/usr/share/doc/liquidwar-data/html/bugs.html is in liquidwar-data 5.6.4-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<TITLE>Bugs</TITLE>
</HEAD>
<BODY>
<CENTER>
<A HREF="index.html">Home</A> |
<A HREF="rules.html">Rules</A> |
<A HREF="authors.html">Authors</A> |
<A HREF="mailinglists.html">Mailing lists</A> |
<A HREF="fanfic.html">Fanfic</A> |
<A HREF="options.html">Menus and hot keys</A> |
<A HREF="network.html">Network game</A> |
<A HREF="parameters.html">Command line parameters</A> |
<A HREF="platforms.html">Platform specific issues</A> |
<A HREF="userlevels.html">User levels</A> |
<A HREF="algorithm.html">Core algorithm</A> |
<A HREF="source.html">Source code</A> |
<A HREF="bugs.html">Bugs</A> |
<A HREF="todo.html">To do</A> |
<A HREF="wip.html">WIP</A> |
<A HREF="copying.html">Copying</A>
</CENTER>
<HR>
<CENTER><H1>Bugs</H1></CENTER>
<HR>
<H2>Report a new bug</H2>
<P>If you have troubles with Liquid War 5,
if you think it is a bug,
and if it is not described in this file, then just
send a (precise...) decription of your problem
to the Liquid War user mailing list.</P>
<P>Besides, it happens that now most bug reports come from
the Debian tracking system
"http://bugs.debian.org/cgi-bin/pkgreport.cgi?pkg=liquidwar".
Thanks to the Debian users and maintainers, it's a very
valuable feedback source.</P>
<P>Additionnaly, on online bug tracking system has been set up.
It uses Flyspray <A HREF="http://flyspray.rocks.cc/">flyspray.rocks.cc/</A>.
It's accessible on <A HREF="http://www.ufoot.org/bugtracker/">www.ufoot.org/bugtracker/</A> or
"http://www.ufoot.org/bugtracker/index.php?project=2".
I try to collect everything here : bugs reported on the mailing-list,
bugs from Debian, and bugs I found myself. Alternatively
you can report bugs directly on it 8-)</P>
<HR>
<H2>Network</H2>
<P>Network support in Liquid War is far from being perfect, so there
are a bunch of little problems which can appear. Basically, once
the game is correctly started on a LAN, you should have no problems,
but getting the game started might be difficult.</P>
<HR>
<H2>Mouse does not work</H2>
<P>Some users reported that they were unable to control the Liquid War
cursor with the mouse. Well, the answer is a typical Microsoftish
"this ain't a bug, it's a feature!".</P>
<P>More seriously, you're supposed to move the cursor with the keyboard
in Liquid War. There's no way to handle the cursor "like a mouse pointer"
(*). This is due to:</P>
<UL><LI>Severe limitations in the Liquid War core algorithm.</LI>
<LI>The fact that moving the cursor "too fast" would really change the
gameplay of Liquid War. As a Liquid War integrist 8-) I can tell you
the game would really not be the same if you could move the cursor
as fast as you wish. It's part of the game that sometimes it takes
you ages to recover from a strategical mistakes. You need to think
twice before going to the very end of a level. That's strategy.
At least that's how I view things... Anyways as I mentionned above
there's a limitation in the core algorithm.</LI>
</UL>
<P>(*) This is not perfectly true, there's a way to control the cursor
with the mouse, but it's designed for the case "4 people want to play
on the same computer and one single keyboard is not enough".
Controlling the cursor with the mouse in Liquid War is possible but
yet rather hard to master 8-/ Try it and you'll understand what I mean.
This mode can be set up in the "Teams" menu.</P>
<HR>
<H2>Game does not start</H2>
<P>On non UNIX platforms such as Windows or DOS, Liquid War
is distributed in a .zip file. It's IMPORTANT that you
unzip the .zip files with an "unzipper" which preserves
the directory structure. Most install problems under
Windows come from broken unzipping programs which extract
all files in the same directory... WinZip 8.x or the unzip32.exe
utility that comes with DJGPP are both able to uncompress
Liquid War .zip files correctly.</P>
<P>On Liquid War 5.5.9 and later, the Windows version should detect
this problem automatically and warn you with a message which
basically says something like "Unable to load datafile.
Are you sure Liquid War is correctly installed?".
If you get this message, you need to reinstall the game by
unzipping it with a "correct" unzipping program which does
not wreck directory structrure up.</P>
<HR>
<H2>Interference with other Windows programs</H2>
<P>It's been reported that Liquid War can run very slowly on Windows
when some other programs (Mozilla for instance) are running.
So if Liquid War's menus seem to be really really slow, then
try to shut down other applications and run the game again.</P>
<P>This problem does not seem to apply on GNU/Linux - at least if you
do not run 300 daemons together on your machine 8-)</P>
<HR>
<H2>Datafile bugs</H2>
<P>Sometimes there are some problems when compiling the datafile,
this includes:</P>
<UL><LI>The liquidwarcol, liquidwarmap and liquidwartex utilities
might freeze or segfault. Typing "make" again often solves
the problem.</LI>
<LI>The background image sometimes ends up using the wrong palette,
which has a very nasty consequence: it looks ugly.</LI>
</UL>
<P>These bugs are quite hard to get rid off, since I can not
reproduce them easily. The good solution would be to completely
rewrite the liquidwarcol, liquidwarmap and liquidwartex utilities.</P>
<HR>
<H2>Midi does not work on OSS</H2>
<H3>Preamble</H3>
<P>IF your midi music on Liquid War, or indeed any other
Allegro game, doesn't work and you are using the OSS
(Open Sound System) drivers (these are the sound drivers
which come with the standard kernel distribution), this may
well be because Allegro only supports "FM synthesis"
and not "wavetable" when it is using OSS. FM synthesis
is a very old method of making sound from MIDI and
has long since been replaced by wavetable synthesis, with the net
result that it's quite possible you've got OSS MIDI
working nicely in other applications without having FM
support set up at all. This is what I found. (It has
to be said that I didn't find the FM sound quality quite as bad
as people have said, though).</P>
<P>In this situation, it looks to me like you have the following choices:</P>
<H3>Hack Allegro...</H3>
<P>to implement wavetable midi on OSS :-)</P>
<P>and for the rest of us...</P>
<H3>Use Allegro's DIGMID midi driver...</H3>
<P>which creates audio from MIDI using a set of patches
(more info here: <A HREF="http://www.talula.demon.co.uk/allegro/digmid.html">www.talula.demon.co.uk/allegro/digmid.html</A>)
and plays back through your sound card's audio.</P>
<H3>Get an FM driver up and running...</H3>
<P>Which is comprised of the following steps:</P>
<UL><LI>Find out which FM driver is appropriate for your sound card.
If you have distribution-specific tools and docs for setting up sound, try those.
If not, you will need to be familiar with the knowledge in the Sound-HOWTO and
Kernel-HOWTO i.e. know how to compile kernels and modules and deal with sound
drivers.</LI>
<LI>Look through the OSS modules in 'make menuconfig' and see if anything
catches your eye. See if there is any specific documentation on your sound card on
<A HREF="http://www.linuxdoc.org">www.linuxdoc.org</A>. Do a few web searches. For my AWE64, I use the OPL3 driver.</LI>
<LI>Compile and install the FM driver module, or set up your system to use the new
kernel if you want to compile the driver in.</LI>
<LI>Load the module, or boot your new kernel. It is very important that you pay
attention to what is said in the 'help' for your FM driver in 'make menuconfig'
and read any necessary files in the Documentation/sound/ directory. For example,
I just had a nice half-hour wondering why the hell my FM wasn't working now when
it had been before - with the OPL3 driver, you have to give the option io=0x388
to insmod. Which is stated nice and clear in the docs, but of course I had forgotten
since then. You can prevent such happenings by recording options permanently in
/etc/modules.conf - see the manpage etc.</LI>
<LI>Try the game. If it's worked you will hear particularly beepy music. Enjoy!</LI>
</UL>
<H3>Opl3 occult FAQ</H3>
<P>--IMPORTANT-- If you are using Liquid War, your FM will only work if you go to the
map 'Elephant inside a boa' and proceed to chase each other round in circles for at
least 10 minutes. This cures a bug in the design of the OPL3 interface which
conflicts badly with the core Liquid War algorithms. How the hell the music hardware
even knows about the core algorithms I don't know, but that's what I made of the
now-defunct opl3-occult-FAQ, from which here is an excerpt:</P>
<PRE>Many roads a man must take. Those with one-track minds are DOOMED, I tells ya.</PRE>
<P>---- The Liquid War algorithm calculates distances to one place, the cursor.</P>
<P>And:</P>
<PRE>Man or machine, face or code, must stand strong and solid; must not just ooze away as slime.</PRE>
<P>---- We think it might just take objection to the whole 'slimy' nature of the LW
beings. As well as it being LIQUID War.</P>
<P>So, our carefully tailored approach, is to firstly have the players going in all
the possible different directions evenly by moving around the map in circles, and
secondly to divert the opl3's attention from the general slimy liquidness of it all
by emphasizing the solidity, reality, and natural goodness of that classic
tapestry: an elephant inside a boa.</P>
<P>That and it's a f***ing ace level.</P>
<HR>
<H2>Checksum errors</H2>
<P>The Liquid War server is a "light" servers which - to some extent -
has no idea about what is going on in the game. It simply replicates
key strokes between clients and each client maintains its own
game state. Normally, the game is designed so that given the same
user input, it will behave exactly the same.</P>
<P>However, it happens that sometimes 2 clients can behave differently,
and this is a (severe) bug. One consequence is that messages reporting
"Checksum errors" appear on the server's and on the client's console
output. This bug appears when using non-default rules settings.
Basically, if someones tweaks his rules, then the checksum errors appear.
Of course I double-triple checked that options were correctly sent on the
network, but, well, could not fix the bug. Yet. The short term solution
seems to play with default factory settings...</P>
<P>I'm highly interested in bug-reports concerning this problem.</P>
<HR>
<CENTER>
This documentation is also available on:
<A HREF="http://www.ufoot.org/liquidwar/v5">www.ufoot.org/liquidwar/v5</A>.
</CENTER>
</BODY>
</HTML>
|