Bug list
I've migrated this list to the SourceForge bug list. You can browse it
here and make additions to it.
This page is kept for historical reasons.
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 format.)
- 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: Aug 12 2013