If you found a new bug, or discovered that one of the bugs I considered
fixed or probably fixed is still there, please send a report to me at
manuel@moosnet.
Known current bugs
Those bugs are quite rare and not properly reproducible. If you find a way
to provoke them, please let me know!
Problems when logging in on a server with a game already running (Managed to reproduce it finally)
Strange camera behaviour
AI players drive out through the rim wall and come back alive
Probably unfixable bugs
If an invalid (i.e. too big) screen resolution is selected, the
windows version crashes, the linux fx-mesa-version displays the
lower left corner of the screen (no generic way to avoid it,
will someday analyse the vendor information OpenGL returns to
select the possible)
The textured floor does not work on the Rage Pro chip (and probably all S3 chips; OK, I know now
what would have to be done. But I'm too lazy currently)
Probably fixed bugs
with fast video cards or "Express Finish": Champion of a
match was declared in an additional round
Matches on a dedicated server started in round 2
sometimes: crashes with "... left grid"-message
the mouse cursor stays visible on some Linux systems (VooDoo 3000
AGP)
the control over the own bike is poor in network mode (about 99% perfect now)
Fixed bugs
When you play the highscore hunt on a dedicated server and someone
enters, you got accounted one won round on your score, and the
multiplayer settings were not restored.
camera hickups
ALT-Tabbing out of Armagetron for Windows causes BAAAD lockups.
The network mode is still not tested very well, but there were no
BAD crashes the last couple of hours. One problem that is hard to get
away: Making many fast turns confuses the clinent for a while;
driving straight again makes it catch on after a short while. Fixing
this would require a change in the network protocol, and I promised
not to do that until after version 0.1. (I mainly got it fixed now.)
player colors are wrong in network play sometimes
does not exit cleanly on some configurations
the server exits every now and then, even with players on it (some
crashes, but most of the time the cpu timelimit is hit)
It seems to be impossible for a second user to join a network game
if there are >8 AI players; yet, I could't reproduce this bug.
Texture files MUST be in RGBA - 32bit/pixel mode. (corrected. They
may now be in RGBA or RGB format.)
logging in to the server often fails with timeouts
sometimes, there are "ghost bikes".
Some generic hangups (an esp. nasty one affected even the server).
in "Fast Finish" mode, there are hangups when you lose.
Chatting during the game break killed you immediately in the next game.
It was possible do drive through walls:
drive straight to then
turn EXACTLY on the wall
turn the other direction
I accidently made it through the outer wall that way.
Havent seen such things happen lately, so I consider it fxed.
The network mode had varios problems: random crashes, players
getting killed just because they took a turn, walls beeing temorarily
invisible.
The Linux version crashes on exit. (It's a boomerang bug: I think it
will come back again. Caused by C++ destructors of static objects
called in the wrong order.)
The sky is supposed to have a foggy look (alpha effect).
with Win9x VooDoo or TNT hardware rendering however, there seem to exist
only the alpha values 0 (=fully transparent) or 1 (=opaque).
Linxux version and Win9x software rendering are not affected.
What am I doing wrong? Please send me a small OpenGL program
that uses correct alpha blending so I can correct this.
(Stupid me. I explicitly ordered OpenGL to store the textures with
one bit alpha; Mesa ignored that.)
The timer does funny things sometimes (causing you to crash into
yourself by just taking an turn)
The far edges of the grid are not displayed at match start.
Those are NOT bugs:
in "Freestyle" game mode, there game does not stop until you are dead.
"Z-Trick" and "Infinity" don't work on your PC
In a network game, it sometimes seems like bikes can pass through walls