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# Buglist

If you found a new bug, or discovered that one of the bugs I considered fixed or probably fixed is still there, please send a report to me at manuel@moosnet.

### Known current bugs

Those bugs are quite rare and not properly reproducible. If you find a way to provoke them, please let me know!

- Problems when logging in on a server with a game already running (Managed to reproduce it finally)
- Strange camera behaviour; I only observed it myself when the framerate is very high (200 and up)
- Armagetron 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...

### Probably unfixable bugs

- If an invalid (i.e. too big) screen resolution is selected, the windows version crashes, the linux fx-mesa-version displays the lower left corner of the screen (no generic way to avoid it, will someday analyse the vendor information OpenGL returns to select the possible)
- The textured floor does 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)

### Probably fixed bugs

- AI players drive out through the rim wall and come back alive
- with fast video cards or "Express Finish": Champion of a match was declared in an additional round
- 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)

### Fixed bugs

- 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 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 clinent 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 colors 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 timelimit is hit)
- It seems to be impossible for a second user to join a network game if there are >8 AI players; yet, I could'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. Havent seen such things happen lately, so I consider it fxed.
- The network mode had varios problems: random crashes, players getting killed just because they took a turn, walls beeing temorarily 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). Linxux 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: Fre Mai 11 19:51:25 CEST 2001

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