<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="date" content="2009-05-26T05:14:33+01:00"> <meta name="author" content="Manuel Moos"> <title>Armagetron Advanced: Documentation</title> <meta name="description" content="Armagetron Advanced: Documentation"> </head><body> <table width="90%" align=center> <tr> <td align=center width="15%"> <a href="index.html" target="_top">First Start</a> </td> <td align=center width="15%"> <a href="install_linux.html" target="_top"> Installation</a> </td> <td align=center width="15%"> <a href="network.html" target="_top">Network Play</a> </td> <td align=center width="15%"> <a href="config.html" target="_top">Configuration</a> </td> <td align=center width="10%"> <a href="faq.html" target="_top">FAQ</a> </td> <td align=center width="15%"> <a href="compile.html" target="_top">Redistribution</a> </td> </tr> </table> <a name=><h1 align=center>Bug list</h1></a> <p align=justify> I've migrated this list to the SourceForge bug list. You can browse it <a href="http://sourceforge.net/tracker/?atid=657948&group_id=110997&func=browse" target=_top><strong>here</strong></a> and make additions to it. This page is kept for historical reasons. </p> <a name=><h3 align=left>Bugs with insufficient information to fix; I'm glad about all hints</h3></a> <ul> <li>Braking and turning at the same time speeds up ( could not reproduce ) </li> <li>sound does not work sometimes (with winamp in background??)</li> </ul> <a name=><h3 align=left>Probably unfixable bugs</h3></a> <ul> <li> If an invalid (i.e. too big) screen resolution is selected, strange things may happen; anything from crashes to running at a lower resolution and only showing part of the image. Technically, those are bugs in the display driver or OS; Armagetron Advanced can't do more than ask if a screen mode is OK. </li> <li> Alt-tabbing out of Armagetron Advanced in fullscreen mode may produce strange behaviour; if you hit it accidentally, better alt-tab back quickly... Window mode seems to work flawlessly, however. </li> <li>The game system ( starting a match, deciding when someone won, starting new rounds ) is fundamentally flawed; all changes to it have a high probability of introducing nasty new bugs. All following bugs are caused by this mess. I'll give it a complete workover for 0.3.0, if I ever get this far.</li> <li>( Mixed human/AI teams do not work very well )</li> </ul> <a name=><h3 align=left>Probably fixed bugs</h3></a> <ul> <li>Network game with holes in walls: holes disappear when they get blown into a cycle's current wall as soon as it takes its next turn ( client only effect )</li> <li>two human teams with only AI players on will keep playing on a dedicated server</li> <li>crash when opening the score-view after the following actions: server started<br> client with one player connects<br> client with two players connects, one of them joins the team from the other client<br> </li> <li>Inactive players get accounted as team members</li> <li>the dedicated server won't go daemon(it should notice by itself that it's standard io is not the console)</li> <li>Strange camera behaviour; I only observed it myself when the frame rate is very high (200 and up)</li> <li>Invisible bikes on the Voodoo 2 under Windows (Jacob Aaron Barandes), caused by broken implementation of display lists. Other Voodoo 2 systems show different kind of trouble...</li> <li>RADEON: no valid screen mode found. Implement desktop colour depth and ignore errors. (Nathan Parslow <bruce@linuxgamers.net>)</li> <li>Seemingly random disconnections (network object IDs get assigned incorrectly every once in a while)</li> <li>server browser does not get the complete list from master</li> <li>Server browser crashes when an unreachable server under the cursor is removed</li> <li>Disconnected state is set when connecting to a server, disconnecting and starting an own server</li> <li>Disconnected state is set when the last guest quits on an own server</li> <li>Chat state does not work in server mode</li> <li>network mode without dedicated server: rounds are reseted when someone connects</li> <li>network mode: use special multiplayer-settings rather than special single-player settings</li> <li>network mode: player changes are not transmitted immediately</li> <li>explosion sounds are often not played</li> </ul> <a name=><h3 align=left>Fixed bugs</h3></a> <ul> <li>Armagetron Advanced exits with a message like "Point (569.977, 269.095) does not have a face in direction (0, 2.05167) Please Send A Bug Report!"; That means the internal data structures are corrupt and don't allow another wall to be drawn. Maybe I should just rebuild the structures when that happens? Hmm...</li> <li>Problems when logging in on a server with a game already running (Managed to reproduce it finally)</li> <li>AI players drove out through the rim wall and came back alive</li> <li> with fast video cards or "Express Finish": Champion of a match was declared in an additional round </li> <li>when changing the screen mode in mid-game, the cycles became invisible</li> <li>The textured floor did not work on all known ATI chips (from Rage to Radeon) and probably all S3 chips; (OK, I know now what would have to be done. But I'm too lazy currently)</li> <li>Seemingly random connection terminations; caused by packet loss.</li> <li> Matches on a dedicated server started in round 2</li> <li> sometimes: crashes with "... left grid"-message </li> <li> the mouse cursor stays visible on some Linux systems (VooDoo 3000 AGP) </li> <li>the control over the own bike is poor in network mode (about 99% perfect now)</li> <li>When you play the highscore hunt on a dedicated server and someone enters, you got accounted one won round on your score, and the multiplayer settings were not restored.</li> <li>camera hickups</li> <li> ALT-Tabbing out of Armagetron Advanced for Windows causes BAAAD lockups.</li> <li>The network mode is still not tested very well, but there were no BAD crashes the last couple of hours. One problem that is hard to get away: Making many fast turns confuses the client for a while; driving straight again makes it catch on after a short while. Fixing this would require a change in the network protocol, and I promised not to do that until after version 0.1. (I mainly got it fixed now.)</li> <li>player Coors are wrong in network play sometimes</li> <li>does not exit cleanly on some configurations</li> <li>the server exits every now and then, even with players on it (some crashes, but most of the time the cpu time limit is hit)</li> <li>It seems to be impossible for a second user to join a network game if there are >8 AI players; yet, I couldn't reproduce this bug.</li> <li>Texture files MUST be in RGBA - 32bit/pixel mode. (corrected. They may now be in RGBA or RGB format.)</li> <li>logging in to the server often fails with timeouts</li> <li>sometimes, there are "ghost bikes".</li> <li>Some generic hangups (an esp. nasty one affected even the server).</li> <li>in "Fast Finish" mode, there are hangups when you lose.</li> <li>Chatting during the game break killed you immediately in the next game.</li> <li>It was possible do drive through walls: <ul> <li>drive straight to then</li> <li>turn EXACTLY on the wall</li> <li>turn the other direction</li> </ul> I accidently made it through the outer wall that way. Haven't seen such things happen lately, so I consider it fixed.</li> <li>The network mode had various problems: random crashes, players getting killed just because they took a turn, walls being temporarily invisible.</li> <li>The Linux version crashes on exit. (It's a boomerang bug: I think it will come back again. Caused by C++ destructors of static objects called in the wrong order.) </li> <li> The sky is supposed to have a foggy look (alpha effect). with Win9x VooDoo or TNT hardware rendering however, there seem to exist only the alpha values 0 (=fully transparent) or 1 (=opaque). Linux version and Win9x software rendering are not affected. What am I doing wrong? Please send me a small OpenGL program that uses correct alpha blending so I can correct this. (Stupid me. I explicitly ordered OpenGL to store the textures with one bit alpha; Mesa ignored that.)</li> <li>The timer does funny things sometimes (causing you to crash into yourself by just taking an turn)</li> <li>The far edges of the grid are not displayed at match start.</li> </ul> <a name=><h3 align=left>Those are NOT bugs:</h3></a> <ul> <li>in "Freestyle" game mode, there game does not stop until you are dead.</li> <li>"Z-Trick" and "Infinity" don't work on your PC</li> <li>In a network game, it sometimes <strong>seems</strong> like bikes can pass through walls</li> </ul> <br> <p align=center>This document was created by <a href="http://armagetron.sf.net/contact.html" target=_top><strong>Manuel Moos</strong></a> </p> <p align=center> Last modification: Aug 04 2006 </p> <p align=center><!--#spaceportsbanner--></p> <table width="90%" align=center> <tr> <td align=center width="15%"> <a href="index.html" target="_top">First Start</a> </td> <td align=center width="15%"> <a href="install_linux.html" target="_top"> Installation</a> </td> <td align=center width="15%"> <a href="network.html" target="_top">Network Play</a> </td> <td align=center width="15%"> <a href="config.html" target="_top">Configuration</a> </td> <td align=center width="10%"> <a href="faq.html" target="_top">FAQ</a> </td> <td align=center width="15%"> <a href="compile.html" target="_top">Redistribution</a> </td> </tr> </table> </body> </html>