0.2.8.0_rc3: Release process and bugs
0.2.8.0_rc3: Release process and bugs
Sources are tagged and my builds are almost done. I'm waiting for the 64 bit packages to finish so I can upload everything in one go.
Edit: Uploads done, both to SF and AABeta.
I submitted an update for our happy penguin entry and am working on an update for freshmeat. I guess it's time to announce our work to a bigger audience.
Err, were there any Non-Unix update sites we have an entry on?
Edit2: Cool, just found out about freshmeat-submit, a small tool that allows automatic updates of fm entries. I think I'll integrate it into armagetronad-build/Makefile.
Edit: Uploads done, both to SF and AABeta.
I submitted an update for our happy penguin entry and am working on an update for freshmeat. I guess it's time to announce our work to a bigger audience.
Err, were there any Non-Unix update sites we have an entry on?
Edit2: Cool, just found out about freshmeat-submit, a small tool that allows automatic updates of fm entries. I think I'll integrate it into armagetronad-build/Makefile.
I'm merging the changes up to rc3 back into the trunk. The first step, merging the changes up to rc3 from b0_2_8_0 back into b0_2_8 worked fine without problems. The second step, merging the combined changes from b0_2_8 back into the trunk, also worked fine, with one exception; gHud.cpp has been refactored too much for a merge to be successful. It's not important now because the only change in the trunk was already a feature backport, so merging it was not required. But I guess it's better to consider gHud.cpp from the trunk and the 0.2.8 branches to be decoupled.
The first and only bug I've encountered. When I enter a server, doesn't matter which one, the camera always freezes. It spawns in the middle of the area, and wont move (other than glances). But it goes back to normal when a new game starts.
This happened on occasion with most, if not all of the other versions. But this is everytime.
Windoze rc3_vc6
This happened on occasion with most, if not all of the other versions. But this is everytime.
Windoze rc3_vc6
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After AA tried to download a non-existent map from resource.armagetronad.net, the nice error log message was displayed, but then ArmagetronAd died after pressing a key to confirm the error report.
0.2.8.0_rc3.vc6 => CRASH
0.2.8.0_rc3.gcc works!
Steps:
1) set map_file to "rubbish"
2) Host a LAN game (internet game might also be affected)
3) wait for the error message
4) press a key
5) wait for AA to exit
CHECKED: Removed non-standard env "PATH" folders - some folders contained a custom set of MFC* DLLs. Did not fix it...
0.2.8.0_rc3.vc6 => CRASH
0.2.8.0_rc3.gcc works!
.../nNetwork.cpp:2286
Assertion !sn_Connections.socket failed
Steps:
1) set map_file to "rubbish"
2) Host a LAN game (internet game might also be affected)
3) wait for the error message
4) press a key
5) wait for AA to exit
CHECKED: Removed non-standard env "PATH" folders - some folders contained a custom set of MFC* DLLs. Did not fix it...
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Just figured out my FPS problem (I guess)...
An autoexec.cfg with dedicated_fps will affect the client too ?
Also I'm still trying to reproduce the wireframe bug I encountered after installing 0.2.8_rc3.gcc and disabling SDL OpenGL.
I also pinned it down to this user.cfg the new user.cfg was ok (also with similar settings), I'm not sure which line is responsible...
EDIT: Uninstaller does not remove settings_visual.cfg , otherwise it now keeps the folder, thanks Also the missing resource reports are easy to read now. excellent.
An autoexec.cfg with dedicated_fps will affect the client too ?
Also I'm still trying to reproduce the wireframe bug I encountered after installing 0.2.8_rc3.gcc and disabling SDL OpenGL.
I also pinned it down to this user.cfg the new user.cfg was ok (also with similar settings), I'm not sure which line is responsible...
EDIT: Uninstaller does not remove settings_visual.cfg , otherwise it now keeps the folder, thanks Also the missing resource reports are easy to read now. excellent.
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- Tank Program
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Noticed a bug yesterday.
The enemies/friends thingy isn't always correct. On the screenshot you see that it shows two enemies are alive and one friend, but actually it's two friends and one enemy as you can see from the alive statuses.
The enemies/friends thingy isn't always correct. On the screenshot you see that it shows two enemies are alive and one friend, but actually it's two friends and one enemy as you can see from the alive statuses.
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