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Home Page: https://tetr.io
Report issues and discuss improvements / feature requests around TETR.IO
Home Page: https://tetr.io
DAS seems to be entirely cancelled when a second movement key is pressed, which removes the ability to do many DAS optimization techniques.
Easy repro: DAS to right wall, don't release right. Move (tap) one tile left, then release left. The DAS from the still held right input should still be active and start moving based on ARR back to the right side. Currently, no movement happens afterwards and the piece is left 1 tile away from the wall, even though the movement key is still being held.
For other examples which aren't doable in tetr.io, see this Hard Drop Wiki page on DAS optimization
An option to hide room IDs, for streamers and the like.
?????? but not for me LOL ?????????
Does not have to be too complex.
Might also apply to other Solo modes. The music starts playing during countdown even though this period is usually silent, apart from the countdown's sound effects. It should cancel the music event and start after the countdown completes.
Switching browsers had me notice all my settings got dropped. These should be carried over to other sessions by storing them on the server. If the reasoning is intentional (for example, due to graphics settings), at the very least pull the last known configuration when starting a new, unknown session.
Holding a movement key during the game start countdown should charge the DAS before the first piece spawns. Currently, the DAS timer kicks in when the game starts instead of it already being ticked off.
Quick play lobby getting is stuck with message "currently ingame"
osk's prediction:
→ worker dies for Unknown reason (This is bug 1)
→ worker reports a netsplit, server removes all players in the room
→ said players are not removed because unlike disconnects, the entire game object is gone because the worker died
→ the referee never gets to know that the netsplit games have ended (This is bug 2)
→ the referee assumes there is still an ongoing match
As seen in Wawi's stream: https://www.youtube.com/watch?v=rZqiLpHFN-s
Their PC seems to be good enough, so some sort of leak is probably present. Need console info of some sorts to fix though
While in menu, KeepassXC (my password manager) tries to autofill the username, password, password(repeated) and register form and shows an icon even though the fields are not visible. The icons fade away when a game starts.
Steps to reproduce the behavior:
The Icons are not visible.
I have observed, that the Icons fade away once the game adds the class "ingame" to the body. I manually added the class using chrome's inspector and saw the same behavior (icons fade away).
I found out that the following css triggers the behavior:
.ingame .oob_modal {
display: none;
}
Add display: none
to all .oob_modals when they are not visible (so probably to the selector .oob_modal.hidden
). Opacity: 0
is not enough for my(and maybe others too) Password Manager to mark it as "not visible"
If you slowly scroll wheel the option bars for sound doesn't open up although still change sound options. Plus when bars are open slow precise movement changes sound options but doesn't refresh sound bar disappear animation.
gravity alternates between 0 and 20 every other level
116 is 0
117 is 20
118 is 0 etc.
Steps to reproduce the behavior:
gravity should still be 20
windows 10
firefox 73.0
not found by me, found by oshisaure while in a call - stats are theirs as well.
Takes some time to repro, but holding down control and spamming mousewheel for a while seems to crash WebGL. Console: WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost
. At the very least, suspend the game or display an error if this happens.
Windows 10, Chrome 80
It's a bit annoying to wait in 40 Line on an SZ start, especially if a specific opener is used a lot. It should be possible to hold reset during the countdown to reset early.
You can select some UI texts.
Such texts shouldn't be selectable.
Arch Linux 5.5.4-arch1-1 on x86_64 PC, both on Opera 66.0.3515.72 and Firefox 73.0
Related to #47
Essentially: a way to have preconfigured sets of Gameplay Settings (DAS, ARR, SDF) that are similar or equal to the other games they're based off.
Can be useful for beginners to use a setting set from a game they come from, and optionally also a "custom" tab for them to modify their settings once they're starting to scale up in speed, for example.
(May also be useful for a "first-run" setup for people that recently registered)
Currently looks very odd to have the other players small on the right side with the rest of the screen unused.
Separating game parameters for Solo and Multiplayer would be a nice addition. For example, I like to play 40 Line with instant soft drop to try and fix mistakes quickly, but I don't like this in multi where I have to play consistently and tuck pieces precisely. Alternatively, easily switchable presets might be a thing, but sound like more of a hassle to do.
It's currently impossible to pick music for Blitz, allow for picking from the soundtrack like 40 Line.
If left for too long and many things happen in the game you left in the inactive tab, the game will play every queued sound effect and visual effect, often causing an incredible earrape.
The only instance where this does not happen is if you come back to the game once the game has been won.
Damage noises are intrusive at high level play with many players involved. Add an option to disable hearing damage (should be on by default), or at least only hear damage sent to you or by you.
Jstris speedplayers would like this added, might not be beginner-friendly
Pressing the chat key during a match unfocuses the game, but doesn't bring up chat
Lots of players are trash, and die early in big rooms. They need something to do. This is especially good for newer/trasher players who would just leave immediately.
Ability to play 40L or Dig.
A few buttons to choose mode while spectating
Some words should be in a public ban list, such as Nigg@ etc.
Integrating something like https://pypi.org/project/profanity-filter/ should be simple enough.
It should probably be server side since scriptkiddies could find a way to send bad words to the server
A nice diagnostic to have in general. Might help with identifying #19
Secret Grade disregards the 20th row, and shouldn't.
Steps to reproduce the behavior:
Failure should be returned in this case, and the achievement fails.
Request to place in issue-tracker by osk.
Final time shown is different from final time shown ingame.
Time ingame during top out should match time in the result screen.
Arch Linux 5.5.4-arch1-1 on x86_64 PC, using Firefox 73.0
Similarly to #3, we should be able to exit these too
Targeting options for games with more than 2 players can still be used during 1v1 play. This happens with both bigger lobbies reduced to 2 players through regular play, as well as just 2 player lobbies. Using them will cause the target option switching sound effect to play, while no visual confirmation happens.
Nothing happens upon pressing targeting option keys.
Arch Linux 5.5.4-arch1-1 on x86_64 PC, using Firefox 73.0
An achievement system would allow newcomers to work towards goals and have a sense of purpose for starting their grind.
When kicking a Fin TSD, issues can arise and make fins near impossible in multiplayer due to higher gravity.
As seen in this video, when rotating the piece counter-clockwise (to kick it upwards), it can sometimes automatically drop down to the lower tile without ever being positioned at the upper tile (see 41.000 IGT in the video). This seems to be tied to the gravity, making this kick much harder to do in multiplayer than it should be.
What's expected to happen is something a lot more like this:
In PPT, the piece will always kick to the upper tile and the sub-pixel Y value (or gravity timer, depending on the implementation method) will reset, allowing the piece to hover as if it was just dropped into this position.
To mitigate stalling forever, the game employs a check which checks if 15 rotation or movement inputs have been done since the last time the piece reached a new minimum Y tile value. If it exceeds 15, and the piece is currently standing on the ground, it will automatically lock.
if you target attackers and your attacker dies, it targets nobody as long as nobody else attacks you
Steps to reproduce the behavior:
should find a new target in some arbitrary way
none
windows 10
chrome
no
As mentioned during discussion:
[19:17] osk: ye, 0g makes it default to something and idk what
[19:17] osk: 0.15
[19:17] osk: because idk i was lazy and made it a very simple check, so 0 becomes 0.15
[19:18] osk: either use 0.0001 or -1
I'd consider this a bug for following reasons:
Not sure what's causing it yet
Due to the fluctuating width of the milliseconds value, the timer's minute:second display visually jitters left-to-right. Much more noticeable on 144Hz than on 60Hz, but still definitely visible. Timer should stay aligned at all times.
Windows 10, Firefox 72
Just a small issue, when setting my email address it asked for my password and pressing enter after typing it in didn't submit, I had to manually click the submit button
Steps to reproduce the behavior:
I expect this to submit the form
was most noticable last night during server crashes, worker would fail and its clients would not be removed from their rooms
Jstris speedplayers would like this added, might not be beginner-friendly
An offline executable version in Electron would be another nice addition, for example to play solo modes while offline. It could support some extra features like Discord Rich Presence. Unsure of the demand for this though
In multiplayer matches where there's a sizeable amount of people, you may get a big attack and not be sure from where it came from or not be sure if you can perform a risky strategy to save yourself. An indicator that tells you who is targeting you based on the attack selectors (1, 2, 3, 4) may help make decisions.
UI text gets autoselected during gameplay. This includes:
Unknown. Seems to happen randomly during gameplay.
Text shouldn't be selected.
Arch Linux 5.5.4-arch1-1 on x86_64 PC, using Firefox 73.0
Suggested by Wumbo on Discord. Spectating full rooms is a nice addition as matches could be streamed with commentary etc
Repro:
No rotation occurs and no rotation sound either. The piece should rotate and floorkick. Works with all pieces apart from O (since it doesn't kick). Tapping movement first and then rotating, still no rotation occurs even though movement does occur.
This has been observed in multiplayer but a bit inconsistently, this repro should work 100% of the time
DAS and ARR 100% adjustable in all ranges.
Like: DAS 0 ~ 333ms (20F) / ARR X ~ 83ms (5F)
Unlike: DAS 17ms (1F)~33ms (2F)~etc.
In multiplayer seemingly random lag spikes will appear where the game will process no inputs for roughly less than 0.5 seconds. Seems to be particularly notorious in matches with 4+ players. Other players such as Wumbotize have also noticed and complained about this
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