atanks has been crashing sporadically for me and at least one other Debian user. https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=1012164 has the other user's reports. The attached log has the output from version 6.6~dfsg-1+b1 right before the crash, and the backtrace. A previous atanks maintainer sent me this: My guess is that one of two things is happening - either a data file (image resource) is missing OR there is a memory issue. Basically it looks like the game is trying to draw an object and...
https://atanks.sourceforge.io/ under the Bugs section links to https://atanks.sourceforge.io/contact.html which says to email a previous maintainer. Separately, the sidebar links to https://sourceforge.net/p/atanks/bugs/ which gives me a Forbidden error if I try to file a bug. Are SourceForge discussions the right place to file bugs?
Good afternoon friends I'm looking for a tank game with very high graphics quality Which one do you have to offer me? Please get back to me by email with a reply to the address: raphaelholstein282@gmail.com Thanks!
Found and fixed it. Squashed the fix into an earlier commit, though. (It was about knowing when the real last attempt was going on) For over 50 rounds the bots did not get "stuck" on attacking me first any more, so people complaining about "never" getting to play should have their well deserved fix now. The bots really could get a bit .. erm... attached. I'll whip up a ChangeLog soon.
This sourceforge editor is driving me nuts... ^^
Big overhaul and many fixes
Big overhaul and many fixes
Big overhaul and many fixes
Found and fixed it. Squashed the fix into an earlier commit, though. (It was about knowing when the real lat attempt was going on) For over 50 rounds the bots did not get "stuck" on attacking me first any more, so people complaining about "never" getting to play should have their well deserved fix now. The bots really could get a bit .. erm... attached. I'll whip up a ChangeLog soon.
Yeah... your changes made the AI, even the supposedly "DEADLY" one, dumb as rock. (sorry.) I think I remedied that by a few changes that made the USELESS to DEADLY curve steeper, while adding new error potential and countering situations where bots get "fixed" on one target (mostly human players). And I did not fully revert your changes, the limits are now generally lower and more spread out between USELESS and DEADLY bots. There is one odd thing I witnessed, a bot just slammed a Death Head senselessly...
I checked and I don't have a missle/31.bmp file. I sppose you could toss any appropriate bomb image in there and it'll do the trick. Something to keep in mind with regards to your point #1 is that the AI isn't supposed to be perfect. With the last release I ended up making some changes to the AI code which both reduced CPU time and made the AI less precise because it was always shooting perfectly, even the low-level bots, which made the game not fun at all. The AI should made some bad choices and...
I think that's it. A bit more testing, and if everything is alright, I'll update the description with a (hopefully) complete ChangeLog.
I think the overhaul is almost ready. I haven't seen any stupid shots into walls for a couple of rounds, but will continue to test some more.
Big overhaul and many fixes
Cleanup and fix addUpdateArea() in virtobj.*
Cleanup, decruft and fix clang-tidy warnings in update.*
Fix typo: Swapper costs 4 grand, not 40k.
Cleanup, decruft and fix clang-tidy warnings in text.*
Cleanup and fix clang-tidy warnings in teleport.*
Cleanup and fix clang-tidy warnings in tank.*
Cleaned up and (slightly) optimized spinlock.*
Minor cleanup of sound.cpp
Simplify and optimize draw_amoon() [a bit] ...
cleanup and fix clang-tidy in sky.* and split out moon and zbuffer
SDI: Only rely on Repulsors if the buried level is really low.
Split the spaghetti-copde shop into maintainable pieces.
Cleanup and clang-tidy fixes in satellite.*
Cleanup and clang-tidy fixes in player_types.*
Cleanup and clang-tidy fixes in player.*
Cleanup and clang-tidy fixes in physobj.h
Cleanup and clang-tidy fixes in optiontypes.*
Cleanup and clang-tidy fixes in optionscreens.*
Cleanup and fixed clang-tidy warnings in optionitem*.*
Fixed some tiny issues with land creation.
Cleanup and fix clang-tidy warnings in optionitembase.*
Cleanup and fix clang-tidy warnings in optionitem.h
Cleanup and fix clang-tidy warnings in optioncontent.h
Cleanup and fix clang-tidy warnings in network.*
Remove C89 style TRUE/FALSE integers where possible.
Cleanup MISSILE and de-spaghetti physics and SDI
Cleanup and fixes for menu.*
Renamed SAVE_STO* => SAFE_STO* ; They don't save, they are safe. ;-)
Overhaul client.cpp and modernize SAFE_WRITE()
Move ITEM from main.* to item.* ; delete main.cpp
Move WEAPON from main.* to weapon.*
Move POINT_t from main.h to beam.h
Move eTurnTypes from main.h to globaltypes.h
Move BOX from main.* to box.*
Cleanup and clang-tidy warning fixes for land.*
Cleanup and clang-tidy warning fixes for globals.h and globaltypes.*
Cleanup and fix clang-tidy in GLOBALDATA and give CSpinLock its own realm.
Cleanup and fix clang-tidy warnings in gfxData.*
Also exract the LevelCreator from gameloop.*
Cleanup and fix gameloop.* and extract sScore
Cleanup and fix clang-tidy wanrings in FLOATTEXT
Finally got rid of sscanf. Everywhere. ^^
Add -fexceptions and utilize clang-format 15
Gve the dirent wrapping its own header.
Cleanup and fix externs.h
Cleanup and fix clang-tidy warnings in EXPLOSION. Additionally some..
SDI does not shoot if the missile would get repulsed.
Cleanup and fix clang-tidy warnings in ENVIRONMENT
Cleanup and fix clang-tidy warnings in DECOR. Also halve DIRT sound volume.
Cleanup and fix clang-tidy warnings in PHYSICAL_OBJECT. Also switch draw() from PURE to override.
Cleanup and simplify debris_pool
Partly revert 0110414 and raise bot values again.
AI: Do not let amp/armor get too far apart, but heed defensiveness.
Make the VS13 clock bug workaround more self-explanatory
Cleanup and simplify BUTTON
Simplified bitmap.h
Fix all clang-tidy warnings in BEAM and rename eClasses => eClass
Fixed, secured and beautified land creation
Fix global.surface being misused as height instead of y coordinate
DECOR::isOnFloor(): Clarify what scr_b and scr_r actually are. (Readability... so important...)
atans.cpp: Fix all g++ and clang-tidy warnings.
MSLEEP/USLEEP: Remove semicolons from defines, so they can be used like functions.
Apply more elegant fix for 24babc5 - My first go was a bit crude.
Fixed all "narrowing conversion" issues in aicore.
Add asserts to help find missing bitmaps. Set Theft Bomb to 30, as 31.bmp does not exist
Get rid of troublesome srand()/rand()
ENVIRONMENT: Complete initialization. Revert if VS makes trouble.
Fixed some issues with the first .clang-format design and reformatted
Revert 82afc039a39e6f98527bc3d687d4071d835f0a6c and re-add
Turn env.game_name into a string, too.
ship: Make description a string and get rid of more 90s string juggling
VS can initialize arrays nowdays, no problem.
Make env.dataDir a string and get rid of C90 style pointer juggling
Fixed a bug that caused background updates to glitch
Fix some typos
Get rid of global path_buf and some of the 90s style pointer juggling
Added debugging targets and fixed some minor buffer size warnings.
Apply clang-format and fix (some) of the circular inclusion mess
Add a .clang-format to use with clang-format 14 (Debian bookworm compatible)
Various tweaks and minor fixes
Replace perror() with std::cerr where perror makes no sense.
I was hoping to post a feature request but it seems I can't do that for some reason. So I guess I'll do it in the discussions instead. I manually edited my config file to set the resolution to 1920x1040 (minus 40 for my task bar). This set up up perfectly with my resolution and all in my particular case. However, I had to edit the config to get that. Using the arrows, or clicking the input box just changes the number between a specific amount. I was hoping you might change some of these inputs to...
I've been playing some games and haven't been able to replicate the issue. I prefer using PgUp/PgDn to scroll through the shop as it's faster than the mouse wheel. But I used the mouse wheel specifically to see if I could get it to happen. Unfortunately I don't believe there are any specific logging you could look at or post. Maybe someone else who is more knowledgeable about the source can help.
Update: He just had it crash again while on the purchase screen when he clicked the mouse on (or possibly near, it closed immediately, so we couldn't tell) one of the menu movement arrows.
Thanks for the quick response and new build! I downloaded it and it works without renaming any .dlls, so that's a good sign (It does say Atomic Tanks 6.5 rc_1 in the title bar of the window, though, just so you know, and I think I remember the changelog file showing the new 6.6 version as 6.5 (so it has two entries for 6.5, but one is the newer one for 6.6). However, after trying a test game, my son had it crash again. He was in the buy screen before playing round one, used the mouse wheel to scroll...
Thanks for the info. I didn't test the installer enough and didn't notice this issue on my own system. I updated the Windows installer and tested on some other systems without any issues. Please download again and let me know if it addresses your issues. I'm actually surprised it worked with renaming the alleg44_64.dll as this was compiled as 32bit. So renaming the alleg44.dll appears to work. Although that version still wasn't exactly what I compiled with. Maybe some of your crashing issues were...