0.3.0_alpha4941: Bugs
0.3.0_alpha4941: Bugs
The build is currently in process and should be available on aabeta in a couple of hours. We haven't yet fixed all problems, but some fatal ones. There should be a bit less problems with sound, for example. No changes were made to the camera.
For the Windows users who experienced cracky sound with the last alpha, that can be corrected with a setting in the console. Activate the console (default key is the one below esc) and enter
SOUND_BUFFER_SIZE 4
then exit and reenter the game again. You'll need to do that whether you're using the new alpha or the old one. Users who skipped tha last alpha shouldn't have this problem.
Known bugs:
The ingame music doesn't start automatically, you have to press the "Play" button.
Still no MP3 support in Windows.
If you're wondering what the strange number after _alpha is, that's the Subversion revision number. On every source change anywhere, it gets increased by one. It is a better progress meter than the dates we're using in the 0.2.8 series. But beware: the last alpha was 4872, so there were 69 changes since then. Most of them in different parts of the project that don't influence 0.3.0 directly, though.
For the Windows users who experienced cracky sound with the last alpha, that can be corrected with a setting in the console. Activate the console (default key is the one below esc) and enter
SOUND_BUFFER_SIZE 4
then exit and reenter the game again. You'll need to do that whether you're using the new alpha or the old one. Users who skipped tha last alpha shouldn't have this problem.
Known bugs:
The ingame music doesn't start automatically, you have to press the "Play" button.
Still no MP3 support in Windows.
If you're wondering what the strange number after _alpha is, that's the Subversion revision number. On every source change anywhere, it gets increased by one. It is a better progress meter than the dates we're using in the 0.2.8 series. But beware: the last alpha was 4872, so there were 69 changes since then. Most of them in different parts of the project that don't influence 0.3.0 directly, though.
Last edited by Z-Man on Mon Jun 19, 2006 7:44 am, edited 1 time in total.
The build is up: http://beta.armagetronad.net/?product=client&branch=0.3
There is no new RPM this time.
There is no new RPM this time.
Downloaded it, compiled it, installed it, tried it, noticed that the camera (as was mentioned) and glancing still sucks (way too slow, 0.2.8.2 is perfect, change it back!!!) and the fonts are still too large and reinstalled 0.2.8.2...
..waiting for something worth a new test.
..waiting for something worth a new test.
Last edited by belenus on Mon Jun 19, 2006 2:14 pm, edited 1 time in total.
- bel
Well where do I enter that? In the console during a game? Will it be saved or do I have to enter it everytime I restart the game? Or in the .armagetronad/*.conf file? I know its still development, but...wrtlprnft wrote:FONT_SIZE_FACTOR 0.7
...what would really be cool (and really needed if the font stays that large by default) is a menu where you can change the font size under misc options or graphics stuff.
If it would just be the font I could live with it, but unless the camera stuff gets changed, at least for me, its not really playable.
- bel
- wrtlprnft
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It'll be saved, so just enter it on the console.belenus wrote:Well where do I enter that? In the console during a game? Will it be saved or do I have to enter it everytime I restart the game? Or in the .armagetronad/*.conf file? I know its still development, but...wrtlprnft wrote:FONT_SIZE_FACTOR 0.7
The default isn't very big at all on my screen, it just looks like it has different sizes on different graphic cards...what would really be cool (and really needed if the font stays that large by default) is a menu where you can change the font size under misc options or graphics stuff.
And since the font selection stuff will change anyways (I plan to have a resource format where you can specify different fonts for different things, eg console and menu) I'm reluctant to add another menu item.
There's no place like ::1
Yeah, the default font size is slightly too large. My not really so long bugfarm MOTD doesn't fit on the screen It does when viewed from the 0.2.8 branch. Maybe we should make .7 or .6 the new default? Is it just me or does changing the font size not properly affect the line separation?
About the camera, I can only repeat what has already been said: Making a development release fun for everyone is not the goal of it. We'll have some solution to bring back the "classic" camera later, but right now, we're experimenting and will be happy if some people like the new behavior.
About the camera, I can only repeat what has already been said: Making a development release fun for everyone is not the goal of it. We'll have some solution to bring back the "classic" camera later, but right now, we're experimenting and will be happy if some people like the new behavior.
- wrtlprnft
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That was a bug, thanks. Fixed.Ghableska wrote:The tab name filler doesn't work if the first letter you type is capitalized.
Sure we can... I guess it's better with the armagetronad font (I use the font.ttf font, it is way too small with .6)Maybe we should make .7 or .6 the new default?
It doesn't affect the line separation at all. The only reason there ever was a factor in the rendering code is that the old font had lots and lots of whitespace on the top and bottom while the new one doesn't, so the factor was originally there to fix line separation.Is it just me or does changing the font size not properly affect the line separation?
Shall I add another factor for total font height? Keep in mind that I'm planning for font resources anyways, they would have a per- font setting.
There's no place like ::1
- Lucifer
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Your_mom reports that his crash seems to be caused by his cockpit file. Hopefully he'll post it soon and wrtlprnft can investigate. Using other cockpits, though, and his crash goes away.
Last call for crashing bugs. If there aren't any new ones reported, I think we can release the latest revision as 0.3.0 on/before the weekend.
Last call for crashing bugs. If there aren't any new ones reported, I think we can release the latest revision as 0.3.0 on/before the weekend.