Bug list
I've migrated this list to the SourceForge bug list. You can browse it
here and make additions to it.
Known current bugs
None! Whoo-hoo!
Bugs with insufficient information to fix; I'm glad about all hints
- Braking and turning at the same time speeds up ( could not reproduce )
- sound does not work sometimes (with winamp in background??)
Probably unfixable bugs
-
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.
-
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.
- 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.
- ( Mixed human/AI teams do not work very well )
Probably fixed bugs
- 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 )
- two human teams with only AI players on will keep playing on a dedicated server
- crash when opening the score-view after the following actions:
server started
client with one player connects
client with two players connects, one of them joins the team from the other client
- Inactive players get accounted as team members
- the dedicated server won't go daemon(it should notice by itself that
it's standard io is not the console)
- Strange camera behaviour; I only observed it myself when the frame rate is
very high (200 and up)
- 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...
- RADEON: no valid screen mode found. Implement desktop colour depth and ignore errors. (Nathan Parslow )
- Seemingly random disconnections (network object IDs get assigned
incorrectly every once in a while)
- server browser does not get the complete list from master
- Server browser crashes when an unreachable server under the cursor is
removed
- Disconnected state is set when connecting to a server, disconnecting and
starting an own server
- Disconnected state is set when the last guest quits on an own server
- Chat state does not work in server mode
- network mode without dedicated server: rounds are reseted when someone connects
- network mode: use special multiplayer-settings rather than special single-player settings
- network mode: player changes are not transmitted immediately
- explosion sounds are often not played
Fixed bugs
- 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...
- Problems when logging in on a server with a game already running (Managed to reproduce it finally)
- AI players drove out through the rim wall and came back alive
- with fast video cards or "Express Finish": Champion of a
match was declared in an additional round
- when changing the screen mode in mid-game, the cycles became invisible
- 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)
- Seemingly random connection terminations; caused by packet loss.
- Matches on a dedicated server started in round 2
- sometimes: crashes with "... left grid"-message
- the mouse cursor stays visible on some Linux systems (VooDoo 3000
AGP)
- the control over the own bike is poor in network mode (about 99% perfect now)
- 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.
- camera hickups
- ALT-Tabbing out of Armagetron Advanced for Windows causes BAAAD lockups.
- 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.)
- player Coors are wrong in network play sometimes
- does not exit cleanly on some configurations
- 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)
- 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.
- Texture files MUST be in RGBA - 32bit/pixel mode. (corrected. They
may now be in RGBA or RGB .)
- logging in to the server often fails with timeouts
- sometimes, there are "ghost bikes".
- Some generic hangups (an esp. nasty one affected even the server).
- in "Fast Finish" mode, there are hangups when you lose.
- Chatting during the game break killed you immediately in the next game.
- It was possible do drive through walls:
- drive straight to then
- turn EXACTLY on the wall
- turn the other direction
I accidently made it through the outer wall that way.
Haven't seen such things happen lately, so I consider it fixed.
- The network mode had various problems: random crashes, players
getting killed just because they took a turn, walls being temporarily
invisible.
- 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.)
- 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.)
- The timer does funny things sometimes (causing you to crash into
yourself by just taking an turn)
- The far edges of the grid are not displayed at match start.
Those are NOT bugs:
- in "Freestyle" game mode, there game does not stop until you are dead.
- "Z-Trick" and "Infinity" don't work on your PC
- In a network game, it sometimes seems like bikes can pass through walls
This document was created by
Manuel Moos
Last modification: Wed Aug 9 15:54:00 JST 2006