I think it is because it is statically linked against
some big libraries, but I am not sure. (Don't moan. You can
choose: static linkage => big executable or dynamic linkage
=> I have to include many big DLL-files.)
Compiling with MSVC++ helps, but I am not allowed to distribute
the binaries I produce with that...
Linux:
Q:
Immediately after ArmageTron opens it's window, it crashes. What's wrong?
A:
First, check Question 1.2 for the OS independent answer to that problem.
Special Linux case: maybe you use the 3Dfx-version of Mesa and need to bee root
to run 3Dfx-programs. Try running ArmageTron as root; if that works,
go to http://linux.3dfx.com/open_source/drivers.htm
and download the device driver that allows you running
ArmageTron and other 3D applications non-root.
Q:
The textures and fonts don't seem to work.
A:
Recheck your IMGLib installation; it probalby can't load PNG images.
The included show-program
has to be able to display the PNG images from the textures folder.
generic stuff:
Q:
When I start Armagetron, the screen turns black and the game
exits shortly afterwards. (Or similar right-after-start
problems) What can I do?
A:
New Answer: just try again about four times; Armagetron should notice that
the first attemts failed and try some other screen modes (with different
color depths, initialisation methods as in fullscreen and window).
If that fails
(Armagetron should give you an error message when it has run out of options),
try the
Old Answer: Try starting Armagetron in windowed mode. To do that,
start it with the "-window" command line option, or
copy this file into your Armagetron
directory if you are using Windows; if you are using Linux, you have to
install it at "~/.ArmageTronrc" (upper/lowecase sensitive!).
Or, you may try downloading the version for
the other variant SDL; It uses a different way to
initialise the screen. Note that on some graphic cards, OpenGL acceleration
is only available in 16bit color depth; switching the Windows desktop
to 65K colors sometimes does the trick.
If one of the two solutions above works, be sure to mail me
(don't forget to tell me which graphic card, SDL version
and OS you are using)!
I'll need the info for future versions.
network play:
Q:
Sometimes, I see players (esp. me) passing through walls. Is that a bug?
A:
Probably not; it is the normal effect of network latency (Laaaag!)
when your client does not yet have the latest information from the server.
Q:
Someone is cheating! I keep cutting off his way right before him, and
that kills me, not him!
A:
Again, this is not cheating, but a network latency effect that happens
when you disable "Prediction" from the network game menu. Then, you see
the other players not at the place they are probably now, but where they
were a little while ago. So while you thought you were ahead of your opponent,
he was in reality a bit ahead of you. By trying to cross him, you ran directly
into his wall. Eather turn on prediction or the "Lag-O-Meter" that shows
where your opponent may in fact be NOW. Learning to handle these effects is
one of the skills you need to kick your opponent's ass.