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Yamakuzure Advocate
Joined: 21 Jun 2006 Posts: 2284 Location: Adendorf, Germany
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Posted: Tue Jun 24, 2014 4:19 pm Post subject: Need help testing games-action/atanks_aiu-6.0.5 Atomic Tanks |
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Hi everybody,
a couple of weeks ago I found out that one of my favorite games from old times, Atomic Tanks (games-action/atanks) became rather crashy and buggy.
I reactivated my old Atomic Tanks AI Upgrade Project, I rewrote the AI around versions 2.8 to 3.2, to fix *some* bugs.
The list of fixes and additions has become quite large in a short amount of time and I am facing a few problems right now: I can not test everything and neither can I guarantee that I did not add new bugs.
So if you like, could you help me testing, please? I have added an ebuild games-action/atanks_aiu to my overlay ('seden' @ layman) so installation is fairly simple.
Bugs, reports, ideas, feature requests and so on can go into my projects tracker or discussed here.
Thank you very much in advance, and here comes the current Changelog: (I will keep this updated) Code: | atanks AI Upgrade Project
=========================
First things first: As with all aiu upgrades this version must be considered
to be of "Pre-RC-Alpha" quality. While I do test all my changes, I also may
have introduced yet undiscovered new bugs.
Any problems with this release should be reported to me.
================================================================================
Update 5 to atanks-6.0
----------------------
New in this version:
--------------------
- Added a new option for team hit penalties in the finance menu.
- Damage, money and revenge/suicide/gloating texts are no longer displayed when
skipping computer play.
- Smoke is now behaving more realistic.
- Explosions now optionally throw dirt debris into the air. See the physics
menu for the new "Explosion Debris" option.
- Added FPS awareness to the game loop: If too much is going on, and too few
milliseconds left on each frame, the game no longer creates debris and smoke
until the set FPS is reached more easily.
- Moved the info messages about new versions down, so it doesn't appear between
the buttons any more.
- Chain Gun/Missile and Jack Hammer amounts raised for a fairer price spread.
- Players that are constantly hit by napalm or laser fire no longer flood the
game with vengeance texts.
- Updated the satellite to move a fired beam, too. This allows satellites to
'mill' through the terrain.
- Optimized when and how beam and lightning paths are checked to speed up
operation.
Fixed bugs:
-----------
- Damage no longer gets "forgotten" or applied twice.
- Fixed display bugs with napalm jellies an smoke.
- Fixed napalm jellies to correctly apply their damage according to distance and
blob size.
- Fixed a bug that caused riot blasts to go straight down with any angle if the
tank was buried.
- Fixed the laser sound.
- Removed the main heap smasher "objects", a static array of objects. All
objects are now organized in sorted doubly linked lists. This greatly improves
the speed of atanks and is a lot more secure and less error prone than the old
methods.
- The game no longer crashes if the tank dies that is currently displayed in the
top bar.
- The game no longer crashes if the next tank is just killed before activation.
- The weapons descriptions no longer draw over the right edge of the display box.
- Weapons list adapted to show the number of shots, not munitions.
- Fixed a bug that could cause a segfault when teleports where drawn.
================================================================================
Update 4 to atanks-6.0
----------------------
New in this version:
--------------------
- When compiling with gcc and using DEBUG=YES, -fstack-protector is now used.
- Skipping Computer play now adapts to what is happening, and the time remaining
is shown in the status bar. The forced "draw" ending only comes if no bot is
able to do real damage.
- The next tank is no longer activated when the previous shoots, but when it can
start to act.
- The weapon no longer auto-changes immediately when it depletes with the
current shot, but when its tank is activated the next time.
- Made AI skipping faster through frame skipping.
- Added more sounds, like napalm going off, napalm jellies burn, laser sound
and more.
- "Naturals" like meteors and falling dirt bombs now detonate earlier when
accelerated by spring walls/floors. Further the AI no longer waits for them
to go off.
- Rewrote BEAM class so lightning paths are now correctly traced and can no
longer "skip" over dirt piles.
- Text based options now rotate.
- Value based options no longer display up/down buttons if the maximum/minimum
is reached.
- Made napalm jellies to look a little bit more interesting.
Fixed bugs:
-----------
- The UFO no longer razor-erases the status bar.
- Napalm Jellies no longer leave debris behind when burned out.
- The game no longer turns into a crawl if too much is going on.
- Missile sprites no longer partly overwrite the status bar.
- Napalm Jellies no longer "glue" to steel/wrap ceilings.
- Smoke is generated again, unless AI skipping is activated.
- Player name and health (static and bouncing) no longer hover in front of the
tank.
- Riot blasts and bombs now go off properly again and no longer hold the game
forever.
- Makefile: Use correct -fpedantc/-Wpedantic flag per gcc version.
================================================================================
Update 3 to atanks-6.0
----------------------
New in this version:
--------------------
- Rewrote and cleaned up the teleport class and system.
- Added a menu entry in the sound menu to set a global volume level.
- Added a menu entry in the physics menu to set the volley shot delay value.
Fixed bugs:
-----------
- Fixed 33,666,623 bytes (~32.1 MiB) that were leaked on atanks end.
- Fixed a bug that cause items (riot charge/blast/bomb) to never show up,
causing the game loop to turn into an endless loop without any action.
- Fixed a bug that cause teleports to crash the game.
- Fixed a bug that could cause the gameloop to endlessly wait for riot charges,
blasts and bombs to finish but they never would.
================================================================================
Update 2 to atanks-6.0
----------------------
New in this version:
--------------------
- Rewrote the core objects for better readability, handling and cleanups.
- Core physics rewritten - Multiple wall bounces in one frame can now be handled
correctly. Steep shots with high velocity no longer detonate "moved" on steel
walls.
Fixed bugs:
-----------
- (self introduced) Texts are now correctly reloaded if the language is changed.
- In rare circumstances adding update areas could lead to smaller areas,
throwing away pending updates distorting the display.
- Dirt balls and meteors no longer detonate on the ceiling in boxed mode.
- (self introduced ?) Fixed a bug that could cause the game to not find a saved
game.
================================================================================
Update 1 to atanks-6.0
----------------------
New in this version:
--------------------
- Back-ported new features from atanks 6.0 to the AI Upgrade project.
================================================================================
Update 2 to atanks-5.9
-----------------------
New in this version:
--------------------
- Read-Only text fields no longer reserve space for a never displayed cursor.
- Enlarged all menu entries a bit. All entries from all languages now should fit.
- Language changes are now correctly communicated to the sub menus.
Fixed bugs:
-----------
- Fixed a possible memory leak if automatic update searches were enabled.
================================================================================
Update 1 to atanks-5.9
----------------------
New in this version:
--------------------
- Complete rewrite of the in-game menu system. No more crashes!
- Unified the fonts, there is only one font used now.
- Re-arranged all texts.
- Enabling shadowed texts in the menu now enables some shading in the menu, too.
- Some optimizations and cleanups to the code in general.
Fixed bugs:
-----------
- Player options no longer become scrambled if accessed too often.
- Atanks should no longer crash when Windows players click the Network option in
in the main Options menu.
- When cycling through tanks on Players screen, the old tank is now getting
erased correctly. |
_________________ Important German:- "Aha" - German reaction to pretend that you are really interested while giving no f*ck.
- "Tja" - German reaction to the apocalypse, nuclear war, an alien invasion or no bread in the house.
Last edited by Yamakuzure on Tue Jul 08, 2014 10:37 am; edited 1 time in total |
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Yamakuzure Advocate
Joined: 21 Jun 2006 Posts: 2284 Location: Adendorf, Germany
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Posted: Mon Jul 07, 2014 2:05 pm Post subject: |
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Today I have released atanks-6.0-aiu5 (games-action/atanks_aiu-6.0.5) with a lot of new features and quite some fixes.
Have fun! _________________ Important German:- "Aha" - German reaction to pretend that you are really interested while giving no f*ck.
- "Tja" - German reaction to the apocalypse, nuclear war, an alien invasion or no bread in the house.
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Yamakuzure Advocate
Joined: 21 Jun 2006 Posts: 2284 Location: Adendorf, Germany
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Posted: Wed Jul 23, 2014 12:17 pm Post subject: |
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Today I have released atanks-6.0_aiu6 with the following improvements: Code: | Update 6 to atanks-6.0
----------------------
New in this version:
--------------------
- Hitting F1 now saves numbered screenshots from 001 to 999.
- Damage and money text can now be set to sway horizontally in the graphics
options menu.
- Maximum age of funky bomblets changed to [2;5] and deathlets to [3;7] seconds.
- The reducer weapon now has an explosion animation.
- The AI now fully uses the regular physics, enabling it to predict the correct
outcome of any shot tried.
- Dirt debris now gets 'scorched' around the edges.
- Went back to and updated the old shield drawing methods.
- New detailed and optional debug system added. See Makefile for more. However,
the only detailed messages currently used is DEBUG_FINANCE. More will follow.
- When tanks are moved using fuel, they can 'climb' hills if they aren't too
steep.
- No more "fast skip" on the last frames when the game round ends.
- Lasers and Lightnings now 'mill' through dirt throwing debris around (if
activated) like explosions. Awesome sight with the satellite. ;-)
- Debris throwing has been changed to produce a better and nicer spread of dirt,
even with small lasers and lightning. The bigger a debris part is, the lower
its maximum velocity.
- Added some reandom variance to the dirt debris throwing. The throwing no
longer looks like the debris is thrown in synchronized waves.
- When skipping computer play, the satellite no longer shoots and no naturals
are generated.
This does not only increase speed due to the slowdown of the still expensive
tracking of laser and lightning. A further improvement is, that lightning and
satellite strikes no longer add to the damage count that is used to determine
whether to reduce AI time or not.
- Decoration like smoke and dirt debris are now repulsed by repulsor shields.
Fixed bugs:
-----------
- A lot of code duplications were removed.
- Fixed some initialization problems valgrind showed up with.
- Fixed a bug that caused missiles, that couldn't hit anything, to live forever.
- Fixed some quirks with the dirt debris. It should display just fine now.
- Cleaned up a lot of orphaned values and code.
- Fixed a bug that could cause the satellite to crash the game if, between its
shot and its next movement, something else was created in the same slot as its
now finished laser shot.
- If the player closes the window while the buy screen is displayed, the game no
longer prepares the next level but quits immediately.
- AI players no longer shoot while their prey is still in the air.
- The satellite no longer shoots "behind" itself.
- Explosions now 'lock' terrain to slide. This fixes a bug that caused debris to
trigger land slides that slid into ongoing explosions and resulted in spikes
of dirt being left behind.
- Dirt fragments no longer trigger dirt sound. That was too much.
- Rollers no longer drop off ceilings.
- Napalm shots no longer disappear when hammered into the ceiling.
================================================================================ | Thanks everybody who helped me test all those changes! _________________ Important German:- "Aha" - German reaction to pretend that you are really interested while giving no f*ck.
- "Tja" - German reaction to the apocalypse, nuclear war, an alien invasion or no bread in the house.
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