0.2.8.3_rc2 available! Post bug reports here.

Help test release candidates for the next release
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Z-Man
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0.2.8.3_rc2 available! Post bug reports here.

Post by Z-Man »

Tag date: this Friday or Saturday, depending on when I have time. Left to do: have a closer look at the reported sound trouble.

It'd be nice if non-critical source changes could be put on hold or done in a bzr branch to be merged after 0.2.8.3 goes final from now on.

Download links are two posts down.
Last edited by Z-Man on Sat Apr 25, 2009 1:54 pm, edited 2 times in total.
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Re: 0.2.8.3_rc2: Release process

Post by Z-Man »

Tagged. For the code freeze, I came up with a simple solution: bazaarmagetron won't sync 0.2.8 automatically with bzr. So feel free to continue working with 0.2.8 on bzr, unless I manually pull the changes over, they won't enter 0.2.8.3.

Plan: Release 0.2.8.3 in about a week (unless new problems surface, of course). A bugfix release 0.2.8.3.1 is almost certain to happen, I'd say sometimes between three and nine months from now.
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Z-Man
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Re: 0.2.8.3_rc2: Release process

Post by Z-Man »

Builds are done and available in the usual places:
SourceForge
AABeta (Well, they will be there once it's updated, armabot is asleep.)
Launchpad
Please download and test.

Changes since RC1:

Code: Select all

- Fixed dark color filters, such as FILTER_DARK_COLOR_STRINGS, to not filter
   the reset color.
 - ASE moviepack models no longer have a vertex count limit
 - Fixed endless recursion crash between rounds
So yeah. Change number and scope are going down, looks like we're getting there.
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dlh
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by dlh »

Z-Man: AABeta needs to be updated manually for now:

Code: Select all

sudo -u armagetronad /var/www/armagetron/beta/scripts/updateme
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Z-Man
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by Z-Man »

Ah, I'll do that next time.

Anyway, the final release may get a bit delayed due to the search for the origin of sinewav's texture problem. Not sure whether we can do anything, but I'd at least like to be able to point a finger on it. Slightly more than 5 builds to go.
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DDMJ
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by DDMJ »

Ok, here's an interesting bug I found:

1) Go into Local/LAN Game*
2) INCLUDE examples/cvs_test/fortress_complete.cfg
3) ALLOW_TEAM_NAME_COLOR 0
4) ALLOW_TEAM_NAME_PLAYER 1
5) COLOR_R_1 0
6) COLOR_G_1 0
7) COLOR_B_1 0

Result: your fortress zone does not appear! :o

*This bug doesn't happen in an Internet Game.

EDIT: Apparently this has been around for a while? I can reproduce this on 0.2.8.2.1.
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Z-Man
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by Z-Man »

I bet the zone does appear, it's just invisible. Zones are rendered with additive blending, and you explicitly ask for a black zone there. And black rendered additively is invisible. I don't know why internet games should be immune, tough.
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by compguygene »

Just to let everyone know. Sine.wav was able to crash my ArmagetronArt server. This has since been resolved. The server he crashed was on what turned out to be a poor choice of a VPS on my part. I have since found a much better VPS vendor, in the UK, and have purchased a better plan, network link etc. I was able to reproduce said bug myself. But, with the better VPS and network link for the VPS, the bug has gone away. I have suspected all along that the server just couldn't keep up with the load it was carrying. There was a similar bug that was seen in the Wild West CTF server. Since Wild West is now on a decent dedicated server, the Bug has also disapeared. Once again, I strongly suspect that a person doing extremely fast, and tight double binds, overwhelmed the servers ability to keep up. As a bit of confirmation, i checked the resource usage tools (CPU and Network usage graphs). I found that during the times in question, when a person was doing extremely tight double binds, server usage did spike near the maximum possible usage. On the European server that sine.wav crashed, said usage did hit the absolute max with many peaks that spiked the max just before the crash. To me this confirms my theory that the server was overwhelmed. The lesson here is simple. Armagetron does have a unique hunger for resources during peak usage and intense gameplay.
Armagetron: It's a video game that people should just play and enjoy :)
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DDMJ
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by DDMJ »

Z-Man wrote:I bet the zone does appear, it's just invisible. Zones are rendered with additive blending, and you explicitly ask for a black zone there. And black rendered additively is invisible. I don't know why internet games should be immune, tough.
Sorry, that's what I meant. The zone is definitely there, but it's just invisible.
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by -=VcL.Rajinn »

Sine.wav hax.

Anyway, when is .2.8.3 coming out, come on!
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sinewav
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by sinewav »

-=VcL.Rajinn wrote:Sine.wav hax.
Yes. I'm like a computer genius.
-=VcL.Rajinn wrote:Anyway, when is .2.8.3 coming out, come on!
Yeah, I'm ready for it. Ever fix that bug I found on the rc1 thread? What do I have to do, make another donation? wtf.

Oh, I did find something weird and I'm not sure if it is a bug or me being a computer genius...

I made a CAMERA_SERVER_CUSTOM setting for my racing server. The glance settings only work locally. But the client is 0.2.8 and the server is 0.3, so maybe there is an issue. idk.
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dlh
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by dlh »

Can these branches be merged in for 0.2.8.3?
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dlh
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by dlh »

0.2.8.3_rc3 release time? And soon after that 0.2.8.3? Maybe an official release will bring more testers and maybe bug reports (possibly for sinewav's problem :wink:)
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dlh
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by dlh »

Image

(bump?)
Last edited by dlh on Sun Jun 28, 2009 8:30 am, edited 1 time in total.
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Re: 0.2.8.3_rc2 available! Post bug reports here.

Post by DDMJ »

Image
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