Armagetron Advanced 0.3.0 review

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Armagetron Advanced is another version of the simple action game modeled after the lightcycle sequence of the movie Tron. In the A

License: GPL (GNU General Public License)
File size: 0K
Developer: Manuel Moos
0 stars award from rbytes.net

Armagetron Advanced is another version of the simple action game modeled after the lightcycle sequence of the movie Tron.

In the Armagetron game, you ride a lightcycle around the game grid. You can only make sharp turns of 90 degrees and a wall constantly builds up after you.

Make your enemies crash into your wall, but be aware that they are trying to do the same to you.

What's New in 0.2.8.2 Stable Release:
Timestamps and teamscores added to scorelog.txt
Dedicated server now works on FreeBSD and OpenBSD
User running the dedicated server is called "armagetronad" again, the longer "armagetronad-dedicated" caused problems with BSD
Test versions refuse to connect to servers more than one version ahead
Prepared client for respawns
Team spawn formation is now configurable
Added reasons to bans
Added spectator autokicking
Added history to chat and console (wrtlprnft)
You only enter a game once your client is synced
/msg now prefers exact matches over partial matches
Cycles now have better memory for pending turns (wrtlprnft)
Added player join/leave/rename messages to ladderlog.txt with IPs
Ping variance influence on packet loss tolerance code is now clamped by the regular, configurable, packet loss tolerance: effect of variance can be no bigger than the effect of ping.
Spectators are now regular players and can chat
The /msg command now converts the entered pattern into the internal name so if you write "/msg ???" and there is a user named "???" with an internal nick of "oau" it will still get matched
Team changes are now only executed when allowed, the need for the temporary/permanent team imbalance setting distinction has gone away
Added brake toggle button

Bugfixes:
Client sometimes crashed when leaving a server with AIs on over the menu
Cycles could, if timed right, just pass through each other
The server starting scripts were chowning /var/run and /var/log to armagetronad
Short names could crash the server
Init scripts now installed correctly with --enable-initscripts
Hopeless pending team change wishes are deleted
Large timesteps are now broken down into smaller ones on the game level
Pretend keys are released before entering chat
Two cycle steering events were sent if you doublebound the brake
Large speed boosts out of game rule bounds were possible during network glitches
Debug recording reliability increased, function call with undefined return value eliminated
Recording and scorekeeping no longer conflict
Input during a recording now has an end marker, making quick keypresses after leaving a menu not break it
CYCLE_RUBBER_DELAY was overridden sometimes by packet loss tolerance
ALLOW_CONTROL_DURING_CHAT now ignores modifier keys like shift and has been reactivated
The camera sometimes got stuck in free mode for the first round you watch
Crashfix in hole blowing code when no cycle was set
After a "perfect" 180, you're more often on the right side of your own wall That code caused some havoc at first, so it has been reworked
The smart cam did not like fluctuating framerates
Improved debug recording reliability: multiple master server visits and too quick keypresses were causing trouble.
Canonical DESTDIR support and added ROOTDIR support for testing
Login floods are detected and ignored
Player name updates sanitized
Disabled complicated feasibility tests for team menu entries, they did not have the full information and were often wrong
Team score only added to player score if no teamplay is possible

What's New in 0.3.0 Development Release:
First development release in the 0.3 series.
Features a new HUD (with map), a new sound engine, new glancing, tab completion, and more.

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