0.2.8.3_rc2 available! Post bug reports here.
0.2.8.3_rc2 available! Post bug reports here.
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.
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.
Re: 0.2.8.3_rc2: Release process
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.
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.
Re: 0.2.8.3_rc2: Release process
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:
So yeah. Change number and scope are going down, looks like we're getting there.
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
Re: 0.2.8.3_rc2 available! Post bug reports here.
Z-Man: AABeta needs to be updated manually for now:
Code: Select all
sudo -u armagetronad /var/www/armagetron/beta/scripts/updateme
Re: 0.2.8.3_rc2 available! Post bug reports here.
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.
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.
- DDMJ
- Reverse Outside Corner Grinder
- Posts: 1882
- Joined: Thu Jun 08, 2006 12:15 am
- Location: LA, CA, USA, NA
- Contact:
Re: 0.2.8.3_rc2 available! Post bug reports here.
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!
*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.
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!

*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.
Re: 0.2.8.3_rc2 available! Post bug reports here.
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.
- compguygene
- Adjust Outside Corner Grinder
- Posts: 2346
- Joined: Thu Aug 21, 2008 12:09 pm
- Location: Cleveland, Ohio
- Contact:
Re: 0.2.8.3_rc2 available! Post bug reports here.
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 
https://bit.ly/2KBGYjvCheck out the simple site about TheServerPharm

https://bit.ly/2KBGYjvCheck out the simple site about TheServerPharm
- DDMJ
- Reverse Outside Corner Grinder
- Posts: 1882
- Joined: Thu Jun 08, 2006 12:15 am
- Location: LA, CA, USA, NA
- Contact:
Re: 0.2.8.3_rc2 available! Post bug reports here.
Sorry, that's what I meant. The zone is definitely there, but it's just invisible.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.
- -=VcL.Rajinn
- Round Winner
- Posts: 242
- Joined: Fri Aug 29, 2008 9:35 pm
Re: 0.2.8.3_rc2 available! Post bug reports here.
Sine.wav hax.
Anyway, when is .2.8.3 coming out, come on!
Anyway, when is .2.8.3 coming out, come on!

Re: 0.2.8.3_rc2 available! Post bug reports here.
Yes. I'm like a computer genius.-=VcL.Rajinn wrote:Sine.wav hax.
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.-=VcL.Rajinn wrote:Anyway, when is .2.8.3 coming out, come on!
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.
Re: 0.2.8.3_rc2 available! Post bug reports here.
Can these branches be merged in for 0.2.8.3?
- 0.2.8-armagetronad-shufflespam for limiting /shuffle spam
- 0.2.8-armagetronad-suspend_fix for removing suspended players from the game immediately.
Re: 0.2.8.3_rc2 available! Post bug reports here.
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
)

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