0.2.8.2
0.2.8.2
Is available on AABeta. Changes since rc2:
- The Windows installer doesn't install a desktop icon. NSIS seems to be incapable to remove it later, or we seem to be incapable of telling it to do so.
- A logic error that allowed two colliding cycles to pass through each other even though the collision was detected has been fixed.
- A NULL pointer dereferencing has been fixed with a check.
- Edd has changed the title screen a little.
As with the RCs, there is no official VC6 build available. There is a build one and it is available, but it's neither listed nor official.
I'll add it to SF tomorrow, provided the testing volunteers (Hint: this is a call for everyone who wants to help with SQUAT) don't find anything critical.
- The Windows installer doesn't install a desktop icon. NSIS seems to be incapable to remove it later, or we seem to be incapable of telling it to do so.
- A logic error that allowed two colliding cycles to pass through each other even though the collision was detected has been fixed.
- A NULL pointer dereferencing has been fixed with a check.
- Edd has changed the title screen a little.
As with the RCs, there is no official VC6 build available. There is a build one and it is available, but it's neither listed nor official.
I'll add it to SF tomorrow, provided the testing volunteers (Hint: this is a call for everyone who wants to help with SQUAT) don't find anything critical.
I did the os x builds as universal, but I forgot to change a setting (SDK to 10.4u), and hit problems linking. So I have restarted it, should be a little before they are done[1]. PH&N!
[1]: My computer is slow, compiling the game 5 times with -O2 takes some time. (dedicated universal (PPC, i386), client universal (PPC, i386), 10.2.8 client (PPC)).
[1]: My computer is slow, compiling the game 5 times with -O2 takes some time. (dedicated universal (PPC, i386), client universal (PPC, i386), 10.2.8 client (PPC)).
The OS X builds are on aabeta. The 10.2.8 one is untested, so it should not be added to SF until someone ensures it works.
If you use the universal client you will notice switching window modes is much quicker -- courtesy of SDL 1.2.10.
If you use the universal client you will notice switching window modes is much quicker -- courtesy of SDL 1.2.10.
Last edited by dlh on Sat Jun 03, 2006 7:40 pm, edited 1 time in total.
SDL 1.2.10? Cool. Some people here will be interested to read this in their changelog:
and for Windows:
And they are now using SVN, which means we can test importing it via externals in winlibs.
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The screensaver and DPMS monitor blanking are disabled while SDL games are running under the X11 and DGA video drivers. This behavior will be formalized and selectable in SDL 1.3.
Code: Select all
Window positions are retained when switching between fullscreen and windowed modes.
For those who missed the alphas and RCs, here is the list of changes since 0.2.8.1, directly from the NEWS file.
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- Timestamps and teamscores added to scorelog.txt
- Dedicated server now works on FreeBSD and OpenBSD
- User running the dedicated server is called "armagetronad" again, the
longer "armagetronad-dedicated" caused problems with BSD
- Test versions refuse to connect to servers more than one version ahead
- Prepared client for respawns
- Team spawn formation is now configurable
- Added reasons to bans
- Added spectator autokicking
- Added history to chat and console (wrtlprnft)
- You only enter a game once your client is synced
- /msg now prefers exact matches over partial matches
- Cycles now have better memory for pending turns (wrtlprnft)
- Added player join/leave/rename messages to ladderlog.txt with IPs
- Ping variance influence on packet loss tolerance code is now clamped
by the regular, configurable, packet loss tolerance: effect of variance
can be no bigger than the effect of ping.
- Spectators are now regular players and can chat
- The /msg command now converts the entered pattern into the internal
name so if you write "/msg <F6><E4><FC>" and there is a user named "<F6><E4><FC>" with
an internal nick of "oau" it will still get matched
- Team changes are now only executed when allowed, the need for the
temporary/permanent team imbalance setting distinction has gone away
- Added brake toggle button
Bugfixes:
- Client sometimes crashed when leaving a server with AIs on over the menu
- Cycles could, if timed right, just pass through each other
- The server starting scripts were chowning /var/run and /var/log to armagetronad
- Short names could crash the server
- Init scripts now installed correctly with --enable-initscripts
- Hopeless pending team change wishes are deleted
- Large timesteps are now broken down into smaller ones on the game level
- Pretend keys are released before entering chat
- Two cycle steering events were sent if you doublebound the brake
- Large speed boosts out of game rule bounds were possible during network
glitches
- Debug recording reliability increased, function call with undefined return
value eliminated
- Recording and scorekeeping no longer conflict
- Input during a recording now has an end marker, making quick keypresses
after leaving a menu not break it
- CYCLE_RUBBER_DELAY was overridden sometimes by packet loss tolerance
- ALLOW_CONTROL_DURING_CHAT now ignores modifier keys like shift and
has been reactivated
- The camera sometimes got stuck in free mode for the first round you watch
- Crashfix in hole blowing code when no cycle was set
- After a "perfect" 180, you're more often on the right side of your own wall
That code caused some havoc at first, so it has been reworked
- The smart cam did not like fluctuating framerates
- Improved debug recording reliability: multiple master server visits
and too quick keypresses were causing trouble.
- Canonical DESTDIR support and added ROOTDIR support for testing
- Login floods are detected and ignored
- Player name updates sanitized
- Disabled complicated feasibility tests for team menu entries,
they did not have the full information and were often wrong
- Team score only added to player score if no teamplay is possible
- Phytotron
- Formerly Oscilloscope
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The build for MacOS 10.2.8 seems to work so far. That is to say, it launched, played, and hasn't crashed. As to whether everything is how it's supposed to be, I don't know (as I never have).
While I'm here: "CYCLE_RUBBER_DELAY was overridden sometimes by packet loss tolerance"
Is that this? http://forums.armagetronad.net/viewtopi ... 6599#46599
And if so, that's a server-side deal, right?
While I'm here: "CYCLE_RUBBER_DELAY was overridden sometimes by packet loss tolerance"
Is that this? http://forums.armagetronad.net/viewtopi ... 6599#46599
And if so, that's a server-side deal, right?
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- Dr Z Level
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Running 0.2.8.2 client (on Ubuntu 5.10) and server (on Ubuntu 6.06)... no problems noticed.
Last edited by belenus on Sun Jun 04, 2006 10:05 pm, edited 2 times in total.
- bel
I've got no problems either... with windows 2000.
EDIT: But I'll have to check on bobby who seems to have some serious issues with the newer Armagetron Advanced versions.
Reference:
http://www.armagetron.nixda.net/wbboard ... 9&page=1#7
EDIT: But I'll have to check on bobby who seems to have some serious issues with the newer Armagetron Advanced versions.
Reference:
http://www.armagetron.nixda.net/wbboard ... 9&page=1#7
Done my two bits, thanks for the bump.
Nemo: Maybe it's time to update this bug?
http://sourceforge.net/tracker/index.ph ... tid=657948
Nemo: Maybe it's time to update this bug?
http://sourceforge.net/tracker/index.ph ... tid=657948
Heh, there is some confusion around about the correct spelling. According to this, both variants are correct in AE, which, I think, determines the spelling of the other settings. Since this is only a local setting, a language lawyer can decide which one we keep.