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# Bug list

I've migrated this list to the SourceForge bug list. You can browse it here and make additions to it. This page is kept for historical reasons.

### Bugs with insufficient information to fix; I'm glad about all hints

- Braking and turning at the same time speeds up ( could not reproduce )
- sound does not work sometimes (with winamp in background??)

### Probably unfixable bugs

- If an invalid (i.e. too big) screen resolution is selected, strange things may happen; anything from crashes to running at a lower resolution and only showing part of the image. Technically, those are bugs in the display driver or OS; Armagetron Advanced can't do more than ask if a screen mode is OK.
- Alt-tabbing out of Armagetron Advanced in fullscreen mode may produce strange behaviour; if you hit it accidentally, better alt-tab back quickly... Window mode seems to work flawlessly, however.
- The game system ( starting a match, deciding when someone won, starting new rounds ) is fundamentally flawed; all changes to it have a high probability of introducing nasty new bugs. All following bugs are caused by this mess. I'll give it a complete workover for 0.3.0, if I ever get this far.
- ( Mixed human/AI teams do not work very well )

### Probably fixed bugs

- Network game with holes in walls: holes disappear when they get blown into a cycle's current wall as soon as it takes its next turn ( client only effect )
- two human teams with only AI players on will keep playing on a dedicated server
- crash when opening the score-view after the following actions: server started
  client with one player connects
  client with two players connects, one of them joins the team from the other client
- Inactive players get accounted as team members
- the dedicated server won't go daemon(it should notice by itself that it's standard io is not the console)
- Strange camera behaviour; I only observed it myself when the frame rate is very high (200 and up)
- Invisible bikes on the Voodoo 2 under Windows (Jacob Aaron Barandes), caused by broken implementation of display lists. Other Voodoo 2 systems show different kind of trouble...
- RADEON: no valid screen mode found. Implement desktop colour depth and ignore errors. (Nathan Parslow )
- Seemingly random disconnections (network object IDs get assigned incorrectly every once in a while)
- server browser does not get the complete list from master
- Server browser crashes when an unreachable server under the cursor is removed
- Disconnected state is set when connecting to a server, disconnecting and starting an own server
- Disconnected state is set when the last guest quits on an own server
- Chat state does not work in server mode
- network mode without dedicated server: rounds are reseted when someone connects
- network mode: use special multiplayer-settings rather than special single-player settings
- network mode: player changes are not transmitted immediately
- explosion sounds are often not played

### Fixed bugs

- Armagetron Advanced exits with a message like "Point (569.977, 269.095) does not have a face in direction (0, 2.05167) Please Send A Bug Report!"; That means the internal data structures are corrupt and don't allow another wall to be drawn. Maybe I should just rebuild the structures when that happens? Hmm...
- Problems when logging in on a server with a game already running (Managed to reproduce it finally)
- AI players drove out through the rim wall and came back alive
- with fast video cards or "Express Finish": Champion of a match was declared in an additional round
- when changing the screen mode in mid-game, the cycles became invisible
- The textured floor did not work on all known ATI chips (from Rage to Radeon) and probably all S3 chips; (OK, I know now what would have to be done. But I'm too lazy currently)
- Seemingly random connection terminations; caused by packet loss.
- 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)
- 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 Advanced 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 client 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 Coors 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 time limit is hit)
- It seems to be impossible for a second user to join a network game if there are >8 AI players; yet, I couldn'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. Haven't seen such things happen lately, so I consider it fixed.
- The network mode had various problems: random crashes, players getting killed just because they took a turn, walls being temporarily 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). Linux 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

This document was created by Manuel Moos

Last modification: Apr 17 2009

First Start | Installation | Network Play | Configuration | FAQ | Redistribution