- Liquid War (v5.6.4) - Bugs
- Report a new bug
- ================
- 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.
- 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.
- Additionnaly, on online bug tracking system has been set up. It uses Flyspray
- http://flyspray.rocks.cc/. It's accessible on
- http://www.ufoot.org/bugtracker/ 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-)
- Network
- =======
- 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.
- Mouse does not work
- ===================
- 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!".
- 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:
- * Severe limitations in the Liquid War core algorithm.
- * 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.
- (*) 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.
- Game does not start
- ===================
- 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.
- 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.
- Interference with other Windows programs
- ========================================
- 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.
- This problem does not seem to apply on GNU/Linux - at least if you do not run
- 300 daemons together on your machine 8-)
- Datafile bugs
- =============
- Sometimes there are some problems when compiling the datafile, this includes:
- * The liquidwarcol, liquidwarmap and liquidwartex utilities might freeze or
- segfault. Typing "make" again often solves the problem.
- * The background image sometimes ends up using the wrong palette, which has a
- very nasty consequence: it looks ugly.
- 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.
- Midi does not work on OSS
- =========================
- Preamble
- --------
- 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).
- In this situation, it looks to me like you have the following choices:
- Hack Allegro...
- ---------------
- ...to implement wavetable midi on OSS :-)
- and for the rest of us...
- Use Allegro's DIGMID midi driver...
- -----------------------------------
- ...which creates audio from MIDI using a set of patches (more info here:
- http://www.talula.demon.co.uk/allegro/digmid.html) and plays back through
- your sound card's audio.
- Get an FM driver up and running...
- ----------------------------------
- ...Which is comprised of the following steps:
- * 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.
- * 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 http://www.linuxdoc.org. Do a few web searches. For my
- AWE64, I use the OPL3 driver.
- * 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.
- * 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.
- * Try the game. If it's worked you will hear particularly beepy music.
- Enjoy!
- Opl3 occult FAQ
- ---------------
- --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:
- Many roads a man must take. Those with one-track minds are DOOMED, I tells ya.
- ---- The Liquid War algorithm calculates distances to one place, the
- cursor.
- And:
- Man or machine, face or code, must stand strong and solid; must not just ooze away as slime.
- ---- We think it might just take objection to the whole 'slimy' nature of
- the LW beings. As well as it being LIQUID War.
- 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.
- That and it's a f***ing ace level.
- Checksum errors
- ===============
- 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.
- 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...
- I'm highly interested in bug-reports concerning this problem.
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