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From: Offers <ei...@bk...> - 2008-06-15 23:16:09
|
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From: Andrew <ae...@co...> - 2004-07-15 06:40:12
|
Windemere Project Status Report, 14 July 2004. ============ = OVERVIEW = ============ A more expansive list of things awaiting completion follows: * Artificial Intelligence (10/18 brains are complete). * Gamestate (Player Tracking -- This takes care of game loading and game saving). * DinkC++ Integration (The language has been written, but the functions to call have not). * Dink format -> Windemere format converters. ====== = AI = ====== The brains awaiting completion have not changed since the previous status release. * Brain 2: The Bounce Brain * Brain 4: The Pig Brain * Brain 6: The Repeat Brain * Brain 8: The Text Brain * Brain 9: The Pill Brain * Brain 12: The Scale Brain * Brain 14: The Shadow Brain * Brain 16: The People Brain ============= = GAMESTATE = ============= Only about half of this has been coded: the half that tracks sprites. The part that stores information on the main player needs to be finished (gold, life, etc). =========== = DinkC++ = =========== Still working, but my concern is that a 1KB .c file is compiled into a 4KB .dpp file. Any thoughts on this? This is an example of a .c file: void main() { &foo = myfunc(); print("&foo = " +&foo); print("myotherfunc(1337) returns " + myotherfunc(1337)); } void myfunc() { return 1337; } void myotherfunc(&value) { return &value; } This is the same .c file in DinkASM (.s) ; begin function main main: ; allocating variable &foo alc &foo ror &foo ; calling function myfunc call myfunc pop &foo ; calling function print pushs "&foo = " pushv &foo add call print ; calling function print pushs "myotherfunc(1337) returns " ; calling function myotherfunc pushn 1337 call myotherfunc add call print ; end function main return ; begin function myfunc myfunc: pushn 1337 return ; end function myfunc return ; begin function myotherfunc myotherfunc: ; allocating variable &value alc &value ror &value pop &value pushv &value return ; end function myotherfunc return A part of the compiled .dpp file, though illegible, looks like this: @...main...@.>.@b....].@.... ....?.@...@.c.@.].@....._.@.U.@.Y.@+... ...0q.@+.....w.........xY.@....._.@..........................................w.`...(X.@...@...@t..@.].@........@..@..... .@`..@.........v.@$].@.].@....E..@$].@. .@.U.@._.@(X.@p...t..@.Y.@........&foo.. I'm trying to compile DinkC++ into a library for easy integration. That's coming along slowly... ======= = WGP = ======= FastFile support has been rewritten to work worth a damn, but why have a new pack format? Two simple reasons: WGP supports filenames up to 100 characters (unlike FastFile which supported up to 12), and it is checksummed so you don't have to worry about bad FastFiles anymore (or including the FastFile in itself). If you'd like to test the .wgp pack creator I wrote, please e-mail me. ============== = ASSISTANCE = ============== If you would like to lend assistance (not to mention have your name mentioned in the uber-cool credits), please contact me. Otherwise, feel free to watch the progress slug along. --Andrew |
From: Phoenix <ale...@br...> - 2004-06-03 19:27:37
|
Well, this ain't a flame, it just got me thinking.. this map, in a space vs. time comparison is very time-y, but non-space-y. Why? Well, if a user decides to add a screen in the middle (lets say a screen that is um... number 300 in the row, and there are a total of 700 maps - say there be 50 maps in front of map nr. 300 and 50 maps after map nr. 300. In Seth's system, this'd be appended to the end of the file, which would cause no speed issues. It'd be a quick thing to do. (I don't know if you're going for an indexed map or a linear map, but to me, your idea seemed linear. Same with adding sprites.. Seth's method would only require you to seek to a point in the file, and then overwrite what's already there (be that a previous sprite or just a whole bunch of 0'ed bytes...) with your method, you actually would have to rewrite half of the file (unless you know a way to.. um.. just shove all following data forward when adding a sprite... even adding text at the start of the map would take quite some time... just saying that you might want to think about speed a little too.. even the ID3v2 tag system has padding, leaving space for additional tags/data, to make editing/adding new tags faster. Now, today, PCs are quick, so speed might not be that much an issue anyway.. but space is also something we have a lot of these days.. and it may be just me, but I'd rather waste some space for a faster execution, than to wait a lot just to have a smaller file. Compression programs will remove most of the slack space when sending the file out on the internet anyway. (This is meant to be constructive critisism. ;)) -Phoenix ----- Original Message ----- From: "Andrew" <ae...@co...> To: "Dink Develop Mailing List" <din...@li...> Sent: Thursday, June 03, 2004 3:06 AM Subject: [dink-develop] New map format > It turned out that the converter I wrote actually made Desplesda's map > format LARGER than the original. That's a no-no. > > I made a new map file format (this is probably going to turn out all > garbled). It replaces the old Map.dat, Dink.dat, DMOD.diz, and could > very easily be accomodated for Hard.dat. Someone let me know what I missed: > <snip> > > So, that's it. Send all flames to /dev/null. > > -- Andrew. > |
From: Andrew <ae...@co...> - 2004-06-03 01:06:18
|
It turned out that the converter I wrote actually made Desplesda's map format LARGER than the original. That's a no-no. I made a new map file format (this is probably going to turn out all garbled). It replaces the old Map.dat, Dink.dat, DMOD.diz, and could very easily be accomodated for Hard.dat. Someone let me know what I missed: The Map HEADER: First 18 bytes (extra byte for expansion): "WindemereMap v1.0 " -- Used for comparison in any future map versions. -------------- The following replaces the old DMOD.DIZ file -------------- Next 4 bytes: The size of the following map string. Next x bytes: The name of the map. Next 4 bytes: The size of the following author string. Next x bytes: The name of the author. Next 4 bytes: The size of the following string. Next x bytes: A description of the map. ----- Next 4 bytes: Total number of X map segments. -- Used to count the number of X map segments, heh. Next 4 bytes: Total number of Y map segments. -- Ditto above, but for Y. The Map DATA (For each segment): The following repeats throughout the map file for each screen - the total number of which can be found by multiplying the total number of X map segments followed by the total number of Y map segments (above): First 1 byte: 0 if the screen doesn't "exist", 1 if it does. -- If this is 0, the entire rest of this section is skipped and the next tile is parsed. Next 4 bytes: The number assigned to the audio track to play when the screen is entered. This can be left 0. Next 1 byte: Whether to loop the audio track defined in the previous 4 bytes. -- Sometimes, if you stay on a screen, the audio track finishes and there is no audio. Next 4 bytes: The segment offset from the defined center (X coordinate). } This is equal to "posX" and } "posY" Des's old map format. Next 4 bytes: The segment offset from the defined center (Y coordinate). } Next 4 bytes: The number of sprites on the screen. -- Whatever the value of this number, the indented below will be checked that many times. For example, if this is 152, there are 152 sprites on the screen and the following data sizes will occur 152 times before the next tile. ---- BEGIN SPRITE DATA ---- First 4 bytes of the sprite data: The X coordinate of the sprite. Next 4 bytes of the sprite data: The Y coordinate of the sprite. Next 4 bytes: The sprite's sequence. Next 4 bytes: The sprite's frame. Next 4 bytes: The size of the sprite (In percent - the size of the original graphic). Next 4 bytes: Degree of rotation - (0 to 360) Next 4 bytes: The size of the following string. This is 0 if the sprite does not have a script (The following value is then skipped). Next x bytes: The path to the sprite's script. Next 4 bytes: The sequence of the walking sprite (Base walk). Next 4 bytes: The sequence of the idling sprite (Base idle). Next 4 bytes: The sequence of the attacking sprite (Base attack). Next 4 bytes: The sequence of the dying sprite (Base die). Next 4 bytes: The sequence of the touched sprite (Touch sequence). Next 4 bytes: The sprite's depth cue. Next 4 bytes: The sprite's vision (0 for all). Next 1 byte: Sprite Hardness - True or false. Next 1 byte: The possibility of the sprite to be hit - True or false. If false, the next 6 values are missing. Next 4 bytes: The sprite's HP. Next 4 bytes: The sprite's defense. Next 4 bytes: The sprite's experience. Next 4 bytes: The sprite's touch damage. Next 4 bytes: The sprite's speed. Next 4 bytes: The sprite's brain. Next 1 byte: Warp - True or False. If false, this is the end of the sprite data for the current iteration. Next 4 bytes: The screen to warp to - defined in segment offsets from the defined center (X coordinate). Next 4 bytes: The screen to warp to - defined in segment offsets from the defined center (Y coordinate). Next 4 bytes: The X coordinate to be placed on the defined screen. Next 4 bytes: The Y coordinate to be placed on the defined screen. ---- END SPRITE DATA ---- So, that's it. Send all flames to /dev/null. -- Andrew. |
From: <ben...@id...> - 2004-05-22 12:26:36
|
Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_en.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
From: Andrew <ae...@co...> - 2004-05-14 01:35:28
|
Heh, there's this thing called "Linux"... Francis Woodhouse wrote: >Why the hell can't you just distribute the DLL with the game? > >- Francis > >----- Original Message ----- >From: "Andrew" <ae...@co...> >To: <din...@li...> >Sent: Thursday, May 13, 2004 12:50 AM >Subject: Re: [dink-develop] OpenAL?!?!?!?!? > > > > >>Well, FMOD isn't exactly compatible with the GPL. Besides that, most >>people don't have FMOD on their computer; and it being dynamically >>linked would mean the people have to go download it. OpenAL doesn't do >>that. Also, OpenAL sounds *so* much cooler than FMOD. :-D >> >> >>Francis Woodhouse wrote: >> >> >> >>>FMOD is already in place and facilitates the playing of every single >>>god damn thing you could possibly want! Damnit, why the hell do we now >>>have OpenAL in it? >>> >>>- Francis >>> >>> >> >> >> >> |
From: Francis W. <dea...@va...> - 2004-05-13 09:45:09
|
And now you're back to FMOD. Jesus, Andrew, stop doing this to me. :P - Francis ----- Original Message ----- From: "Andrew" <ae...@co...> To: <din...@li...> Sent: Thursday, May 13, 2004 12:50 AM Subject: Re: [dink-develop] OpenAL?!?!?!?!? > Well, FMOD isn't exactly compatible with the GPL. Besides that, most > people don't have FMOD on their computer; and it being dynamically > linked would mean the people have to go download it. OpenAL doesn't do > that. Also, OpenAL sounds *so* much cooler than FMOD. :-D > > > Francis Woodhouse wrote: > > > FMOD is already in place and facilitates the playing of every single > > god damn thing you could possibly want! Damnit, why the hell do we now > > have OpenAL in it? > > > > - Francis > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: SourceForge.net Broadband > Sign-up now for SourceForge Broadband and get the fastest > 6.0/768 connection for only $19.95/mo for the first 3 months! > http://ads.osdn.com/?ad_id=2562&alloc_id=6184&op=click > _______________________________________________ > dink-develop mailing list > din...@li... > https://lists.sourceforge.net/lists/listinfo/dink-develop > |
From: Francis W. <dea...@va...> - 2004-05-13 09:44:33
|
Why the hell can't you just distribute the DLL with the game? - Francis ----- Original Message ----- From: "Andrew" <ae...@co...> To: <din...@li...> Sent: Thursday, May 13, 2004 12:50 AM Subject: Re: [dink-develop] OpenAL?!?!?!?!? > Well, FMOD isn't exactly compatible with the GPL. Besides that, most > people don't have FMOD on their computer; and it being dynamically > linked would mean the people have to go download it. OpenAL doesn't do > that. Also, OpenAL sounds *so* much cooler than FMOD. :-D > > > Francis Woodhouse wrote: > > > FMOD is already in place and facilitates the playing of every single > > god damn thing you could possibly want! Damnit, why the hell do we now > > have OpenAL in it? > > > > - Francis > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: SourceForge.net Broadband > Sign-up now for SourceForge Broadband and get the fastest > 6.0/768 connection for only $19.95/mo for the first 3 months! > http://ads.osdn.com/?ad_id=2562&alloc_id=6184&op=click > _______________________________________________ > dink-develop mailing list > din...@li... > https://lists.sourceforge.net/lists/listinfo/dink-develop > |
From: Andrew <ae...@co...> - 2004-05-12 23:52:21
|
Well, FMOD isn't exactly compatible with the GPL. Besides that, most people don't have FMOD on their computer; and it being dynamically linked would mean the people have to go download it. OpenAL doesn't do that. Also, OpenAL sounds *so* much cooler than FMOD. :-D Francis Woodhouse wrote: > FMOD is already in place and facilitates the playing of every single > god damn thing you could possibly want! Damnit, why the hell do we now > have OpenAL in it? > > - Francis |
From: Francis W. <dea...@va...> - 2004-05-12 14:48:43
|
FMOD is already in place and facilitates the playing of every single god = damn thing you could possibly want! Damnit, why the hell do we now have = OpenAL in it? - Francis |
From: Secret J. <isd...@ho...> - 2004-04-20 13:22:29
|
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From: Andrew <ae...@co...> - 2004-04-11 05:47:10
|
Windemere Project Status Report, 10 April 2004. ========== = STATUS = ========== Recently, the online Dink community (http://dinksmallwood.org) has taken more interest in Windemere than ever before. I must say that before any questions are asked, please visit the status page (and yes it is updated). Currently, the only things that await completion are: * Aritficial Intelligence (10/18 brains are complete) * Hardmaps * Dink format -> Windemere format converters * DinkC++(+) a.k.a Tablet. ===== = AI = ===== Just as a simple fact: there will most likely not be customizable brains, especially not in the first release. Seth's brains are bad enough, but modular Seth brains...EW! People do amazing things with the brains that are available, so I really don't think this is an issue. The brains that need completing: * Brain 2: The Bounce Brain * Brain 4: The Pig Brain * Brain 6: The Repeat Brain * Brain 8: The Text Brain * Brain 9: The Pill Brain * Brain 12: The Scale Brain * Brain 14: The Shadow Brain * Brain 16: The People Brain ======= = Tablet = ======= Tablet may or may not make the first release, but whether or not it does, you can be sure it will be compatible with DinkC++ and DinkC. So, what is Tablet? Tablet is an interpreted, object oriented, embeddable, extensible version of DinkC. There are two primitive data types: Number and String. Numbers are represented in double precision floating point form. Scripts are interpreted directly from their source and no bytecode compiliation is performed. ============== = Graphic Formats = ============== The format used for graphics is a Windemere Graphics Pack [WGP file]. It is essentially a .tar.bz2 file, so no special utilities are needed to create these files. No longer will FastFile graphic formats be available, but instead, a converter will be supplied to convert these formats to WGP. ======= = Fonts = ======= Different fonts are supported in different sizes. Say you load: 0: Default.ttf - size 16 (This is the default font: you cannot change this) 1: Font1.ttf - size 12 2: Font1.ttf - size 16 3: Font2.ttf - size 14 You can refer to these in DinkC++ by using a command before the say statement. ======= = Bugs = ======= There currently are no bugs that we know of (the bugs listed are just incomplete features), but then again it's not finished. ======= = Editor = ======= Ah, yes, the editor. Windemere will either 1) not make it's projected release date with the editor, or 2) Will not be released with the editor. And what good is it using the leet advanced features of Windemere without an editor that supports it? So, if you know of anybody that knows wxWindows (wxWidgets) or GTK, please send them hither. ================= = Semi-Random Quote = ================= "Here's the log output: Wow, its craptasticirific" - DesPlesda --Andrew |
From: Francis W. <dea...@va...> - 2004-03-30 14:26:48
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I see we're back to GPL. Just one question... why? :) - Francis |
From: Andrew <ae...@co...> - 2004-03-14 04:41:07
|
Greetings, I have added the DinkC++ parser to the CVS Repository as a separate module, ``dinkcpp". It will later be turned into a library (sorry Francis) and interfaced with Windemere using the UBAR -ldinkcpp. YAY! (Maybe I drank a bit TOO much Coke... Nah) --Andrew |
From: Francis W. <dea...@va...> - 2004-03-09 16:05:45
|
That's rather over-complicated, isn't it? Plus, we're not actually naming sequences, etc. - we're sticking with the number/frame referencing system, as it's clearly the best (especially for things like idle/attack/walk sequences). Anyway, I think the current dink.ini format is okay... What I was talking about is where things like which frame of a sequence are 'special' and if so, 'how' special (what their number is for the 'special' parameter for that frame). - Francis ----- Original Message ----- From: "Andrew" <ae...@co...> To: <din...@li...> Sent: Tuesday, March 09, 2004 6:30 AM Subject: Re: [dink-develop] Sequence file format > I would assume that's what he meant. > > I'm going for a sorta-human-readable format: > > // User Definable objects > Pack LooseFiles; > Pack Trees /path/to/pack.wgp; > Pack Crap /path/to/crap/pack.wgp /path/to/another/pack.wgp; > > LooseFiles:1:1 /path/to/graphics/file.png [parameters here]; > LooseFiles:1:2 /path/to/other/graphics/files.png [parameters here]; > ... > (I think for the pack, you could either include a configure file for the > first file, or define them yourself) > [If the config file is not included.] > Trees:1:1 [parameters]; > Trees:1:2 [parameters]; > > [If the config file is included, you don't do anything except reference it.] > Trees:: ; > ... > Crap:1:1 [parameters]; > Crap:1:2 [parameters]; > Crap:2:1 [parameters]; > > The format is: > Object : Pack Definition : Number of file in pack (order of file stored > in tar); > > Where pack definition is, take Pack Crap, 1 is /path/to/crap/pack.wgp > and 2 is /path/to/another/pack.wgp. > > --Andrew > > > Dan Walma wrote: > > > Uh... why not store it into your dink.ini equivalent file, or wherever > > hard boxes are defined? > > > > Francis Woodhouse wrote: > > > >> Okay, I've been digging into all kinds of sequence-related things, > >> having to suffer the unfortunate pain that is understanding Seth's > >> godawful code. I was doing some attack stuff today and rememebered > >> that (obviously) sequences need to store more info than just their > >> frames (good example being whether a frame's 'special' is set to 1, > >> meaning that we should smack our bitches up [attack other sprites...] > >> when that frame is visible). So, we need a format for file's that'll > >> describe this 'anciliary data' associated with each sequence. > >> > >> Any ideas for the format? Should we go for human-readable (caveat: > >> larger file sizes) or binary-only (caveat: not human-readable, > >> requires a program to edit in any way)? > >> > >> - Francis > > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: IBM Linux Tutorials > Free Linux tutorial presented by Daniel Robbins, President and CEO of > GenToo technologies. Learn everything from fundamentals to system > administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click > _______________________________________________ > dink-develop mailing list > din...@li... > https://lists.sourceforge.net/lists/listinfo/dink-develop > |
From: Andrew <ae...@co...> - 2004-03-09 06:47:57
|
I would assume that's what he meant. I'm going for a sorta-human-readable format: // User Definable objects Pack LooseFiles; Pack Trees /path/to/pack.wgp; Pack Crap /path/to/crap/pack.wgp /path/to/another/pack.wgp; LooseFiles:1:1 /path/to/graphics/file.png [parameters here]; LooseFiles:1:2 /path/to/other/graphics/files.png [parameters here]; ... (I think for the pack, you could either include a configure file for the first file, or define them yourself) [If the config file is not included.] Trees:1:1 [parameters]; Trees:1:2 [parameters]; [If the config file is included, you don't do anything except reference it.] Trees:: ; ... Crap:1:1 [parameters]; Crap:1:2 [parameters]; Crap:2:1 [parameters]; The format is: Object : Pack Definition : Number of file in pack (order of file stored in tar); Where pack definition is, take Pack Crap, 1 is /path/to/crap/pack.wgp and 2 is /path/to/another/pack.wgp. --Andrew Dan Walma wrote: > Uh... why not store it into your dink.ini equivalent file, or wherever > hard boxes are defined? > > Francis Woodhouse wrote: > >> Okay, I've been digging into all kinds of sequence-related things, >> having to suffer the unfortunate pain that is understanding Seth's >> godawful code. I was doing some attack stuff today and rememebered >> that (obviously) sequences need to store more info than just their >> frames (good example being whether a frame's 'special' is set to 1, >> meaning that we should smack our bitches up [attack other sprites...] >> when that frame is visible). So, we need a format for file's that'll >> describe this 'anciliary data' associated with each sequence. >> >> Any ideas for the format? Should we go for human-readable (caveat: >> larger file sizes) or binary-only (caveat: not human-readable, >> requires a program to edit in any way)? >> >> - Francis > |
From: Dan W. <wa...@st...> - 2004-03-08 18:48:00
|
Uh... why not store it into your dink.ini equivalent file, or wherever hard boxes are defined? Francis Woodhouse wrote: > Okay, I've been digging into all kinds of sequence-related things, > having to suffer the unfortunate pain that is understanding Seth's > godawful code. I was doing some attack stuff today and rememebered that > (obviously) sequences need to store more info than just their frames > (good example being whether a frame's 'special' is set to 1, meaning > that we should smack our bitches up [attack other sprites...] when that > frame is visible). So, we need a format for file's that'll describe this > 'anciliary data' associated with each sequence. > > Any ideas for the format? Should we go for human-readable (caveat: > larger file sizes) or binary-only (caveat: not human-readable, requires > a program to edit in any way)? > > - Francis |
From: Francis W. <dea...@va...> - 2004-03-08 18:39:18
|
Okay, I've been digging into all kinds of sequence-related things, = having to suffer the unfortunate pain that is understanding Seth's = godawful code. I was doing some attack stuff today and rememebered that = (obviously) sequences need to store more info than just their frames = (good example being whether a frame's 'special' is set to 1, meaning = that we should smack our bitches up [attack other sprites...] when that = frame is visible). So, we need a format for file's that'll describe this = 'anciliary data' associated with each sequence. Any ideas for the format? Should we go for human-readable (caveat: = larger file sizes) or binary-only (caveat: not human-readable, requires = a program to edit in any way)? - Francis |
From: Andrew <ae...@co...> - 2004-03-01 03:27:16
|
=================== = TODO / SCHEDULE = =================== All developers have access to this milestone-release schedule. Here it is: Milestone VI -------------- Date completed: 28 Feb 2004 Date projected: 29 Feb 2004 * Checkpoint I – FastFile Control. [Completed 28 Feb 2004 by Andrew] * Checkpoint II – DinkC++ Integration. [Completed 28 Feb 2004 by Francis] Milestone VII --------------- Date completed: Date projected: 14 Mar 2004 * Checkpoint I – Sprite Control. - Assigned to Francis * Checkpoint II – Sprite Rendering. - Assigned to Francis * Checkpoint III – Resource ID Organizer. - Assigned to whoever does it. Milestone VIII --------------- Date completed: Date projected: 30 Mar 2004 * Checkpoint I – Artificial Intelligence and Brains. - Assigned to me. * Checkpoint II – Customizable User Interface. - Assigned to me. * Checkpoint III – Dink.ini (if it will not be integrated into the map file) - Assigned to whoever does it. * Checkpoint IV – Dink Map -> Windemere Map Converter. - Assigned to Des. * Checkpoint V – Dink Save -> Windemere Save Converter. - Assigned to Des. Milestone IX ----------------- Date completed: Date projected: 14 Apr 2004 * Checkpoint I – Editor. - Assigned to me and *cough*whoever wants to help me with it*cough*. Milestone X --------------- Date completed: Date projected: 25 Apr 2004 * Checkpoint I – Code Improvement and Profiling. - Assigned to me. * Checkpoint II – Bug Fixing. - Assigned to everybody. * Checkpoint III – Beta Testing. - Assigned to everybody. * Checkpoint IV – Packaging. - Assigned to me. Windemere Estimated Release ------------------------------------ Friday, 30 April 2004. - Yay. ================= = COLLABORATION = ================= Developers or anyone subscribed to the dink-cvs mailing list may notice I have starting using doxygen to document the code. This allows us to document what the code does as we go along, and the best part is I won't have to ask anybody what the hell a piece of code does :). If you need help over what the various documenting commands do, contact me. The configuration file can be found in the contrib/ directory, called "windemere.dxy". To compile the documentation, type ``doxygen windemere.dxy". ============= = DESPLESDA = ============= Dude, where are you? =================== = DESIGN DOCUMENT = =================== I have been writing a design document to guide the further development of Windemere. It is available only on Developer's CVS (It should not be present on Anonymous CVS) and in PDF format to prevent DesPlesda from editing it. Get to work! =========== = MEMBERS = =========== I am pleased to announce a new member on the team, Ric Halliwell. He is known as "Ric" on the Dink Network at http://www.dinksmallwood.org, and has already designed several new graphics to compliment the new engine. ======== = TODO = ======== BUGS: ------ UNIX Directory Controls - DesPlesda. (Hey, you asked for it). Cross-Platform itoa() - DesPlesda. (You sort of asked for this too). FEATURES: --------- Independent Dink Speed - Francis. UNIX Build System - DesPlesda (Finish it). DinkC++ Booleans - DesPlesda (Work builds up if you don't do any of it). Text Size and Multi-Colored Text - Francis, will you take a look at the font resource server? It only serves the most recent request. ===================== = SEMI-RANDOM QUOTE = ===================== "I crushed my coke can and noticed Microsoft's stock suddenly dropped 2 points." -- Andrew --Andrew |
From: Andrew <ae...@co...> - 2004-02-27 06:52:53
|
To All Developers: A new develop package has been released containing two new library versions, SDL 1.2.7.0 and Freetype 2.1.7.1505. You may find the updated package, Develop-0.5.2, here: http://sourceforge.net/project/showfiles.php?group_id=85863&package_id=89484&release_id=220050 Good Luck with Development, Andrew |
From: <ae...@co...> - 2004-02-19 18:59:51
|
Oh, my bad. > I'm not really concerned with the license that we use, but can I just mention > that my name's Jonathon, not Jonathan? Jon's even better :) > > Des |
From: Francis W. <dea...@va...> - 2004-02-19 11:25:39
|
My goodness, you're a genius. You really should be a lawyer. Could you give us a 'gisted overview' of the Windemere license? I can't read legalese :) Francis ----- Original Message ----- From: "Andrew" <ae...@co...> To: "Dink Develop Mailing List" <din...@li...> Sent: Thursday, February 19, 2004 5:38 AM Subject: [dink-develop] Windemere License v. 1.0 > Hi all. > > If you look at the CVS logs you may notice I updated every single file > with the BSD license. That was a mistake as I later discovered SDL had > the LGPL for a license rather than the GPL. So, that means, here's what > we need to do to be able to have our own license: > > SDL: > * Allow the license to provide modification of a work as well as reverse > engineering for "debugging purposes" as specified in section 6, > paragraph 1 of the LGPL version 2.1. > * Supply a copy of the LGPL along with the program. > * Include the copyright notice for the library on a copyright display > screen. > > FT: > * Include the FreeType Public License in a file named "FPL.TXT". > * Include the copyright notice for the library on a copyright display > screen. > > That's it! That's what the 8 pages of LGPL and 2 pages of FTL said. > > Now, I got so tired of looking for a suitable license that I just wrote > one. Here it is: > > > Windemere License v. 1.0 > ------------------------ > > 1. Definitions > > "License" - This Windemere License version 1.0. > "Original Work" - The original work of authorship. > "Licensor" - The Windemere Team. > "Licensee" - You, the end-user. > "Windemere" - The Original Work originally distributed by Andrew > Reading, Francis Woodhouse, > and Jonathan Manning. > > > 2. Applications > > This License covers the Original Work created by Licensor, copyright (c) > 2003, 2004 by > Andrew Reading, Francis Woodhouse, and Jonathan Manning. All rights > reserved except as > specified below. > > > 3. No Warranty > > WINDEMERE IS PROVIDED ON AN "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, > EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, WARRANTIES > OF MERCHANTABILITY, ASSURANCE THAT THE ORIGINAL WORK IS FREE OF DEFECTS, > FIT FOR A PARTICULAR PURPOSE OR NON-INFRINGING. BY ACCEPTING THIS > LICENSE, YOU, THE END-USER, AGREE THE ENTIRE RISK AS TO THE QUALITY AND > PERFORMANCE OF THE ORIGINAL WORK IS YOURS. > > 4. Limitation of Liability > > UNDER NO CIRCUMSTANCES NOR LEGAL THEORY, WHETHER TORT (INCLUDING > NEGLIGENCE), CONTRACT, OR OTHERWISE, SHALL LICENSOR BE LIABLE TO ANY > PERSON FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES > OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF > GOODWILL, WORK STOPPAGE, AND COMPUTER FAILURE OR MALFUNCTION. > > > 5. The Licensor Grant > > 5.1. The license. > > Licensor hereby grants Licensee a world-wide, non-exclusive, > royalty-free, perpetual > license to do the following: > > a) to reproduce, modify, debug, and disassemble or otherwise > reverse-engineer the Original Work in copies; > b) to prepare derivative works (hereafter referred to as "Derivative > Works") based upon the Original Work; > c) to distribute copies of the Original Work and Derivative Works to > the public, with the proviso that the distributions of the Original Work > and Derivatave Works that Licensee distributes be licensed under this > License; and > d) to perform and display the Original Work publicly. > > 5.2. Termination > > Rights of Licensee as described under 5.1a, 5.1b, 5.1c, and 5.1d above > are subject to > termination if the following conditions are not met: > > 5.2.1. Attribution > > a) Redistributions of source code must retain the above copyright > notice, this list of conditions, this license (in an easily-accessible > location), and the disclaimers found under sections 3 and 4; > b) Redistributions in binary form must reproduce the above > copyright notice, this list of conditions, and the disclaimers found in > sections 3 and 4 in the documentation and/or other materials provided > with the distribution. > > 5.2.2. Derivatives > > c) Altered source or binary versions, whether derived directly or > indirectly, must be plainly marked as such with a prominent statement > stating the Derivatave Works are based, either in part or in full, of > the work of the Windemere Team. Names of "Windemere Engine" and > "Windemere Project" are recommended, but not required; > d) Licensee shall also include a detailed file, to either source > or binary versions, documenting any and all changes made to the modified > version along with the date of such change. > > 5.2.3. Endorsement > > e) Neither the name of the Windemere Team nor the names of its > contributors may be used to endorse or promote products derived from > this software without specific prior written permission. > > > 6. Acceptance > > Licensee is not required to accept the terms of this license as he or > she has not signed it, however any rights granted by this license will > be forfeited by law. Licensee agrees to accept these terms > automatically upon the execution or compilation of the Original Work. > > > 7. U.S. Government End Users > > The Covered Code is a "commercial item," as that term is defined in 48 > C.F.R. 2.101 (Oct. 1995), consisting of "commercial computer software" > and "commercial computer software documentation," as such terms are used > in 48 C.F.R. 12.212 (Sept. 1995). Consistent with 48 C.F.R. 12.212 and > 48 C.F.R. 227.7202-1 through 227.7202-4 (June 1995), all U.S. Government > End Users acquire Covered Code with only those rights set forth herein. > > > 8. License Application > > The contents of this file are subject to the Windemere License Version > 1.0 (the "License"); you may not use this file except in compliance with > the License. You may obtain a copy of the License in the "LICENSE" file. > > Copyright (c) 2003-2004 Andrew Reading > Copyright (c) 2003-2004 Francis Woodhouse > Copyright (c) 2003-2004 Jonathan Manning > > WINDEMERE IS PROVIDED ON AN "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, > EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, WARRANTIES > OF MERCHANTABILITY, ASSURANCE THAT THE ORIGINAL WORK IS FREE OF DEFECTS, > FIT FOR A PARTICULAR PURPOSE OR NON-INFRINGING. BY ACCEPTING THIS > LICENSE, YOU, THE END-USER, AGREE THE ENTIRE RISK AS TO THE QUALITY AND > PERFORMANCE OF THE ORIGINAL WORK IS YOURS. > > UNDER NO CIRCUMSTANCES NOR LEGAL THEORY, WHETHER TORT (INCLUDING > NEGLIGENCE), CONTRACT, OR OTHERWISE, SHALL LICENSOR BE LIABLE TO ANY > PERSON FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES > OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF > GOODWILL, WORK STOPPAGE, AND COMPUTER FAILURE OR MALFUNCTION. > > [END OF LICENSE] > > > What do you think? > > --Andrew > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > _______________________________________________ > dink-develop mailing list > din...@li... > https://lists.sourceforge.net/lists/listinfo/dink-develop > |
From: Jon M. <des...@de...> - 2004-02-19 09:55:24
|
I'm not really concerned with the license that we use, but can I just mention that my name's Jonathon, not Jonathan? Jon's even better :) Des |
From: Andrew <ae...@co...> - 2004-02-19 05:43:46
|
Hi all. If you look at the CVS logs you may notice I updated every single file with the BSD license. That was a mistake as I later discovered SDL had the LGPL for a license rather than the GPL. So, that means, here's what we need to do to be able to have our own license: SDL: * Allow the license to provide modification of a work as well as reverse engineering for "debugging purposes" as specified in section 6, paragraph 1 of the LGPL version 2.1. * Supply a copy of the LGPL along with the program. * Include the copyright notice for the library on a copyright display screen. FT: * Include the FreeType Public License in a file named "FPL.TXT". * Include the copyright notice for the library on a copyright display screen. That's it! That's what the 8 pages of LGPL and 2 pages of FTL said. Now, I got so tired of looking for a suitable license that I just wrote one. Here it is: Windemere License v. 1.0 ------------------------ 1. Definitions "License" - This Windemere License version 1.0. "Original Work" - The original work of authorship. "Licensor" - The Windemere Team. "Licensee" - You, the end-user. "Windemere" - The Original Work originally distributed by Andrew Reading, Francis Woodhouse, and Jonathan Manning. 2. Applications This License covers the Original Work created by Licensor, copyright (c) 2003, 2004 by Andrew Reading, Francis Woodhouse, and Jonathan Manning. All rights reserved except as specified below. 3. No Warranty WINDEMERE IS PROVIDED ON AN "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, WARRANTIES OF MERCHANTABILITY, ASSURANCE THAT THE ORIGINAL WORK IS FREE OF DEFECTS, FIT FOR A PARTICULAR PURPOSE OR NON-INFRINGING. BY ACCEPTING THIS LICENSE, YOU, THE END-USER, AGREE THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE ORIGINAL WORK IS YOURS. 4. Limitation of Liability UNDER NO CIRCUMSTANCES NOR LEGAL THEORY, WHETHER TORT (INCLUDING NEGLIGENCE), CONTRACT, OR OTHERWISE, SHALL LICENSOR BE LIABLE TO ANY PERSON FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, AND COMPUTER FAILURE OR MALFUNCTION. 5. The Licensor Grant 5.1. The license. Licensor hereby grants Licensee a world-wide, non-exclusive, royalty-free, perpetual license to do the following: a) to reproduce, modify, debug, and disassemble or otherwise reverse-engineer the Original Work in copies; b) to prepare derivative works (hereafter referred to as "Derivative Works") based upon the Original Work; c) to distribute copies of the Original Work and Derivative Works to the public, with the proviso that the distributions of the Original Work and Derivatave Works that Licensee distributes be licensed under this License; and d) to perform and display the Original Work publicly. 5.2. Termination Rights of Licensee as described under 5.1a, 5.1b, 5.1c, and 5.1d above are subject to termination if the following conditions are not met: 5.2.1. Attribution a) Redistributions of source code must retain the above copyright notice, this list of conditions, this license (in an easily-accessible location), and the disclaimers found under sections 3 and 4; b) Redistributions in binary form must reproduce the above copyright notice, this list of conditions, and the disclaimers found in sections 3 and 4 in the documentation and/or other materials provided with the distribution. 5.2.2. Derivatives c) Altered source or binary versions, whether derived directly or indirectly, must be plainly marked as such with a prominent statement stating the Derivatave Works are based, either in part or in full, of the work of the Windemere Team. Names of "Windemere Engine" and "Windemere Project" are recommended, but not required; d) Licensee shall also include a detailed file, to either source or binary versions, documenting any and all changes made to the modified version along with the date of such change. 5.2.3. Endorsement e) Neither the name of the Windemere Team nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 6. Acceptance Licensee is not required to accept the terms of this license as he or she has not signed it, however any rights granted by this license will be forfeited by law. Licensee agrees to accept these terms automatically upon the execution or compilation of the Original Work. 7. U.S. Government End Users The Covered Code is a "commercial item," as that term is defined in 48 C.F.R. 2.101 (Oct. 1995), consisting of "commercial computer software" and "commercial computer software documentation," as such terms are used in 48 C.F.R. 12.212 (Sept. 1995). Consistent with 48 C.F.R. 12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (June 1995), all U.S. Government End Users acquire Covered Code with only those rights set forth herein. 8. License Application The contents of this file are subject to the Windemere License Version 1.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License in the "LICENSE" file. Copyright (c) 2003-2004 Andrew Reading Copyright (c) 2003-2004 Francis Woodhouse Copyright (c) 2003-2004 Jonathan Manning WINDEMERE IS PROVIDED ON AN "AS IS" BASIS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, WARRANTIES OF MERCHANTABILITY, ASSURANCE THAT THE ORIGINAL WORK IS FREE OF DEFECTS, FIT FOR A PARTICULAR PURPOSE OR NON-INFRINGING. BY ACCEPTING THIS LICENSE, YOU, THE END-USER, AGREE THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE ORIGINAL WORK IS YOURS. UNDER NO CIRCUMSTANCES NOR LEGAL THEORY, WHETHER TORT (INCLUDING NEGLIGENCE), CONTRACT, OR OTHERWISE, SHALL LICENSOR BE LIABLE TO ANY PERSON FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, AND COMPUTER FAILURE OR MALFUNCTION. [END OF LICENSE] What do you think? --Andrew |
From: Dan W. <wa...@st...> - 2004-02-17 13:05:52
|
Hiya folks... >>Merlin >>#define Tree TreeGraphics.dgp >> Tree.16 // References the 16th file in TreeGraphics.dgp. Perhaps a >>colon could be used? > Deathwish > Okay, I've discussed this with Des before, and we think it's a good thing, > too. However, being the speed monkey that I am, I'm concerned about how slow > it would become if we were referencing things by names as opposed to sprite > indices. An index into an array just needs one addition and you're at the > memory, but something referenced by a name requires a search through the > array until the element is found - much slower. > > Idea: Perhaps have the core engine just use frame/seq indices, but DinkC++ > scripts can reference them by names. The names would be defined in the > dink.ini, and at either compile time or load time these names in the scripts > can be 'resolved' by the engine into their IDs by referencing the dink.ini. > Thoughts? > Desplesda > A better (or at least simpler) system for accessing sprites is desperately > needed, I agree with you there. Your system is workable, but we need to get a > system that also is compatible (or at least, can coexist) with the seq/frame > system of Dink. Erm... I think you're trying to create a solution for a problem that doesn't exist, and in turn create wholy new problems that would end up breaking nearly everything. heh. By eliminating sequence numbers, you break: 1) The ability to manipulate sequences numerically. While not in great use, its used in a few instances in the original game (i.e. adding 100 to Dink's direction to determine the attack sequence). To try to do it another way (if (sp_dir(1,-1) == 2) sp_seq(1,"DINKATTACKUP"); etc) would just bring unneeded clutter into things. 2) Base walks/attacks/deaths. Unless you can think of a simpler way. Right now you just do something like sp_base_walk(1,10); and the game knows that sequence 11 is lower-left, sequence 12 is down, etc. And if a sequence doesn't exist (such as with a pillbug, which only has two sequences) the game copes by choosing one that is 'close' to it. 3) Breaking every D-Mod ever made. Seriously, unless my mind is seriously being bombed with poisons of stupor, trying to automatically convert all sequences and frames from D-Mods that heavily rely on new graphics (i.e. Pilgrim's Quest, Stone of Balance) and the previous seq/frame numbers. 4) All graphics ever used will be loaded into memory, as it doesn't seem possible to load sequences over other sequences (freeing the previous memory), if you're doing it the way it seems to me. 5) Probably some other things my just-awoke mind cannot think of. I think the best solution would be to either have some sort of meta layer on top of the dink.ini allowing you to organize the graphics in any matter you see fit in any categories or groups the author decides, on a frame-by-frame basis or a seq-by-seq depending on which sequence it is, while still having the sequence and frame numbers in plain view and completely ignoring the meta layer when the engine is running. Note: I have no idea what 'meta' means, but the word seemed to work in the above paragraph. If it doesn't, my apologies, feel free to replace it with a friendlier word. Oh you could just leave it alone. Plenty of D-Mods have been made under the current conditions, I can recall no complaints except those who expect someone to make their D-Mods for them, and making it 'simpler' could, in fact, be worse. Only completely change something because of what is necessary, not because it sounds good. Haven't really read into the rest of the update too much, but this just stuck out. Thanks, Dan Walma The Dink Network http://rpgplanet.com |