the sun immediately after Celestia started, as a brief and agressive "white-yellowish flash", despite some recent code changes by Chris.
23- There's a problem with the zoom, at extremelly large zoom factors (or small angles) : Activating the nebulae will bring some object to the front, while it shouldn't be visible at all since that object is supposed to be in the back of the observer (some graticules defined as a nebula, or the Hubble model, for example).
Hungry4info wrote:Also, perhaps another bug, when looking at planets with a mie atmosphere from far away and under high zoon, their atmospheres fluctuate wildly. I gave 55 Cnc b a mie atmosphere a while ago and it also fluctuates, but so much that if far away WITHOUT zoom, it still looks bad.
Cham wrote:3- Sprites aren't working on the Mac (crashing bug which may freeze the whole computer !).
4- Cloud shadows aren't working on the Mac (removed feature ?).
10- I'm still experiencing many moving "holes" on background orbital paths, on a Mac, if there's a model on the foreground (asteroid or spacecraft).
14- There's a bug which crashes Celestia when many close stars are each having a planetary object. Having 17 stars (or more) orbiting the same barycenter, each one with a planetary object, crashes Celestia. (limitation in the code)
21- The star glare is now a bit too large and is changing abruptly at exactly 1 LY from the star. This bug is systematic. Apparently, Chris wasn't able to reproduce the issue on his computers.
23- There's a problem with the zoom, at extremelly large zoom factors
Code: Select all
render.h : static const unsigned int MaxSolarSystems = 16;
Cham wrote:Here's an update to my list of about 23 bugs and limitations in Celestia 1.5.0 (some of the previous issues have been solved by Chris and Fridger, recently).
hank wrote:I added these to a Problems page at the wiki:Cham wrote:Here's an update to my list of about 23 bugs and limitations in Celestia 1.5.0 (some of the previous issues have been solved by Chris and Fridger, recently).
http://celestians.wikispaces.com/Problems
chris wrote:[Thanks, Hank. Tracking these in the forum is painful. In any case, I've roughly categorized these bugs into new bugs, existing bugs, feature requests, and not bugs. New bugs have the highest priority, followed by existing bugs, then feature requests. From here on, I want to track these bugs elsewhere (SourceForge tracker, or Hank's wiki)--tracking 23 issues in a single forum thread will make me insane.
BobHegwood wrote:Let's not forget Specularity, specularity, specularity... <grin>