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News





2005/2/27 Several security vulnerabilities have been made public concerning Armagetron; you can read the full details here. There is a patch available against it, and a "zombie" release 0.2.6.1 ( remember, these pages have been declared dead... ) fixing the issues. The Windows version is still in the works, and I don't know whether the RPMs work since I can't test them properly any more. The binaries are now built with GCC 3.3.
The new release also fixes compatibility with GCC 3.4 and AMD 64 systems and fixes the "Rip" bug that made it possible to tear holes into the rim wall. I know, it's a cool bug many players like, it will return in the next release of Armagetron Advanced, but it won't be so obvious.
2003/8/19 Ben Hines made it! Version 0.2.5.2 is available for Mac OS X. Get it and spread the word.
2003/7/30 As you may have noticed, the master server was unreachable today for about 14 hours. To explain this and possible future downtimes and to let you know what you can to, I created a master server page. It will be linked from the armagetron network documentation.
2003/6/22 Finally, version 0.2.0 sees the light of day! Personally, I am really pleased with it. All the important new features are in and the bug count is zero. Get it and enjoy!
Also, there are some new other tron games I heard about listed the links page.
2003/5/28 Well, it has been really quiet around Armagetron the last year; let me quickly explain why that was so.
The company that owned CodeCult ( which I worked for ) went out of money; the CEO hid this for a while using "creative bookkeeping", so when it finally was discovered, it was too late to do anything about it. You guessed what happened next: the financing for our project was cancelled and CodeCult went bankrupt.
After that, we tried to rebuild the company with our own resources, which ultimately failed.
But lo and behold: from the ruins of Westka ( another tragically destroyed company, this time because the mother company changed its strategy... ) and some rest members CodeCult there emerges Joylabs. I helped giving their debut title a good start into life.
All this was very time consuming and emotionally stressful, so I neither had the time nor the nerves to do anything on Armagetron. But the situation has improved a little: this month, I started doing a PHD thesis in theoretical physics; depending on the future of Joylabs, I'll be able to allocate some time slices for Armagetron in the future. Right now, I'm heavily fixing bugs and I'm determined to finish at least a decent 0.2 release.
2002/3/14Mac news: some people have begun porting Armagetron to OSX recently. I am confident that the next official release will be available for that OS, too.
2002/3/04Just wanted to give a life sign: version 0.2 should be coming up during the next two months; if you are curious about the additions (most notably: master server support, support for different language versions, team vs. team battles, more configuration options), you can check out the CVS version.
2001/7/14Declared version 0.1.4.9 the current stable version. (It was released a while back, but marked as development version.)
2001/5/30Created the Meeting Page; meeting announcements will go there.
2001/5/30Version 0.1.4.6 available; fixes networking problem caused by packet loss, dedicated server AI fix
2001/5/21Version 0.1.4.5 available; works around texture bug on ATI cards and includes network improvements. For the first time: a dedicated server for windows!
2001/5/11Version 0.1.4.4 without AIs running through the outer wall and with a frame counter is available for download.
2001/4/02Wow! What a long time of inactivity! My apologies go out to everyone who had to wait or is still waiting for a reply to a mail he sent me... The reason for this big break was simple: the development of Gothic (my day-job :-)) was in a really bad crunch mode, so there was no time and energy left for a personal project (or reading my personal e-mail). But it was well worth it; Gothic turned out as a pretty good game and certainly better than anyone of us suspected only three months ago. It is now in the stores in Germany, Austria and Switzerland, a globally distributed English version should be available in a month or two. For those of you who have not heard of it: Gothic is a 3d-Action-RPG set in a prison world, so it is kind of like Ultima 9, only meaner and of course, better :-) According to the local press anyway; I did not play U9, so I don't have an opinion on that. </shameless plug>
2000/11/16The first cleanup phase is complete; as a result, version 0.1.4.2 is available on the download pages.
2000/10/20A new dedicated server has opened at 166.70.20.49! It is maintained by the eXiles Quake clan and running version 0.1.3, so don't connect to it with a newer development version, your input will get lost. Thanks, guys!
I'm sorry I had to neglect Armagetron during the last two months, but I finally started working on it again. Fist thing on my list is a big reorganisation; the code has become a bit too big and a bit too entangled to be maintainable. Then I'll make some additions to the game itself (Team play, demo playback, disappearing trails) and release them in the 0.1.x series, then it's time to add some engine features and lay the foundations for version 0.2.
2000/07/16Meeting: tonight (21 GMT) on the new server www.gartenhaus.net! Be sure to download the latest development version 000715, since it contains code that improves the controls over your bike.
2000/07/05Ok, good news again: the very same people that held the first Armagetron tournament (remember RuRu?) now helped me set up a new server; for the time being, it is available at the IP 134.91.175.101, but that is going to change next week. The highscore lists and ladder league will be moved there on Monday.
2000/06/26Really bad news: The guys at the University computer center noticed that I am no longer a student, so I'm loosing my account there in about two weeks. For you, that means that I probably (maybe I can get some help from someone else there...) can't run the internet server any more. I'll look for a replacement as soon as possible. To make the best of the situation, I scheduled the
Next meeting: Sunday, 2nd of July, 21h GMT
while the server is still there...
To make a bad news day complete, the service that hosts Armagetron now has a 40Gig/month download limit per site. Well, that does not touch me yet, but who knows :-)
Finally, some good news: In a few days, I'll get a notebook so I can work on Armagetron while I'm on the train to/from work. AND: eRVee (Ralf Vroomen, ) created an auto-installer version for Armagetron 0.1.3. That should put an end to most installation problems.
2000/06/15Next meeting: Sunday, 25th of June, 21h GMT.
Now I've got ICQ; my ID is 77480097. Unfortunately, I am not allowed to play or chat during work :-(
Results of the first official Armagetron Tournament at the Ruhrpott-Ruler:
  1. GDLordoran
  2. STMMorpheus
  3. GDBaron Sambu
As soon as I get more info, I'll make a small extra page for that (and all future tournaments??).
2000/06/13Well, started my new job last week; it's very time consuming, so I suppose the development pace for Armagetron will slow down considerably. But I won't give it up! Promise!
2000/06/03I'm back with good and bad news for NT users. First the good news: Armagetron did run on the NT box I could use on Wednesday when I compiled it with MSVC++. Bad news is: The normal precompiled version did not run, and I only own the authoring license for MSVC++, so I can't give away the working binaries. And I don't have a clue what goes wrong with the precompiled version and have little possibility to find out. I'll check for the usual stuff (uninitialised pointers...), but can't check whether it worked.
2000/05/30Finally found out what goes wrong on the i740/VooDoo 3/VooDoo Banshee in Windows! There is a bad interference between DirectX and OpenGL. Just copy this batch file into your Armagetron directory and call it instead of the executable, and Armagetron will run without DirectX (it does not need it anyway...) Thanks, Nestor Anaya Perez! I included the fix into development version 000530.
I will be away some days; mail will take a bit longer to get answered.
2000/05/29Released version 0.1.3!
Created three mailing lists.
2000/05/26Feature freeze for version 0.1.3; If no severe bug reports on the current development released come in, 0.1.3 will be released on Monday. Any new features I implement until then will be released after that in the development versions.
2000/05/24Source code for Microsoft Visual C++ 6.0 (not as bad as I thought, but I still prefer gcc) is now available!
2000/05/23I guess I have to apologise for my stupidity: due to a miserably misconfigured development system, I compiled Armagetron for Windows and SDL 1.1 utterly wrong: It did not use the advanced features of SDL 1.1 at all, and every single bug in the SDL 1.1 versions before 000523 has to be blamed entirely on me. Sorry to all, especially the SDL people.... It should work now, so give SDL 1.1 a try on your next download.
2000/05/20Unbelievable! At the Ruhrpott-Ruler (a local LAN Party with about 500 guests), there is going to be the first official Armagetron tournament! (If the current code turns out to be usable) Can't wait to announce the winner here...
2000/05/18A new development version (000518) is available for download. Improvements: higher stability and scoring functions.
Created highscore tables.
2000/05/16Finally! The Moviepack is available in the Addons section, together with sounds from the movie.
2000/05/08Next meeting will be Sunday in two weeks (2000/05/21) , 21h GMT (see countdown). (I like to concentrate more on adding valuable features than getting the thing ready for the next meeting, therefore the longer break...)
I accidentally got the Mail-to-SMS thing below wrong; it should work now.
Discovered another 3D-Tron: LightBikes.
2000/05/05Development version 000505 is available for download. If you want to change the speed the cycles are going, give it a try and edit the file "settings.cfg".
2000/05/02Added a compatibility table.
2000/04/30We'll have to make the meeting three hours earlier than announced; There's a special movie to be seen tonight me and my girlfriend don't want to miss. It will now be at 18h GMT (2pm EST,8pm CET). Probably a bit early for everyone in the USA; feel free to show up at the previously announced time.
2000/04/29Armagetron has gotten a bit too much attention lately; I only announced it on FreshMeat, but some other web masters seem to have read this... I am curious what will happen at the meeting tomorrow...
Anyway, version 0.1.2 is ready (some bug fixes, in-game menu) and comes two binary versions: one for SDL 1.0 and one for SDL 1.1. I hope this will fix most "Help! Armagetron does not run on my PC!" problems.
2000/04/25Ok, here comes version 0.1.1. I managed to fix some bugs and make chatting more comfortable; you now see a yellow thing above the players that are currently chatting (a bit like in Q3A), and a chatting player will get some help by a rudimentary AI. The movie pack will have to wait a bit; getting the bug fixes to you was more important.
Since Internet play is more comfortable now, and some more people than last time seem to like the game, I suggest another meeting on the public server this weekend; say, Sunday at 21h GMT (5pm EST,11pm CET), again at 129.206.119.46? I'll do a countdown on this page for all those not sure what GMT/EST/CET means (or in case I got it wrong ).
2000/04/20After moving to Cologne, I finally got my system up and running again and I am back online. Work on Armagetron is starting again slowly; expect version 0.1.1 somewhen next week.
2000/03/29Fabrice Holbe, an artist from the French publisher Ubi Soft, sent me some cool graphics and a new cycle model; I plan to include them into version 0.1.1. If you are a fan of the movie, you will love them!
Released the first "complete" version 0.1.
I will be busy and even offline the next days; probably I will read my mail, but please be patient with the answer or bug fixes ...
2000/03/27Well, no one showed up last night. (Hmm. Not a good news entry. I should change that to "There was lots of folx around and we were having a good time!". No one could disagree.) I hope it was just because of bad timing, not bad game/network code...
2000/03/25Last Version without sound released. I am still serious about that meeting tomorrow; if you want to be able to read the chat, you will need the current version. Sorry about that; there was a bug in the text display code that caused new messages to dissappear immediately.
2000/03/23Updated the internet server to version 000322; I plan to keep the network code the way it is for a while, so you should have no more problems connecting to it. Since the server is not visited very often, I suggest everyone that is interested in a quick round will meet there (129.206.119.46) Sunday, 26th of March at at 22H Greenwich (no daylight savings) time. This should increase your chances of meeting someone alive.
2000/03/21Set up the internet server with just one day delay. It is at at6.urz.uni-heidelberg.de (129.206.119.46); the address is precompiled into the latest distribution.
2000/03/19Created News Page (DUH!); Network code is about finished and seems to work fine over a LAN. I plan to install a public internet server on Monday.

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Last modification: Sun Feb 27 23:59:01 CET 2005